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Interesting read, disturbing too though ..
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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
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I believe he spoke of the mutalisks doing explosive
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cannons and turrets are units?
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On September 02 2009 21:18 Jobbies wrote:I believe he spoke of the mutalisks doing explosive  But they dont do explosive, they do normal. However, they are small size, hence recieve 50% dmg from turrets
Corruptors and Brood Lords were not used much. Air units did not come up much, and those that did were either Vikings, which mutalisks dispatch easily, or phoenixes, which come out too early for corruptors to matter Were Medivacs and Ravens no longer that powerful as in previous builds or what?
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I mostly played ZvP, and the ZvT games I played focused on Hellions. Ravens were used in one game where I fast teched to Lurkers, rendering them somewhat moot. I never saw Medivacs.
As for the explosive damage turret thing, I just checked, my mistake there. At any rate, the point is that Photon cannons, either by dint of some other damage setup or by firing speed, are a lot more effective than in SC against Zerglings, Hydralisks and Mutalisks.
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This was a good write-up and I feel the same way about many of the things he pointed out.
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On September 03 2009 00:56 Shadowfury333 wrote: I mostly played ZvP, and the ZvT games I played focused on Hellions. Ravens were used in one game where I fast teched to Lurkers, rendering them somewhat moot. I never saw Medivacs.
As for the explosive damage turret thing, I just checked, my mistake there. At any rate, the point is that Photon cannons, either by dint of some other damage setup or by firing speed, are a lot more effective than in SC against Zerglings, Hydralisks and Mutalisks. I don't know about cooldown or missile speed for the SC2 Photon Cannon vs. it's SC1 predecessor, but I do believe that Cannons are more sturdy in SC2 (125 health 125 shields 1 armor, whereas they had 100 health 100 shields 0 armor in SC1).
The flipside is, Pylons are more fragile than in SC1 (200 health 200 shields, vs. 300 health 300 shields in SC1), which might make sniping pylons to power down an array of cannons more worthwhile.
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what about banelings? were they removed?
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This really does sound disappointing, with the zergling nerf being the worst part of it. Does everyone who tried the zerg out at Blizzcon agree with this? I certainly hope that quite a bit of this will be reversed in some way, as it sounds like the zerg are turning into less of the mass units/map control race and becoming more like the other races in terms of expansion-related decision making.
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Ok, read the article. I honestly don't know what to make of it, it's wrong on several accounts.
It makes a big deal about explosive damage being removed, when it's not a big deal at all- it was replaced by a downright better system (better in the sense that it's more flexible- units are not forced into dealing exactly half damage vs. small). As far as I can tell, however, units that deal bonus damage vs. armored (the SC2 equivalent of explosive damage) tend to deal more than 50% of their full damage vs. Light units (the SC2 equivalent of small units).
Eight Zerglings to kill a Zealot? I haven't played any version of SC2, and I can still tell this is BS. Unless the Zealot is one weapon upgrade ahead of the Zerglings' armor upgrades, I'm pretty sure 4 zerglings will kill a zealot in an open field (i.e. not fighting one zergling at a time through a narrow choke).
There's also the fact that, as has been mentioned above, Cannons don't deal explosive damage in Brood Wars.
So yeah. Given the above inaccuracies, I don't know how much to trust the rest of the article, which deals with matters I don't know first hand.
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Look, I'm sorry about the explosive thing. I'll look into getting that fixed. The point is that Mutalisks, Zerglings and Hydralisks seemed to die a lot faster to them.
As for the 8 Zerglings to a Zealot, that is not a crock. If you haven't played it, it does seem unbelievable, but this is what many of us found. I honestly thought it was 6, but I talked to iCCup.Cold and he insisted it was 8.
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It's true. You need 8 lings. That's how it felt to me anyways. They just seem incredibly powerful. You can ask Machine and Ret. They felt that zerglings weren't strong either.
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Maybe Blizzard should solve that by making zerglings spawn by 3 instead of 2. It does seem kinda strange that lings have better pathing and the same stats, but get ripped apart by their counterparts.
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Why would you need more lings to kill a zealot now? As far as I can tell, Zergling HP and damage per attack remain the same (35 HP, 5 damage), and Zealot stats are also largely unchanged (100 health / 60 shields / 16 damage).
