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Active: 1917 users

The hole in the zerg arsenal

Forum Index > SC2 General
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decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2009-09-05 01:35:02
September 05 2009 01:34 GMT
#1
We've heard about it from about every single zerg gameplay impressions thus far. A missing link in the Zerg arsenal to allow Zerg to fight an even match midgame. You could say the Ultralisk answers the question, but by the time you have that many Ultralisks, you probably already crippled the opponent to the point your allowed to get Ultralisks from early game where you can compete.

I think (and most people would probably agree with me) that the hole is the transition from the spell caster being the defiler to the infestor. Anyone have any ideas for the infestor? The way this unit functions really defines mid-late gameplay between all zerg matchups, just like the defiler did in BW. I really think the infestor could be something really zergy and bad ass than simply temporary mind control which doesn't seem to fit at all. Something like storm or swarm that really changes the battlefield.

Otherwise, think of a whole new unit that could really fill that hole in the zerg arsenal. The way this dillema is solved by theory crafting and or blizzard in house unit devolpment and balancing will shape the face of zerg combat. And please dont give me crap about "theorycrafting does nothing", it has changed alot of things, such as the recent criticism about the zealot art. Theres a reason there is so many scratched units.


*personal ideas*
Infested terrain: spell that temporarily infests a large area of terrain (about as much as the storm covers) with a more powerful type of creep that vastly increases zerg ground armor, regeneration, and gives all other races a hp degeneration and slowdown to their ground units. In zvz you'd need to be careful to position your units so only they will benefit from the creep. The creep would recede at a normal creep rate.

Think Zergy guys XD The best race ever needs a weapon for when inject larva gets the nerf.

Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2009-09-05 02:10:19
September 05 2009 01:55 GMT
#2
lmao thats why I came too...

*Edit

K I actually read the post and yeah, I dont think larvae will get scrapped, just timed differently but anywho.

How about a unit with eggs on its back or something, that casts a biological feeding frenzy in almost dark swarm form. whatever units pass through the cloud, their DNA is sent to the caster and the eggs begin transformation into the zerg form of enemies left victim to the cloud, inject larvae could be used on the unit to give more eggs for transformation.
this unit could also devour (consume) any biological unit with a ranged tongue attack to replenish mana ala the defiler.

just off the top of my head but meh

another idea maybe could be a spell that might look similar to ensnare but instead of slow the affected units down it would stick them together, unit by unit like a real web. this would also limit affected units movement and disallow auto-surround and anything really effective lol

hmmmm?

*Edit 2 lol

close your eyes and just imagine these unit and spell ideas before you kill them
I'd like to read some other ideas too
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
September 05 2009 02:01 GMT
#3
I actually came to read this lol.

Anyway, I agree with you
Legends Never Die ;;
DeapthCharge
Profile Joined August 2009
5 Posts
September 05 2009 02:47 GMT
#4
On September 05 2009 11:01 Leg[end] wrote:
I actually came to read this lol.

Anyway, I agree with you


this(the whole thing)
mutantmagnet
Profile Joined June 2009
United States3789 Posts
September 05 2009 03:05 GMT
#5
Infestors are fine. On top of neural parasite they have an improved ensnare called fungal infestation that eventually immobilizes them.
Entertaining
Profile Joined September 2007
Canada793 Posts
September 05 2009 03:16 GMT
#6
I think the roach is taking the role of mid-game unit(lurker) but from what i've read they are just not as good as hydra. Blizzard needs to give it a different style of attack, like AOE or blind units, something annoying enough to allow the zerg to transition to lategame.
fizix
Profile Joined July 2009
United States44 Posts
September 05 2009 03:46 GMT
#7
i guess they took away plague from the infestor? last time i checked it had plague but that was 3-4 months ago. probably doesn't anymore.
gg
generic88
Profile Joined December 2008
United States118 Posts
September 05 2009 04:49 GMT
#8
What about a very large AOE spell that works as a sight blocker + blinder?

