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Gamereplays.org posts it's thoughts on Zerg. - Page 2

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KungKras
Profile Joined August 2008
Sweden484 Posts
September 02 2009 18:46 GMT
#21
This is concerning. Zergling rush was part of the very identity of Starcraft. People that almost didn't know anything about Starcraft still knew about Zergling rush. Nerfing it is bad fanservice.

(I'm writing this although I hate being rushed)
"When life gives me lemons, I go look for oranges"
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 02 2009 18:49 GMT
#22
if zerglings need to be rebalanced, they will be, it's not really a problem

The harder issue to fix is the weak mid-game (lair tech), and dual-gas mechanic problem
ModeratorBlame yourself or God
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 02 2009 18:54 GMT
#23
On September 03 2009 03:32 Zelniq wrote:
this is exactly what i've been worried about with the goddamned 2 gas mechanic.. zerg gets fucked over because of their smaller worker count

combine this with the lack of a strong midgame ground unit, zerg seems to be in a rough position right now


and what he meant by the "removal of explosive damage" problem is that mutalisks in sc1 would take half damage from many units/buildings, which is now gone

That's the thing, see. It's not gone.

Take a SC2 Missile Turret. It deals 21 damage per attack to armored units like a Viking, while it only deals 14 damage to light units like a Mutalisk.

Or take a SC2 Marauder, which deals 24 damage per attack against armored units like Roaches but it only deals 12 damage per attack against light units like a Zergling.

Does that sound like explosive damage to you? 'cause it sure sounds like explosive damage to me.

As I said in a post above, the biggest difference lies in how large the damage reduction/bonus due to armor type is. In Brood Wars, a muta would take 50% as much damage as a wraith when attacked by a missile turret, while in SC2 so far, a muta would take 66% as much damage as a viking against a missile turret.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
rockon1215
Profile Joined May 2009
United States612 Posts
September 02 2009 18:57 GMT
#24
Even if it would take 8 zerglings to a zealot, wouldn't banelings (which the article failed to mention) easily take out the zealots?
Flash v Jaedong The finals that is ALWAYS meant to be
Krikkitone
Profile Joined April 2009
United States1451 Posts
September 02 2009 19:01 GMT
#25
Not 1 on 1
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 02 2009 19:01 GMT
#26
although this does little to alleviate my other, bigger concerns.. still good to hear, zato


ModeratorBlame yourself or God
Stickfoot
Profile Joined February 2009
Canada7 Posts
September 02 2009 19:03 GMT
#27
Why don't they just put the lurker back at lair tech? I don't see a reason for anyone to choose lurkers over ultralisks at Hive tech anyways. If its too powerful they can just nerf it a little.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 02 2009 19:10 GMT
#28
yeah i think the simplest and most logical solution is to revert them back to lair tech and rebalance stats if necessary

hive tech lurker really makes little to no sense at all, especially with their mobility problem.
ModeratorBlame yourself or God
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2009-09-02 19:33:20
September 02 2009 19:22 GMT
#29
As far as I know, that would leave precious few Hive-tech units. In BW, Hive tech is necessary for Ultras, Defilers, crack upgrade for lings, guardians, devourers and nydus canal.

In SC2, if you move Lurkers to Lair tech, then Hive tech would be necessary for Ultras, Brood Lords, and maybe some upgrades like crack upgrade for lings. Only 2 new units does seem a little weaksauce for Hive tech, even if one of them is the mighty Ultralisk.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Sharp-eYe
Profile Blog Joined August 2009
Canada642 Posts
September 02 2009 19:42 GMT
#30
:/ imo this is all the gas mechanics fault... I wonder why its so hard to get the usual 1 geyser that has a certain amount of gas in it. 2 gas that shut dodwn periodically doesnt seem very intuitive to me... but then again there was TONS of discussion on this already.

I hope the zerg become as flexible as they were in sc1 or else the feel of the zerg would be taken away.
Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? - Zeratul III AKA WikidSik ingame (anygame)
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 02 2009 19:50 GMT
#31
On September 03 2009 04:42 Sharp-eYe wrote:
:/ imo this is all the gas mechanics fault... I wonder why its so hard to get the usual 1 geyser that has a certain amount of gas in it. 2 gas that shut dodwn periodically doesnt seem very intuitive to me... but then again there was TONS of discussion on this already.

I hope the zerg become as flexible as they were in sc1 or else the feel of the zerg would be taken away.

