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SC2 Zerg a dissapointment? - Page 8

Forum Index > SC2 General
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zxc
Profile Joined August 2009
United States30 Posts
Last Edited: 2010-03-01 00:06:25
March 01 2010 00:01 GMT
#141
We need to come up with some unit ideas at least for an expansion.

More Unit Ideas

The Mantis:

http://www.youtube.com/watch?v=6hGuallLPcM

This unit could have cliff jumping abilities like the Terran Reapers. The attack could be a sudden melee strike like a Praying Mantis. The Mantis gets in range and then suddenly lurches forward quickly and grabs its prey, devouring it till its dead or someone else kills the Mantis. This attack grapples small units like marines, probes, SCVs, drones, etc. Just damages larger units. Probably Tier 2 unit. Pretty terrifying and zerg like.



LunarC
Profile Blog Joined October 2009
United States1186 Posts
March 01 2010 00:02 GMT
#142
OMG Stalker =/= Dragoon with blink. Don't even suggest that..
REEBUH!!!
Piousflea
Profile Joined February 2010
United States259 Posts
March 01 2010 01:22 GMT
#143
The removal of lurkers logically makes sense, because the Baneling fills the slot that lurkers used to. They are a unit that can efficiently contain an infantry force such as Terran Bio or Zeal heavy toss. However, I can't help but think that Zerg need another unit to round out their army. Terrans and Toss have a lot of unit variety in SC2 whereas zerg always seem to have the same hydra/roach or muta/roach army comp.
Seek, behold, and reveal the truth
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
March 01 2010 02:05 GMT
#144
Lurkers did more then just aoe it forces terran and toss to get detection thus leading to contains when zerg can only do with a mass of units instead of a few well placed lurkers. For Toss they would have to burn 2 storms on each lurker or get observers costing them gas and tech buildings which gave zerg time to expand more etc.

As it is it feels like a slug fest just throwing units at enemies rather then doing cute tactics other then trying to sneak nydus's in and thats gonna be irrelevent as soon as tosses+terrans line there borders with pylons & depots for vision. Or just leave the odd marine / stakers patroling edges.
TubbyIsAwsome
Profile Joined March 2010
United States3 Posts
March 01 2010 04:26 GMT
#145
Infestors should have an upgrade for Dark Swarm (or Plague).

Also the Infested Terran ability should be nerfd.
Need more overlords.
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-03-01 04:39:37
March 01 2010 04:37 GMT
#146
having both hydra and roaches seem redundant, they should bring back lurkers to replace roaches, and make them able to move while burrowed
How do you mine minerals?
LunarC
Profile Blog Joined October 2009
United States1186 Posts
March 01 2010 05:58 GMT
#147
Look, the Lurker was interesting because the only time it was useful was when it was completely immobile. Making able to MOVE as well completely defeats the need for complex maneuvers with Zerglings and/or Mutalisks because you could just MOVE the damn things while burrowed. For crying out loud, think before you post something.
REEBUH!!!
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-03-01 06:17:04
March 01 2010 06:15 GMT
#148
On March 01 2010 14:58 LunarC wrote:
Look, the Lurker was interesting because the only time it was useful was when it was completely immobile. Making able to MOVE as well completely defeats the need for complex maneuvers with Zerglings and/or Mutalisks because you could just MOVE the damn things while burrowed. For crying out loud, think before you post something.


lurkers are interesting because they attack while burrowed. for crying out loud, think before you flame people.
How do you mine minerals?
Motiva
Profile Joined November 2007
United States1774 Posts
March 01 2010 06:17 GMT
#149
Also want to just point out that I disagree with having to get a lair before having any decent anti-air. This just makes aggressive tier one play that much less viable. Almost All-in depending on the map.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-03-01 06:29:11
March 01 2010 06:27 GMT
#150
On March 01 2010 15:15 poor newb wrote:
Show nested quote +
On March 01 2010 14:58 LunarC wrote:
Look, the Lurker was interesting because the only time it was useful was when it was completely immobile. Making able to MOVE as well completely defeats the need for complex maneuvers with Zerglings and/or Mutalisks because you could just MOVE the damn things while burrowed. For crying out loud, think before you post something.


lurkers are interesting because they attack while burrowed. for crying out loud, think before you flame people.


No. Lurkers are interesting because burrowing forces them to be immobile. For Crying Out Loud, Think Before You Retaliate.

Think about it this way. You are suggesting Blizzard implement moving "stop" Lurkers. Moving. Stop Lurkers.
REEBUH!!!
filthi
Profile Joined July 2009
United States49 Posts
March 01 2010 06:32 GMT
#151
For whatever it's worth, I'm actually playing the beta and I love zerg. The nydus worms are amazing and feel incredibly "zerg", and the ability to control HUGE groups of zerglings is incredibly satisfying, and just overall I'm very pleased.
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 01 2010 06:41 GMT
#152
tbh it just feels like unit composition is boring and theres no longer a distinct defining attribute for them anymore.

my .02
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-03-01 07:08:52
March 01 2010 07:06 GMT
#153
without lurkers and defilers the only fun unit to use is the ultralisk, and that's just because it its so fucking massive and badass.