Basically any units or detectors in it would suffer from SCBW "Blind" while the cloud itself would work as the new "sight blocker" doodad concept.
Captain Peabody
Profile Blog Joined May 2009
United States3120 Posts
September 05 2009 05:05 GMT
#9
I agree, absolutely. The infestor and Roach should be the keys to fixing Zerg Tier 2. Right now, it's cool, and relatively powerful--but it just doesn't synergize all that well with the rest of the Zerg army. Ideally, Zerg Tier 1 (i.e. Hydra/Zergling/Baneling) should be fast, powerful, but also weak in a few key areas--ideally, Tier 2 should be the units which take that Zerg army. and round it out, complementing the strengths of the fast, mobile Tier 1 army, while balancing out or neutralizing its weaknesses. I think they're going in the right direction with the Roach, by having it be a damage-absorber for the Tier 1 Zerg's low-hitpoint unit makeup. Right now, the problem with the Roach seems to be that it's just not all that useful except in very specific situations; but I think Blizzard is definitely heading in the right direction, and they'll get there eventually. And that alone should be a big help for Zerg Tier 2.

For the Infestor, however, the new ability "Fungal Scourge" (i.e. more powerful Ensnare) seems to be a step in the right direction, as it's a good "big army" ability, one that is powerful enough to turn the tide of a battle by allowing the Zerg army a critical advantage--but the Infestor needs at least another such ability to make it useful. Perhaps a return of Fungal Infestation? In any event, the problem is not unsolvable. I can't wait to see what Blizzard comes up with for these units...
Dies Irae venit. youtube.com/SnobbinsFilms
Misrah
Profile Blog Joined February 2008
United States1695 Posts
September 05 2009 05:47 GMT
#10
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Krikkitone
Profile Joined April 2009
United States1451 Posts
September 05 2009 06:31 GMT
#11
On September 05 2009 13:49 generic88 wrote:
What about a very large AOE spell that works as a sight blocker + blinder?

Basically any units or detectors in it would suffer from SCBW "Blind" while the cloud itself would work as the new "sight blocker" doodad concept.


The Overseer (also Tier 2) is supposed to have that ability [although limited to ground units]

My ideal form of that spell is

Spore cloud: LOS blocker, units/buildings inside it are blinded and cloaked.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 05 2009 06:32 GMT
#12
On September 05 2009 14:47 Misrah wrote:
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?

Please read the thread before you post. This again is for after they nerf inject larva to a simple macro mechanic (and probably to the point of uselessness).

If you've got ideas for how the roach and infestor could be changed into tier 2 combatants, throw it out there. Hopefully they should synergize with tier 1 as well.
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2009-09-05 07:04:30
September 05 2009 06:55 GMT
#13
If "Fungal Scourge"/ensnare slows units to the point of being immobilized I like it

I'd suggest tweaking the Neural Parasite so that its Energy cost depended on the hit points+shield points of the unit it was being cast on, making it more broadly useful.

The Zerg player should be able to spend resources to permantly Infest the Terran Infantry units they control temporarily (as long as the Zerg has an Infester Pit)

I'd replace the "Spawn infested Terrans" with slightly stronger ability that was cast on a Building (Enemy or Friendly)... and caused it to spawn Mantalings

OR....

"Disease"..... ability is targeted at one unit
for 40 sec. it does 5% of the unit's Current hp in damage (rounding down and Not bypassing shields) every 2 sec.

If the Diseased unit comes in contact/nearby with a second unit, the second unit gets Diseased for the same period of time that the first unit is diseased for

so if Marine A was Diseased 10 sec. ago and has 30 sec. left
and he comes near Zergling B, then Zergling B now has 30 sec. of Disease


This is useful with the Infester's burrow-move+cast because you Don't want to cast disease in the middle of a battle, your units will get it... you want to cast it on the enemy army Before the battle



Roach sounds like it should be good as is, possibly some slight tweaking
phyre112
Profile Joined August 2009
United States3090 Posts
September 05 2009 07:46 GMT
#14
From what I can tell, the main problem with the roach is how awkward it is to get - it's a unit that isn't absolutely necessary, and yet requires it's own otherwise unnecessary building to spawn. I would hazard a guess that they would be much more efficient if they were available as an upgrade at another unit's building - like lurkers were in SC1. It'd make them available earlier, and useful as more of a transition than as a tier all on their own.

The infestor's ensnare type thing sounds great to me. I personally think that's the most important ability it has, but I'm not sure I know the current build for the infested terran thing. I can certainly see how an ability that builds up to mass ensnare is going to be able to completely reverse battles, in the same way that storm does now for protoss.
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
September 05 2009 08:11 GMT
#15
On September 05 2009 14:47 Misrah wrote:
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?


That post sounded like it wasn't exactly thought out. That's not even close to how it works. Where do you jump from "run them over with 14501345013475145 tier 1 units" into late game? The whole point is getting to late game, i.e through mid game.