Did you notice significant changes in their attack rates? Zealots have 22 cooldown between attack (I assume that's 22 game cycles), while Zerglings have 8 cooldown, which means a zergling can get in roughly 3 attacks for every 1 attack from a zealot.
Running some numbers, in order for a zealot to kill 7 lings by itself (assuming all the lings are hitting the zealot all the time, which is a big assumption), the cooldown values would have to be reversed- a zealot would have to attack 3 times for every time a zergling attacks. I find this to be farfetched, but as I said, I haven't played SC2.
What are your impressions of zealot attack rate vs. zergling attack rate?
EDIT: Was a little off with Zealot Shield values.
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Belgium9947 Posts
On September 03 2009 03:13 Zato-1 wrote:Why would you need more lings to kill a zealot now? As far as I can tell, Zergling HP and damage per attack remain the same (35 HP, 5 damage), and Zealot damage is the same while shields are down (100 health / 50 shields / 16 damage, down from 100 health / 60 shields / 16 damage). Did you notice significant changes in their attack rates? Zealots have 22 cooldown between attack (I assume that's 22 game cycles), while Zerglings have 8 cooldown, which means a zergling can get in roughly 3 attacks for every 1 attack from a zealot. Running some numbers, in order for a zealot to kill 7 lings by itself (assuming all the lings are hitting the zealot all the time, which is a big assumption), the cooldown values would have to be reversed- a zealot would have to attack 3 times for every time a zergling attacks. I find this to be farfetched, but as I said, I haven't played SC2. What are your impressions of zealot attack rate vs. zergling attack rate? Maybe shield regeneration got faster, our damage calculations changed?
Dunno
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On September 03 2009 03:16 RaGe wrote:Show nested quote +On September 03 2009 03:13 Zato-1 wrote:Why would you need more lings to kill a zealot now? As far as I can tell, Zergling HP and damage per attack remain the same (35 HP, 5 damage), and Zealot damage is the same while shields are down (100 health / 50 shields / 16 damage, down from 100 health / 60 shields / 16 damage). Did you notice significant changes in their attack rates? Zealots have 22 cooldown between attack (I assume that's 22 game cycles), while Zerglings have 8 cooldown, which means a zergling can get in roughly 3 attacks for every 1 attack from a zealot. Running some numbers, in order for a zealot to kill 7 lings by itself (assuming all the lings are hitting the zealot all the time, which is a big assumption), the cooldown values would have to be reversed- a zealot would have to attack 3 times for every time a zergling attacks. I find this to be farfetched, but as I said, I haven't played SC2. What are your impressions of zealot attack rate vs. zergling attack rate? Maybe shield regeneration got faster, our damage calculations changed? Dunno Shield regeneration rate is indeed faster, but it doesn't kick in while the unit is taking damage- there's a waiting period during which you can take no damage before you can regenerate anything at all.
As to damage calculations... I'm basing my numbers from this data, which was updated after Blizzcon '09 (I just noticed Zealot shields were bumped back up to 60). If anyone has more accurate numbers, I'd love it if these could be revealed.
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United States7166 Posts
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
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I guess 3lings are about as strong as a zealot in bw. I agree with zato's information. Also factor in the 1 armour the zealot has. Maybe they aquire a new target faster in SC2 after a kill in group battles. A zealot starts staring at the sun for half a second after a kill, then close in on the next in BW. Zerglings seem to be very fast now and better at surrounding. It will help vs marines with their extra hp but it seems not so usefull vs zealots just duking it out.
I am a bit worried about the lurker now. Tier 3 expensive. By the time lurkers get into play the battlefield is full of enemy detectors.
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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)
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United States7166 Posts
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
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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.
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Even if it would take 8 zerglings to a zealot, wouldn't banelings (which the article failed to mention) easily take out the zealots?
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United States7166 Posts
although this does little to alleviate my other, bigger concerns.. still good to hear, zato
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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.
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United States7166 Posts
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.
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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.
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:/ 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.
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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).
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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.
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Braavos36374 Posts
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.
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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.
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10387 Posts
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
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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.
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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.
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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.
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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.
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Did anyone happen to meet any Archons? It seems their damage went up significantly.
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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.
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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.
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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.
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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.
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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.
