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Gamereplays.org posts it's thoughts on Zerg. - Page 3

Forum Index > SC2 General
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Captain Peabody
Profile Blog Joined May 2009
United States3137 Posts
September 02 2009 20:59 GMT
#41
The increased effectiveness of Zealots probably has a lot to do with the universal SC2 increased Protoss shield-regeneration rate out of combat--basically, out of combat, the shields regenerate at a vastly increased rate, quickly bringing them back up again to full. This doesn't make the Zealot stronger in a one-up battle--but it does give it a longer life in and around various small skirmishes. Zerglings, however, have vastly improved pathfinding, which should also make them more effective against Zealots, as they are able to surround them more easily and effectively--did you notice this at all? On paper, this should balance out somewhat early game...but it'll take beta for us to know for sure.

It's a nice article, though--I always enjoy reading first-hand accounts of SC2.
Dies Irae venit. youtube.com/SnobbinsFilms
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
September 02 2009 21:20 GMT
#42
6 Zerglings would quickly surround the Zealots, and after that there was no room. The 8 mentioned before would involve some sideline lings. Despite this, the Zerglings still went down quickly.
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.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 02 2009 22:31 GMT
#43
On September 03 2009 06:20 Shadowfury333 wrote:
6 Zerglings would quickly surround the Zealots, and after that there was no room. The 8 mentioned before would involve some sideline lings. Despite this, the Zerglings still went down quickly.

I see. Thanks for the article Shadowfury, it's always nice to see new content- gives us something to talk about.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
professorjoak
Profile Joined July 2008
318 Posts
September 02 2009 22:51 GMT
#44
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


Photon Cannons were explosive damage in Starcraft 1.00 and 1.01.

As a side note, Zerg were brokenly good in that era, as hatcheries spit out larvae at 1.5x the rate and build times for almost everything were decreased.

"The different branches of Arithmetic -- Ambition, Distraction, Uglification, and Derision." --Lewis Carroll
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 03 2009 00:17 GMT
#45
All attacks deal and take full damage from all attacks. The replacement for the explosive/concussive system is bonus damage. Which is much better because it is more intuitive (don't have to know or remember or calculate) and easier for new players to grasp. I bet is makes balancing a lot easier too.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
KingHillBilly
Profile Joined November 2007
United States105 Posts
September 03 2009 01:12 GMT
#46
4 zerglings kill a zealot without any zergling micro. Whoever said it's 8 or 6, you're just plain wrong.
Simply the Best
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
September 03 2009 01:14 GMT
#47
Maybe he was sending the lings in 1 at a time >.<
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Jobbies
Profile Joined May 2009
Scotland72 Posts
September 03 2009 01:15 GMT
#48
On September 03 2009 10:12 KingHillBilly wrote:
4 zerglings kill a zealot without any zergling micro. Whoever said it's 8 or 6, you're just plain wrong.


Wrong game.
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
September 03 2009 01:18 GMT
#49
On September 03 2009 10:14 Tsagacity wrote:
Maybe he was sending the lings in 1 at a time >.<

T_T yup and giving time between for shield regenerate. Anyhow most of this article is complete garb to me. I felt this is a write up from some person that haven't played sc1 in higher lvl than fighting vs comp AI...
Forever Vulture.. :(
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
September 03 2009 01:30 GMT
#50
This article sounds like it was written by someone who doesn't know anything about SC.
snorlax
Profile Blog Joined December 2008
United States755 Posts
September 03 2009 01:42 GMT
#51
I felt that it was quite a good write up and lots of information to atleast work with especially if you haven't gotten a chance to read SC2
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 03 2009 01:44 GMT
#52
Hot Bid's article just totally trounced this one's..
Writerptrk
genryou
Profile Blog Joined February 2009
Malaysia390 Posts
Last Edited: 2009-09-03 02:58:56
September 03 2009 02:57 GMT
#53
This article became invalid in less then 24 hours

Pretty much summarize how fast TL staff can re-conquer the internet.
I, Challenge Everything
avilo
Profile Blog Joined November 2007
United States4100 Posts
September 03 2009 03:24 GMT
#54
On September 03 2009 10:30 Wr3k wrote:
This article sounds like it was written by someone who doesn't know anything about SC.


99% of people from gamereplays know nothing about SC. Or metagame of RTS games. They'll probably reduce the amount of larva that spawn injection gives, 4 sounds like it's extremely too much.
Sup
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
Last Edited: 2009-09-03 03:34:11
September 03 2009 03:29 GMT
#55
Hot_Bid's article focused on the new macro mechanic, mine on the units. They are two different points of focus, so I don't see how one trounced the other. I mostly experimented with 2 hatch builds, as 1 hatch builds weren't something I would have considered consistently feasible, let alone overpowered. Given that it was only two days, I barely had time to break out of my BW habits. The idea of playing Zerg without a second hatchery early game seemed about as natural as unassisted flight. I'm glad someone found a way to make early game Zerg work, and I wish I had spoken to them during Blizzcon.

On September 03 2009 12:24 avilo wrote:
99% of people from gamereplays know nothing about SC. Or metagame of RTS games. They'll probably reduce the amount of larva that spawn injection gives, 4 sounds like it's extremely too much.


Given that Gamereplays.org focuses on multiple games, this is not surprising. The StarCraft 2 section has knowledgeable people, but they can be counted on two hands, and they are pretty much all on staff.
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.
Hot_Bid
Profile Blog Joined October 2003
Braavos36402 Posts
Last Edited: 2009-09-03 03:39:53
September 03 2009 03:37 GMT
#56
I wouldn't fault you, its counter intuitive to not make 2 hatcheries. Its not like any of us were experts on the game. I know exactly nothing on any units past tier 1 (aside from the ultralisk). Most of the first day we were doing 2-hatch builds as well. And just about everyone thought Zerg was weak and defensive -- until they played someone who abused the larvae mechanic off 1 hatch.

edit: about the zergling/zealot ratio, i didn't find it all that different than SC1 tbh
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
September 03 2009 04:01 GMT
#57
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


Wait, what? Have you watched games/read feedback from people who've actually played at Blizzcon? 1 Hatch Zerg is EXTREMELY powerful apparently, with no direct counters.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Hot_Bid
Profile Blog Joined October 2003
Braavos36402 Posts
September 03 2009 04:04 GMT
#58
yeah its actually the exact opposite, Zerg can saturate 2 gas + minerals easily off 1 hatch and has a non-gas intensive extremely strong tier 1 (hydra) with no direct tier 1 counter from T or P. when the hydra speed kicks in, its really really hard to beat 1-hatch hydra with just marines or zealots, as they are slower than hydras.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
genryou
Profile Blog Joined February 2009
Malaysia390 Posts
Last Edited: 2009-09-03 04:36:02
September 03 2009 04:26 GMT
#59
Is it possible to contain the Z with Marines by limiting their exit path with depot? or does the unit gap is just too great for this too succeed?
I, Challenge Everything
Hot_Bid
Profile Blog Joined October 2003
Braavos36402 Posts
September 03 2009 04:42 GMT
#60
On September 03 2009 13:26 genryou wrote:
Is it possible to contain the Z with Marines by limiting their exit path with depot? or does the unit gap is just too great for this too succeed?

i mean i guess anything is feasible if they don't scout it, but you will instantly die to lings you can't get enough marines to the Zerg choke in time. Z can just make so many lings early that 2 rax wont be able to move out.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
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