Please, refrain from posting unless you actually intend to contribute something to the discussion.
Legends Never Die ;;
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
Last Edited: 2009-09-05 08:20:37
September 05 2009 08:17 GMT
#16
On September 05 2009 17:11 Leg[end] wrote:
Show nested quote +
On September 05 2009 14:47 Misrah wrote:
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?


That post sounded like it wasn't exactly thought out. That's not even close to how it works. Where do you jump from "run them over with 14501345013475145 tier 1 units" into late game? The whole point is getting to late game, i.e through mid game.

Please, refrain from posting unless you actually intend to contribute something to the discussion.
Read this and his point will make sense...Maybe you should think before posting?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=101195
cerebralz
Profile Joined August 2009
United States443 Posts
September 05 2009 08:58 GMT
#17
I really really like the idea of razor plague. I hope blizz can somehow bring it back in, maybe on the infestor as a replacement for spawn infested terrans, which almost everyone dislikes.

Btw, has anyone thought of using neural parasite vs. toss like how you switch to muta during 5 hatch hydra? Mind control all the templars as they reach the rally point----> storm all the toss units...*drools*
chicken`
Profile Joined January 2004
Germany3478 Posts
September 05 2009 10:12 GMT
#18
The hole in the zerg ars…

disappointing
jeremy clarkson = god
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
September 05 2009 13:11 GMT
#19
On September 05 2009 15:32 decemberscalm wrote:
Show nested quote +
On September 05 2009 14:47 Misrah wrote:
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?

Please read the thread before you post. This again is for after they nerf inject larva to a simple macro mechanic (and probably to the point of uselessness).

If you've got ideas for how the roach and infestor could be changed into tier 2 combatants, throw it out there. Hopefully they should synergize with tier 1 as well.


if they fix that
they'll fix the problem that you have here. no need to discuss over something they're bound to fix.
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
synapse
Profile Blog Joined January 2009
China13814 Posts
September 05 2009 13:49 GMT
#20
I think the creep idea works well... they could add something like ensnare that lowered infantry vision to like 1 or 2 matrices, that would be cool
:)
heyitsme
Profile Joined June 2008
153 Posts
September 05 2009 14:40 GMT
#21
On September 05 2009 14:05 Captain Peabody wrote:
I agree, absolutely. The infestor and Roach should be the keys to fixing Zerg Tier 2. Right now, it's cool, and relatively powerful--but it just doesn't synergize all that well with the rest of the Zerg army. Ideally, Zerg Tier 1 (i.e. Hydra/Zergling/Baneling) should be fast, powerful, but also weak in a few key areas--ideally, Tier 2 should be the units which take that Zerg army. and round it out, complementing the strengths of the fast, mobile Tier 1 army, while balancing out or neutralizing its weaknesses. I think they're going in the right direction with the Roach, by having it be a damage-absorber for the Tier 1 Zerg's low-hitpoint unit makeup. Right now, the problem with the Roach seems to be that it's just not all that useful except in very specific situations; but I think Blizzard is definitely heading in the right direction, and they'll get there eventually. And that alone should be a big help for Zerg Tier 2.


IMO what Blizzard needs to do is to change the tech tree. The Roach should be tier 1 and the Baneling should be buffed and in tier 2.

The Roach would be good against most tier 1 units, but its weakness would be low speed and higher tiered units (either high damage stuff like Reapers w/ D8, Siege Tanks, roaches, collossi or air units)

If the Baneling can explode while being burrowed, it could fill the same role as the Lurker in BW (can be built in larger numbers to attempt to break a nat, or could be used to defend chokes)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 05 2009 19:27 GMT
#22
infestor has some pretty crazy abilities, neural parasite (mind control a unit basically). Excellent for use on HT, Collosi, stray air units, etc. It also have the fungal spores (i think it still has this) where it shoots a glob at a unit and it slowly dies and explodes doing aoe. (kinda like irradiate).

..and then I would, ya know, check em'. (Aka SpoR)
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
September 05 2009 22:06 GMT
#23
On September 05 2009 17:17 SoLaR[i.C] wrote:
Show nested quote +
On September 05 2009 17:11 Leg[end] wrote:
On September 05 2009 14:47 Misrah wrote:
have any of you people read the new article about spawning larve??? Sounds like zerg is currently IMBA- and who needs mid tier teck when you can run anyone other with 14501345013475145 tier 1 stuff untill you get to late game?


That post sounded like it wasn't exactly thought out. That's not even close to how it works. Where do you jump from "run them over with 14501345013475145 tier 1 units" into late game? The whole point is getting to late game, i.e through mid game.