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4 zerglings kill a zealot without any zergling micro. Whoever said it's 8 or 6, you're just plain wrong.
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Maybe he was sending the lings in 1 at a time >.<
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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.
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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...
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This article sounds like it was written by someone who doesn't know anything about SC.
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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
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10387 Posts
Hot Bid's article just totally trounced this one's..
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This article became invalid in less then 24 hours
Pretty much summarize how fast TL staff can re-conquer the internet.
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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.
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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.
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Braavos36374 Posts
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
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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.
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Braavos36374 Posts
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.
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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?
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Braavos36374 Posts
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.
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hmmrh, its hard to imagine how fast and how many lings can pop out that even 2 rax wont be able to move out. '__'
If only T still have Medic, Firebat or a Vulture.
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On September 03 2009 13:56 genryou wrote: hmmrh, its hard to imagine how fast and how many lings can pop out that even 2 rax wont be able to move out. '__'
If only T still have Medic, Firebat or a Vulture.
The macro potential with the Queen is astounding.
P.S. Vulture + Firebat = Hellion. ^^
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P.S. Vulture + Firebat = Hellion. ^^
but Hellion didnt have Spider Mine. I think it will be useful to have Spider Mine to delayed Z 1-Based Hydras, and as far as I know, only Overseer capable of detection.
Unfortunately, I cannot think of any units from SC2 that can keep up with Z production other than Marines.
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Perhaps Terrans would have to take advantage heavily of the reactor upgrade for both rax in a 2 rax build?
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On September 03 2009 14:45 genryou wrote: Unfortunately, I cannot think of any units from SC2 that can keep up with Z production other than Marines.
Good. Zerg = massed forces. I hope hydra become a bit less powerful than they were in SC1 and become a massed unit too. As long as the other races can deal with it, I like the idea of more Zerg base units becomming even more massed than they use to be. Higher tier units should still be designed to be used (required?) in lesser numbers tho.
Everyone always talks about how they think of the Zerg as a massed force, but when it comes down to it in actualy gameplay apart from lings and muta most of their units are not really used in mass in the way we like to imagine Zerg as.
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On September 03 2009 10:44 ArvickHero wrote: Hot Bid's article just totally trounced this one's.. Where is Hot Bids article? I can't find it
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Aotearoa39261 Posts
Check the news forum DeCoup
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On September 03 2009 10:15 Jobbies wrote:Show nested quote +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.
I'm sorry, I'm talking about SC2. Which game are you talking about? =p
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Hydra's are considered a Light unit therefore you should be able to keep up with 2 rax + addon = 4 rax and then tech to hellions. You will force the Zerg to keep forces in defense due to the insane speed of Hellions. 100 MIN is insanely cheap for hellions also. I'm curious did anyone try wall + 2rax addon > Hellion harass into Medi + M with stim? Having 4 extra larva every 25-30 seconds shouldn't give such a large boost as to have 4x the amount of units as your opponent at the 5-6 min mark.
It's too early to definitively say if anything is OP. I'm sure given two days people would be saying Shuttle - Reaver would be OP.
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On September 04 2009 02:28 Aegraen wrote: Hydra's are considered a Light unit therefore you should be able to keep up with 2 rax + addon = 4 rax and then tech to hellions. You will force the Zerg to keep forces in defense due to the insane speed of Hellions. 100 MIN is insanely cheap for hellions also. I'm curious did anyone try wall + 2rax addon > Hellion harass into Medi + M with stim? Having 4 extra larva every 25-30 seconds shouldn't give such a large boost as to have 4x the amount of units as your opponent at the 5-6 min mark.
It's too early to definitively say if anything is OP. I'm sure given two days people would be saying Shuttle - Reaver would be OP.
Yes, a few people did try mass Hellions against me. I think one of them was inReach, but I'm not really sure. It would have been one of the first games of Blizzcon. Some of the other Gamereplays.org members I played against did use that as Terran.
Hellions with their damage upgrade can completely mop the floor with Hydralisks, something I failed to take into account at first. I mean, coming from SC, where hydralisks beat vultures, and hydralisks beat firebats, why shouldn't hydralisks beat the combination? Simply put, the hellions have amazing range. Mind you, with all that larva, one can simply get a few dozen roaches to handle the hellions.