Your information is outdated- 2 gas geysers that shut down periodically is a thing of the past. Current builds, I am told, have 2 gas geysers, period. Each of these contains 2500 vespene gas (one geyser from BW contains 5000 gas), and once depleted, you can no longer mine any gas from them. One worker trip nets you 4 gas, down from 8 gas in BW, so operating both geysers at full capacity will give you the same gas intake as 1 geyser from BW and your geysers will take just as long to deplete, but you'll need double the investment to mine at full capacity (2 extractors / assimilators / refineries, plus 6 workers).
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Johnny B
Profile Joined April 2009
United States76 Posts
September 02 2009 19:54 GMT
#32
On September 02 2009 21:17 Kaniol wrote:
Show nested quote +
he biggest change is the removal of explosive damage, which dealt 50% base damage to small units. In the original Starcraft, this made units like Photon Cannons and Missile Turrets easy enough to knock down with nine to eleven mutalisks

Photon Cannons don't deal explosive dmg, they deal normal


Yeah, the author is behind the times. The change from explosive to normal damage was made looong ago.

+ Show Spoiler +
- patch 1.02
--------------------------------------------------------------------------------
- Flying units no longer receive 'cover' from terrain features.

- Fixed the bug when cancelling a guardian in high latency games that killed
the mutalisk and gave multiple refunds.

- Fixed the bug that could sometimes cause a map editor, hit point modified
siege tank's hit points to be incorrect after transforming.

- Time elapsed while the game is paused no longer counts toward total
elapsed game time.

- Increased the cost of a Zerg Hatchery from 300 to 350 minerals.

- Changed the damage type of the Photon Cannon weapon system from explosion
to normal.


- Preplaced heroes for the AI will now auto acquire targets and defend themselves.

- Fixed a bug that could potentially, in high latency games, over-charge zerg
players when morphing larva into units.

- Modified the 'Free For All' game type so that the rules of diplomacy apply
to computer players. (Computer players are no longer allied in FFA.) Also,
made FFA available for single player custom games.

- Fixed the crash that occurred when selecting a unit type, that would normally
have shields, configured to have 0 shields via the map editor.

- Fixed the bug that bumped people back to the race select screen after they
had completed a single player campaign mission.

- (Battle.net) Create game screen will now display ladder game speed as 'Fast'
instead of 'Faster'.

- (Battle.net) Profile draw code will now handle different sized destination
windows.

- Fixed 'attach to incomplete addon' crash bug.

- Added three new Computer AI scripts for use with the map editor (Protoss
Insane, Terran Insane, Zerg Insane) to be used in custom campaign levels.

- Fixed bug that played the incorrect 'complete' sound for addons.

- Fixed bug that prevented rescued tanks and goliaths from acquiring targets
correctly.

- Fixed bug that caused Starcraft to allocate unnecessary amounts of memory
while running minimized.

- Fixed bug that could cause maps with a large number of pre-placed units to
crash at load time.

- Fixed bug that, in rare cases, could cause game to crash when certain types of units died.

- Fixed bug that caused access violation when maps with unplaceable units were loaded.

- Fixed bug that caused access violation when any zerg air unit died while cloaked by an arbiter.

- (StarEdit) Fixed bug that prevented changes to Norad II Hero unit weapon damage fields

- (StarEdit) Mineral patches and geyser are now limited to 50,000.

- (StarEdit) Added exception handler.

- (StarEdit) Fixed bug that made it impossible to remove Map Revealers via a trigger.

- (StarEdit) Fixed bug that could cause triggers to 'disappear' on systems
using large fonts.

- (StarEdit) Fixed bug that allows powerups to be placed in invalid locations on
high terrain

- (StarInst) Fixed minor over-calculation of disk space used by saved games
for uninstall.

- (StarInst) Moved file pre-cache requests to the install scripts.

- (StarInst) Added support for multiple events per screen item without the
use of sub-scripts.

- (StarInst) Eliminated unnecessary screen refreshes.
My dad can beat your dad in StarCraft.
Hot_Bid
Profile Blog Joined October 2003
Braavos36402 Posts
Last Edited: 2009-09-02 20:01:00
September 02 2009 19:59 GMT
#33
Well, I read the article and after playing 50+ games of Zerg at Blizzcon I (and the other staff there, Zatic Chill Intrigue) came to the exact opposite conclusions.