Please, refrain from posting unless you actually intend to contribute something to the discussion.
Read this and his point will make sense...Maybe you should think before posting?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=101195


This thread isn't about larvae injection. With or without larvae injection there is still a need for midgame tech that is sufficient to pull the player into the lategame.
Legends Never Die ;;
KungKras
Profile Joined August 2008
Sweden484 Posts
September 05 2009 22:48 GMT
#24
A new Dark Swarm that blocks sight just like the bushes and makes units miss would be incredibly awesome.
"When life gives me lemons, I go look for oranges"
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
September 05 2009 23:11 GMT
#25
Hydralisk? Roach? ~_~
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
Gnaix
Profile Joined February 2009
United States438 Posts
September 05 2009 23:17 GMT
#26
zerg is already imba, why make it more so?
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
DeCoup
Profile Joined September 2006
Australia1933 Posts
Last Edited: 2009-09-05 23:40:21
September 05 2009 23:31 GMT
#27
All Zerg tier 3 are high HP high damage units. I don't mind the idea of Zerg not having a solid midgame unit. Let them be different by still focusing on massed low-tier, and supportive High health high-damage late tech. As long as the mid-game units provide enough shielding (roach), and harassment (muta), they can progress in a unique way which further gives the Zerg a swarmy feeling. Who says every race needs a solid mid tech unit to be balanced :D

edit: just want to add that making Hydra a bit 'glass cannon' with lowish hp, lowish cost and decent damage would further add to this. It would be great if the Zerg had a ground unit almost as massivke as the kings which can attack air too, which is fairly easy to kill. It would also cement the roaches role a little more as it would make your massed swarm units more viable later game.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
marshmallow
Profile Joined May 2007
United States93 Posts
September 06 2009 01:05 GMT
#28
Hive tech has three ground only units (Lurker, Brood Lord, Ultra), two of them being for siege purposes. Overlap much?
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
September 06 2009 01:13 GMT
#29
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
Legends Never Die ;;
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2009-09-06 03:54:10
September 06 2009 03:33 GMT
#30
I think the Infestor unit as a whole (abilities and all) should dissolve into the Queen. Lending it some sort of tier 2 (or 2.5) tech to have a game changing spell for mid-game to late-game phase changes. With that unit being gone Blizzard then can:

A. Create a new unit.
- Maybe a new Air Unit morphed from the Mutalisk?

B. Bring back an old unit.
- Defiler?
- Scourge? (rebalance Zerg air efficiency so this unit is needed again) - only a wild suggestion
- Devourer? (Throw the Gaurdian back into the mix PLUS add the Corruptor and you potentially have the Zerg Air Dominance the Terran had in SC1 with mechanical units over all other ground units.)

Lets be honest, the Infestor as lore seems to work only seamlessly because we've forced ourselves as hardcore fans to believe it so - though being caused by the game developmental process and innocent routine flaw. The Queen was the 'infester' in SC1 but it flew in SC1 too lore change and the Defiler already sounds like Zerg ability of infesting of/or corrupter of races - they didnt need to replace it with virtually the same thing.
Treatin' fools since '87
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
September 06 2009 04:44 GMT
#31
it can cast ensnare with 50 mana and twice the radius of the current queen's ensnare.
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Falling
Profile Blog Joined June 2009
Canada11367 Posts
September 06 2009 05:09 GMT
#32
How about something simple like dropping the Lurker to tier 2? I heard it's no more powerful than before, but it's pushed to tier 3. It might at least give the Zerg some mass damage in the midgame/ a decent offensive/defensive unit.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
PH
Profile Blog Joined June 2008
United States6173 Posts
September 06 2009 08:14 GMT
#33
I vote they just bring the fucking defiler back. It's my favorite zerg unit in BW, and I'm going to miss it SO much. T_T.
Hello
DanceDance
Profile Joined November 2008
226 Posts
Last Edited: 2009-09-06 09:48:17
September 06 2009 09:46 GMT
#34
You know what they should do, buff the stats on Hydras/Roaches and make it so that the Queen can only spawn drones and no other unit. That way you get less units. But they are stronger. And Queen is now on par with Mules/DarkPylon
emikochan
Profile Joined July 2009
United Kingdom232 Posts
September 06 2009 22:52 GMT
#35
Dancedance, zerg are not protoss, the races are supposed to be different. Yes it's tough to balance but it's very worth it.