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On September 04 2009 03:12 Shadowfury333 wrote:Show nested quote +On September 04 2009 02:28 Aegraen wrote: Hydra's are considered a Light unit therefore you should be able to keep up with 2 rax + addon = 4 rax and then tech to hellions. You will force the Zerg to keep forces in defense due to the insane speed of Hellions. 100 MIN is insanely cheap for hellions also. I'm curious did anyone try wall + 2rax addon > Hellion harass into Medi + M with stim? Having 4 extra larva every 25-30 seconds shouldn't give such a large boost as to have 4x the amount of units as your opponent at the 5-6 min mark.
It's too early to definitively say if anything is OP. I'm sure given two days people would be saying Shuttle - Reaver would be OP. Yes, a few people did try mass Hellions against me. I think one of them was inReach, but I'm not really sure. It would have been one of the first games of Blizzcon. Some of the other Gamereplays.org members I played against did use that as Terran. Hellions with their damage upgrade can completely mop the floor with Hydralisks, something I failed to take into account at first. I mean, coming from SC, where hydralisks beat vultures, and hydralisks beat firebats, why shouldn't hydralisks beat the combination? Simply put, the hellions have amazing range. Mind you, with all that larva, one can simply get a few dozen roaches to handle the hellions.
The point of the Hellion aren't to take on the Hydra head-on, they are to use their speed and harass the Zerg base to keep the hydras for use as defense and not offense. Delaying them enough to get enough Medi+Marines stimmed with some tank support. This ultimately would force the Zerg to use their mins in defensive structures or keeping hydra's behind, either way keeping them occupied in their base.
To me, I see the zerg being most susceptible to M+M (Not so much marauder as I'd rather spend the gas on tanks/vikes), with tank and viking support. That's what I'm going to be focusing on if I get into the Beta.
I'm curious how do vikings fare against hydra's? 2 Port + addon viking might seriously hurt the zerg by crippling his supply.
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On September 04 2009 03:20 Aegraen wrote:The point of the Hellion aren't to take on the Hydra head-on, they are to use their speed and harass the Zerg base to keep the hydras for use as defense and not offense. Delaying them enough to get enough Medi+Marines stimmed with some tank support. This ultimately would force the Zerg to use their mins in defensive structures or keeping hydra's behind, either way keeping them occupied in their base.
That may not be the point, but with equal or even slightly lower numbers, it works. Don't forget that Factories also have Reactors.
On September 04 2009 03:20 Aegraen wrote:To me, I see the zerg being most susceptible to M+M (Not so much marauder as I'd rather spend the gas on tanks/vikes), with tank and viking support. That's what I'm going to be focusing on if I get into the Beta.
I'm curious to see how that turns out. Most Terrans (of the seven or so) I faced either went marine heavy, sometimes with tank support, or hellion heavy. Hellion heavy worked better, but then again I didn't realize roaches were meant to counter hellions. After I learned that, I ended up only facing Protoss, with a couple Zerg matches here and there, so I never got to test it.
On September 04 2009 03:20 Aegraen wrote:I'm curious how do vikings fare against hydra's? 2 Port + addon viking might seriously hurt the zerg by crippling his supply.
I didn't see much viking use, and when it was used against my mutalisks, the vikings died quite quickly. If there were marines around, they had an easier time, but I was pretty much guaranteed to come ahead against a few unsupported vikings with a group of mutalisks.
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On September 04 2009 04:03 Shadowfury333 wrote:Show nested quote +On September 04 2009 03:20 Aegraen wrote:The point of the Hellion aren't to take on the Hydra head-on, they are to use their speed and harass the Zerg base to keep the hydras for use as defense and not offense. Delaying them enough to get enough Medi+Marines stimmed with some tank support. This ultimately would force the Zerg to use their mins in defensive structures or keeping hydra's behind, either way keeping them occupied in their base. That may not be the point, but with equal or even slightly lower numbers, it works. Don't forget that Factories also have Reactors. Show nested quote +On September 04 2009 03:20 Aegraen wrote:To me, I see the zerg being most susceptible to M+M (Not so much marauder as I'd rather spend the gas on tanks/vikes), with tank and viking support. That's what I'm going to be focusing on if I get into the Beta. I'm curious to see how that turns out. Most Terrans (of the seven or so) I faced either went marine heavy, sometimes with tank support, or hellion heavy. Hellion heavy worked better, but then again I didn't realize roaches were meant to counter hellions. After I learned that, I ended up only facing Protoss, with a couple Zerg matches here and there, so I never got to test it. Show nested quote +On September 04 2009 03:20 Aegraen wrote:I'm curious how do vikings fare against hydra's? 2 Port + addon viking might seriously hurt the zerg by crippling his supply. I didn't see much viking use, and when it was used against my mutalisks, the vikings died quite quickly. If there were marines around, they had an easier time, but I was pretty much guaranteed to come ahead against a few unsupported vikings with a group of mutalisks.
