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On September 09 2009 09:24 Chill wrote: Don't know what game you guys are playing, Zerg rapes midgame in the current build.
woot
i just want zerg to rape late game as well now
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The only real problem with the Zerg mid-game is that we have not had enough reviews and vids of people using it correctly.
I have not seen one blog or interview or vid of a player using Roach as intended (as a living shield to be placed between you and the enemy and to be microed to maintain that position). The only people who did try to use it attempted to mass them or use them for harrassement.
The Roach is clearly a key mid-game unit. The new design of the Hydra is more of a glass cannon. The roach allows them to utilise their high damage and give them the survivability they (deliberatly) lack on their own in the mid-late game. The roach would even be super effective with melee units (including zerglings) because it would take all the hits as the swarm approaches the enemy units/defenses and burrow (or just run away or die), allowing the melee units to get right into melee range before taking any damage at all. Which is exactly what melee units want.
We simply don't have sufficient data to rate the mid-game of the Zerg. We have zero clue as to how balanced or viable it is.
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Canada11367 Posts
In the latest rounds of balance changes for #StarCraft 2, Roaches can now move while burrowed. Should open up some cool new strategies.about 15 hours ago from CoTweet
So do you this will fix the problem? It certainly distances it from the hydra and makes it a game changer- requires relatively early 'cloak' detection to counter (unlike the current late game lurker). It would be the Zerg's ninja- I suppose it would have to unburrow to attack- different from the dt. I just wonder if it can burrow through cliffs- that would be extremely powerful.
But like all development things, this ability can be dumped pretty quick.
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On September 06 2009 10:13 Leg[end] wrote:Show nested quote +On September 06 2009 08:17 Gnaix wrote: zerg is already imba, why make it more so? says the zerg, and it isnt imba already oh, so larvae injection winning every game isn't imba. Yeah, let's add more stuff so zerg can just win in under a minute.
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I don't like the idea in the op, a spell that buffs like an aura doesn't really seem like a starcraft-esque skill. It is more a warcraft 3 type skill.
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I personally believe the Roach would better at tier 2 as a unit morphed from the Hydralisk. That way it can speed up production vs.Terran and Protoss by the use of Larva Injection in mid-game. I suspect that it would be a big aspect for sustaining, gaining, or losing an advantage.
With this type of change, Zerg can utilize Larva in mid-game for Drones or other units based on late tier-2-scouting. It will help Zerg and will still require strategic choice of either staying low tier (Zerglings/Hydralisks/Banelings) or climbing up the tech tree. But this type of scout-based strategy implies that with this, it will force Terran and Protoss to hit the Zerg's economy rather than always having to press the army which is, at the moment, Zerg's downfall in mid-game.
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Canada11367 Posts
On September 15 2009 08:58 Gnaix wrote:Show nested quote +On September 06 2009 10:13 Leg[end] wrote:On September 06 2009 08:17 Gnaix wrote: zerg is already imba, why make it more so? says the zerg, and it isnt imba already oh, so larvae injection winning every game isn't imba. Yeah, let's add more stuff so zerg can just win in under a minute.
Actually yes. Zerg's strength early game and mid-game appear to be separate problems. If it turns out that the inject is too overpowered, it will be changed. That brings us back to the midgame, which was lacking. So it too needs changes.
The current version of the Roach apparently can move while burrowed- is this starting to move in the right direction of a game changing unit and differentiating it from the Hydralisk?
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On September 06 2009 10:05 marshmallow wrote: Hive tech has three ground only units (Lurker, Brood Lord, Ultra), two of them being for siege purposes. Overlap much? Brood lords fly last time i checked, unless i'm thinking of the wrong unit.
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On September 15 2009 14:49 Twilight Templar wrote:Show nested quote +On September 06 2009 10:05 marshmallow wrote: Hive tech has three ground only units (Lurker, Brood Lord, Ultra), two of them being for siege purposes. Overlap much? Brood lords fly last time i checked, unless i'm thinking of the wrong unit.
Right, but it only attacks ground.
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I think there should be an mid game upgrade that would cause 4 lings to spawn from each egg, instead of 2. That would solve any mid game difficulties.
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It's a long way away. Let the beta start and we'll see.
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On September 15 2009 16:36 marshmallow wrote:Show nested quote +On September 15 2009 14:49 Twilight Templar wrote:On September 06 2009 10:05 marshmallow wrote: Hive tech has three ground only units (Lurker, Brood Lord, Ultra), two of them being for siege purposes. Overlap much? Brood lords fly last time i checked, unless i'm thinking of the wrong unit. Right, but it only attacks ground. O my bad, I misunderstood you.
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Roach needs micro. U cant just leave it figthing.U need to burrow when it is with like 30% of life to use the regeneration bonus underground.All videos that i have seen uses it wrong.
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the fast speed regen while burrowed was a new addition. before the Roach would regenerate just as fast above ground. Now it requires a bit of micro to gain access to the healing by burrowing, but it compensates by getting burrowed movement
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@JohnBall Hah, that idea is sick and Zergy as hell. Especially when the unit selection is so high. Unfortunetely it doesn't matter how many zerglings get sent in against terran balls, they get fried immedieatly upon impact. BW zerg play had to use defliers to combat the ball, throwing in more zerglings just doesnt seem like it would cut it.
While we havn't seen any pro footage of roach/hydra combination fighting, blizzard has already mentioned how zerg midgame is lacking, thats what I'm basing this on.
@mastuh I agree. All SC spells are very tactical, and thats what makes them so awesome. Instead of buffs n such, it could just be a large plop of creep that is casted. Starts as a seed shot by the deflier and the seed quickly creates a sizable area of creep. This will allow a large mass of zerglings to almost instantaneously begin attacking the opposing army (have you seen them run on creep with speed? holy crap). But yeah, an ingenious tactical spell is really exciting for the crowds and perfect to fix mid-late game.
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Sorry, Zerg has ALWAYS been the weakest but have been able to mass produce to overpower strong armies. I strongly feel the zerg, if played correctly, will be in a league of its own
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On September 05 2009 19:12 chicken` wrote: The hole in the zerg ars…
disappointing
Exactly my thoughts...
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