Defiler was uninspired, spore cloud for life. Blind and cloak is a nice idea, though it's almost moot since it blocks los without a flyer anyway. Needing a flying detector to attempt a counter for spore cloud is just asking for OP imo.

Probes need love too.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
September 07 2009 04:23 GMT
#36
I saw get the original creators of the game working on sc2 lol
the only unit's the new blizzard are changing are the Magical and armored units, its almost like "Wowablo Craft 2.3: Wrath of the Beta" if you catch my drift

just beta to a select crowd for a month with units and buildorder plans stats w/e planned out and change them around till that month selected users (pros) like them.

then release it national beta
then world beta
then HURRAY A GOOD GAME IS RELEASED AND YOU KNOW ITS GOOD BECAUSE THE WHOLE FRIGGEN WORLD TOLD YOU SO


I just really wanna play sc2
and see what all the fuss is about and most of all HELP BLIZZARD DO IT RIGHT
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
September 07 2009 05:59 GMT
#37
On September 07 2009 07:52 emikochan wrote:
Dancedance, zerg are not protoss, the races are supposed to be different. Yes it's tough to balance but it's very worth it.

Defiler was uninspired, spore cloud for life. Blind and cloak is a nice idea, though it's almost moot since it blocks los without a flyer anyway. Needing a flying detector to attempt a counter for spore cloud is just asking for OP imo.



Its not like every race already has one, yeees?
Nostalgia is not as good as it used to be.
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 07 2009 06:38 GMT
#38
On September 07 2009 14:59 Jakalo wrote:
Show nested quote +
On September 07 2009 07:52 emikochan wrote:
Dancedance, zerg are not protoss, the races are supposed to be different. Yes it's tough to balance but it's very worth it.

Defiler was uninspired, spore cloud for life. Blind and cloak is a nice idea, though it's almost moot since it blocks los without a flyer anyway. Needing a flying detector to attempt a counter for spore cloud is just asking for OP imo.



Its not like every race already has one, yeees?

That is true, but it may infringe on the static defence of bases quite a bit to require a flying detector.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Shadeye
Profile Joined March 2009
Australia75 Posts
September 09 2009 00:08 GMT
#39
the problem with massive zerg macro is that you can burn through your resources quickly without doing much damage
Go Hyuk, Luxury and F91
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
September 09 2009 00:24 GMT
#40
Don't know what game you guys are playing, Zerg rapes midgame in the current build.
Moderator
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 09 2009 00:32 GMT
#41
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
Hwaseung Oz fan for life. Swing out, always swing out.
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 09 2009 01:05 GMT
#42
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.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Falling
Profile Blog Joined June 2009
Canada11367 Posts
September 10 2009 16:24 GMT
#43
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.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Gnaix
Profile Joined February 2009
United States438 Posts
September 14 2009 23:58 GMT
#44
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.
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
mastuh
Profile Blog Joined April 2008
United States64 Posts
September 15 2009 00:37 GMT
#45
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.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
September 15 2009 01:15 GMT
#46
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.
Treatin' fools since '87
Falling
Profile Blog Joined June 2009
Canada11367 Posts
September 15 2009 02:45 GMT
#47
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?
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Twilight Templar
Profile Joined April 2009
99 Posts
September 15 2009 05:49 GMT
#48
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.
dum dadi do dum dum dee do dee da
marshmallow
Profile Joined May 2007
United States93 Posts
September 15 2009 07:36 GMT
#49
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.
JohnBall
Profile Joined December 2008
Brazil1272 Posts
September 15 2009 14:49 GMT
#50
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.
perfecting the art of five pool forever
WWJDD
Profile Blog Joined August 2009
India342 Posts
September 15 2009 15:05 GMT
#51
It's a long way away. Let the beta start and we'll see.
WWJDD??
Twilight Templar
Profile Joined April 2009
99 Posts
September 15 2009 20:52 GMT
#52
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.
dum dadi do dum dum dee do dee da
lipebra
Profile Joined August 2009
Brazil130 Posts
September 15 2009 21:10 GMT
#53
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.
lordmordor
Profile Joined February 2009
United States209 Posts
September 15 2009 22:07 GMT
#54
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
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 16 2009 00:58 GMT
#55
@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.
PmP
Profile Joined June 2009
United States22 Posts
September 16 2009 13:16 GMT
#56
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
Random is my main
Final_Judicator
Profile Joined November 2008
Germany85 Posts
September 16 2009 19:58 GMT
#57
On September 05 2009 19:12 chicken` wrote:
The hole in the zerg ars…

disappointing


Exactly my thoughts...
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