Of course a group of muta's will defeat a few of any thing. Equal numbers favor the viking especially with their ridiculous 10 range. Anyways, all speculation, BETA is taking way too long to get released...
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Kennigit
Canada19447 Posts
We did, they just haven't written stuff up yet.
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On September 05 2009 08:19 Kennigit wrote:We did, they just haven't written stuff up yet.
Good :D Looking forward to reading about Terran myself.
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just curious, How exactly is the Roach (now a damage soaker which does not regenerate while above ground) a counter to hellions? Or do you mean Hydra/Roach combo?
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Zurich15325 Posts
This one really good, you can tell the guy knows what's up. Agree with most of what he writes. Too bad for him he mostly played scrubs :-(
Oh wait it's you right? Good job on the article. Next time say hi to the TL nerds and get foes, not victims :-)
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On September 05 2009 09:08 zatic wrote:This one really good, you can tell the guy knows what's up. Agree with most of what he writes. Too bad for him he mostly played scrubs :-( Oh wait it's you right? Good job on the article. Next time say hi to the TL nerds and get foes, not victims :-)
No it wasn't me there playing SC2 at BlizzCon unfortunately lol! Wihs I could have gone, Scotland's too far away. The gamereplays system has a thing where whoever posts the content, not necessarily writes it, it will say "by *content posters name*" so that's why my name appears. It was by a guy called Elegy who's a member on Gamereplays. I'll forward him to you post though, he'll be pleased with that response .
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these questions can only be truly answered after beta tho zergs seem a bit over rigged with 1 hatch + queen = 2.5 hat teching seems pointly now in sc2
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On September 05 2009 08:56 DeCoup wrote: just curious, How exactly is the Roach (now a damage soaker which does not regenerate while above ground) a counter to hellions? Or do you mean Hydra/Roach combo? cause they are armored, high health units that take almost no dmg from the hellions yet deal full damage to them in return.
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i'm thinking that keeping the choke blocked against the early lings prevents the zerg aggression. if it really takes 4-8 lings to kill a zealot then blocking the choke with zealots and throwing stalkers behind them keeps the forces at bay (especially when you cant see the stalkers, and therefore cant hit them) then colossus behind that and you have splash+range to take out the hydras who have less range than they did in sc1.)
for terran, the wall in with depots will keep the lings out, then add tanks after the marines to get the hydras.
just need a wall that the zerg cant break while you tech to something you can use to roll them.
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I enjoyed the second article and look forward to more. Thanks for the rundown.
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Hi guys, I'm the author of the second article. Cool to see some good favorable responses from TL and I look forward to input on SC2 Zerg from the more experienced SC1 players that managed to get some SC2 games in .
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Osaka27147 Posts
I always enjoy reports which focus on the ebb and flow of games, even if they aren't totally even. It gives a much better picture of what the game is like, and what decisions have to be made. Great work.
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Quick question for anyone who played the recent build.. Can infestors burrow without burrow tech like a lurker? Or are they limited to above ground play unless you get burrow, but then have the ability to cast while burrowed? I think this is a pretty interesting question.
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On September 05 2009 08:56 DeCoup wrote: just curious, How exactly is the Roach (now a damage soaker which does not regenerate while above ground) a counter to hellions? Or do you mean Hydra/Roach combo?
This was something a Blizzard employee told us. Unfortunately we didn't get much chance to test, what with all the Protoss players (it was like iCCup D levels). I'd imagine it would be simply because they have high enough health to survive that first hellion shot with the anti-light unit upgrade, unlike Hydralisks.
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