At least he's right about 13 pool --> Queen being the best build. Expect an article about it in a few days.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
Aegraen
Profile Blog Joined May 2009
United States1225 Posts
September 02 2009 20:04 GMT
#34
Let's reserve all the "imba/OP" talks until Beta actually hits and we can mass game. From the articles I have read many seem to say that Zerg is very strong if not the strongest, but again anecdotal evidence does not a conclusion make. I wouldn't get too worried until Beta, all you zergs.
"It is easy to be conspicuously 'compassionate' if others are being forced to pay the cost." -- Murray N. Rothbard -- Rand Paul 2010 -- Ron Paul 2012
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 02 2009 20:11 GMT
#35
Is the Infestor Tier 2? If it is then move it to Tier 3 and bring back the Lurker to Tier 2, and then have a range upgrade for the Lurker in Tier 3, since they obviously want the Lurker to have that insane range
Writerptrk
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 02 2009 20:28 GMT
#36
On September 03 2009 05:11 ArvickHero wrote:
Is the Infestor Tier 2? If it is then move it to Tier 3 and bring back the Lurker to Tier 2, and then have a range upgrade for the Lurker in Tier 3, since they obviously want the Lurker to have that insane range

The Infestor is currently Tier 2, yes. It may not have Dark Swarm or Plague, but it's more accessible than the Defiler is in BW. Your proposition makes sense, but I'd say it seems the SC2 devs want to get rid of Dark Swarm and Plague as much as they wanted to get rid of Medics, so the Infestor will probably keep these spells that are far less tide-turning in a fight (and yet Spawn Infested Marines looks like a nice spell for endgame resource starvation scenarios).

With its current spell array, the Infestor looks a little weak for Hive tech. Also note that, much like the Ultralisk, the Lurker is a very different beast from what you see in BW. With 200 health, up to 30 damage per attack (15 +15 vs. armored) and range 9, I doubt you'll just be able to take them out safely with some stalkers and an observer- although Immortals look like a strong counter.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Captain Peabody
Profile Blog Joined May 2009
United States3135 Posts
September 02 2009 20:29 GMT
#37
All information at this stage is very...subjective. I've seen different articles about SC2 where people say literally opposite things about the exact same unit or ability. The thing is, playing for such a limited amount of time, you're never really going to be able to find the true "usefulness" of a unit, because you don't have time to work out how to use it to its fullest extent. A lot of what we're getting is sort of "instant impressions"--I build a unit, it doesn't work very well, so I don't build it again for the rest of my games. Such things should not be necessarily taken at face value.
Dies Irae venit. youtube.com/SnobbinsFilms
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
Last Edited: 2009-09-02 20:55:16
September 02 2009 20:48 GMT
#38
On September 03 2009 04:59 Hot_Bid wrote:
Well, I read the article and after playing 50+ games of Zerg at Blizzcon I (and the other staff there, Zatic Chill Intrigue) came to the exact opposite conclusions.

At least he's right about 13 pool --> Queen being the best build. Expect an article about it in a few days.


I wish I had met up with you during Blizzcon. I talked to Psyonic, iCCup.Cold, and a little bit to inControl, but I would've liked to hear your input.

On September 03 2009 05:29 Captain Peabody wrote:
All information at this stage is very...subjective. I've seen different articles about SC2 where people say literally opposite things about the exact same unit or ability. The thing is, playing for such a limited amount of time, you're never really going to be able to find the true "usefulness" of a unit, because you don't have time to work out how to use it to its fullest extent. A lot of what we're getting is sort of "instant impressions"--I build a unit, it doesn't work very well, so I don't build it again for the rest of my games. Such things should not be necessarily taken at face value.


Indeed. I was quite nervous about writing this article for exactly that reason. I would have preferred a good few weeks, with frequent discussion between everyone. Alas, we only got 2 days.

I'm glad to hear that Blizzard did compensate for the explosive/concussive damage type removal. I looked briefly(i.e. 1 second) at some unit stats, and found many returning units had the same stats. I hadn't looked closely enough to see if they compensated for the damage type change.

As for the photon cannon/mutalisk thing and zergling/zealot thing, I was honestly quite confused at the way they worked out myself, and forgot about the Photon cannon dealing normal damage. I'm still not sure why Zerglings and Zealots interact the way they do now.

Also, I found Missile turrets easier to knock down without dying, as I believe their firing rate is reduced. I found Vikings easy to dispatch with 8+ mutalisks.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
Noah
Profile Joined June 2008
Norway164 Posts
September 02 2009 20:57 GMT
#39
The balance of the game is going to be very off untill the beta is done. It would be close to impossible to have any real sense of balance without having a huge group of players constantly testing/providing direct feedback as they do in the alpha/beta processes.

Sure it's interesting to hear how the game seems to be like now, but balancewise it will be a completely different game that what was tested at Blizzcon.

I'm 100% confident that this game will be balanced at release.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 02 2009 20:59 GMT
#40
Did anyone happen to meet any Archons? It seems their damage went up significantly.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
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