I guess banelings are a bit entertaining, but not really...
crackling don't seem to have nearly the "punch" they used to either...

EDIT:
On March 01 2010 15:15 poor newb wrote:
Show nested quote +
On March 01 2010 14:58 LunarC wrote:
Look, the Lurker was interesting because the only time it was useful was when it was completely immobile. Making able to MOVE as well completely defeats the need for complex maneuvers with Zerglings and/or Mutalisks because you could just MOVE the damn things while burrowed. For crying out loud, think before you post something.


lurkers are interesting because they attack while burrowed. for crying out loud, think before you flame people.



Lurkers are interesting in a "just looking, thats cool" perspective because they attack when burrowed.
Lurkers are interesting from a GAMEPLAY perspective because of their immobility and AOE.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
March 01 2010 08:25 GMT
#154
@sob3k True enough.

I also think the current Ultralisk is interesting. In the "just looking, thats cool" perspective because they rape things when A-moved. Gameplay-wise they destroy a need for support spells like the ones defilers had, thus making the game a bit simpler than it used to be.
REEBUH!!!
whateversclever
Profile Joined November 2009
United States197 Posts
March 01 2010 16:47 GMT
#155
I think it's true that the Zerg seem the most "untouched" in SC1. It almost feels like a re-make of the Zerg rather than a sequel to them.

However, I think part of the problem is the nature of the Zerg. The Zerg were always about a large mass of staple units, the uniqueness came from the production abilities. Whereas Terran and Protoss were always more focused on unit abilities. You "go" Mutas, Lurkers, Zerglings, Ultras, Hydras, or whatever. And while you can "go" Zealots or M&M, you don't "go" Tanks, Reavers, Wraiths, etc etc.

With the ability to mass produce units, specialist units are generally inefficient in comparison. And why something as insane as the Defiler/Scourge was needed to be a worthwhile specialist. Spending the money to build the enabling building and then upgrade it is very high when you realize that you could have spent money on your base units and improved your army across the board.

This is different than Protoss/Terrans because they have more limited production capabilites. They can't pump units the same way the Zerg can so if they force their resources in that direction they'll simply hit a bottleneck.

This means they have more room in their strategy for divergent tactics. On top of their base army, there is always some free resources that need to be spent but have no easy direction. Whereas with the Zerg, in all likelihood you are building more of the same units, building more buildings, or upgrading your same units.

So while I agree with the OP, I am not sure you can expect the same from the Zerg as you do the other races. I would much prefer a greater expansion on the Nydus and Overseer. They are in a closer position to be the kind of impact force-multiplier that a Defiler would have. I would rather they expand on those two units than try to force players to use units that have marginal use.
AmnDragon
Profile Blog Joined February 2010
United States33 Posts
March 01 2010 21:05 GMT
#156
As a Protoss player, I enjoyed PvZ much more in SC1 than SC2. Both the metagame and gameplay fighting against lurker and scourge (or potential of them) was more engaging than roach and t2 hydra w/o lurker. Right now, the roach metagame doesn't feel as good.

The game does play differently, which is fine and great in some cases (like being able to have more viable build orders without FE as Protoss in PvZ), but I'm not sure I'd want a different experience if it isn't on the same quality level as lurker / scourge.
gg
mDZeaLoT
Profile Joined February 2010
Canada14 Posts
Last Edited: 2010-03-01 21:18:28
March 01 2010 21:17 GMT
#157
Imo Zerg needs the original defiler back along with the original Lurker, change the roach around givign it less damage to anything except for light units. Weaken Hydras a tiny bit but make them cost 1 food. Buff zerglings a little bit and increase their movespeed/attack speed but lower damage if its too much.

i have yet to see ultralisks used much nor have I used them myself but I haven't been playing much zerg. however, they seem to of been turned into a superunit which is not what the zerg is about. zerg is 'the swarm' for a reason. imo, weaken the ultra and make it more producible.


edit:

i want to see zerglings have the ability to climb on a building and 'swarm' it, even if its only aesthetic. it'd be cool ;D
MY LIFE FOR AIUR?!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
March 01 2010 21:19 GMT
#158
Infestors look too fat and clumsy to be a Zerg unit. All of the Zerg units are sleek and vicious looking in SC1, but the Infestor looks like a bloated caterpillar.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
March 01 2010 21:28 GMT
#159
Jesus Howard, haw did you manage to get such a short-sided opinion. Seriously I'm sorry but you're looking at things waaaay to ...darkly and you fail to see how interesting some of the new units are and how many interesting strategies they can produce. Race unit composition is still not absolutely certainly final but please try stuff don't just dismiss.
There are three types of people in the universe: those who can count, and those who cant.
shansra11
Profile Joined February 2010
United States16 Posts
March 01 2010 21:40 GMT
#160
The OP is so right, there is no new incentive to use zerg. Toss gets Colussus, Immortals, and sentries. Terran gets Thors and Vikings, and we get...roaches. Great. HDstarcraft doesnt even use zerg anymore.
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