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United Kingdom10 Posts
Hi all,
is it just me, or are Zerglings substantially weaker vs Zealots than in SC1 despite that fact that the stats for both are the same?
What do you guys think is the reason for this? Also, do you think it's intentional or rather an inintended consequence of the new engine?
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AI is better so zerglings split around the zealots much better and don't stay behind eachother, its like the zerg player microing perfectly all the time.
edit: ohhh im stupid and cant read
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On March 01 2010 21:48 Puosu wrote: AI is better so zerglings split around the zealots much better and don't stay behind eachother, its like the zerg player microing perfectly all the time.
This would make the zerglings stronger, not weaker.
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i would've thought with the new engine zerglings would be better vs marines because of auto-surround rather than them wigging in out big battles... eg: 20 lings vs 8 zealots, usually the zealots would get a lot of hits while not all the zerglings were attacking, whereas now they would all attack together.
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Umm I heard this before. IIRC the answer was: Better pathing ----> Units find/engage each other much more successfully ----> Zealots make a wall much faster/easier than SC1 ----> Zlot wall > zerglings just like in SC1 (unless they're cracklings, but that's a whole different story...)
I wouldn't say it's intentional, it's just a result of better pathing.
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Puosu did you read the op? He said zerglings were weaker (well thats his idea)
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The zeals seem to get their first hit off faster as a result of the engine. If this is the case it is huge for early zealot vs ling fights. It also seems like shields regenerate fasters. Neither of these are facts I have looked up just possible explanations that feel like they might be the case.
Once the numbers get a bit higher than 1-2-3 zealots it becomes harder and harder because of one zealot wanders around it is quickly surrounded and stuck. Or it doesn't even need to wander off just the zealot at the side of your line can quickly fall victim to surrounds as well. When the ling numbers are still low the auto-surround is obviously not yet useful and zealots are exceptionally strong at that stage.
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Yes god it's so sick how terrible zerglings are against zealots 
I think they might just attack slower
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Nazgul is correct about faster shield regen, but as far as I know, it works only when the units are "out of battle", that means when they don't receive any damage for 6-8 consecutive seconds. It might also depend on the terrain. If the zealots manage to wall off a choke, they'll defend it much better than in an open field since lings wouldn't be able to surround as easily as in an open field.
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On March 01 2010 21:58 Latham wrote: Nazgul is correct about faster shield regen, but as far as I know, it works only when the units are "out of battle", that means when they don't receive any damage for 6-8 consecutive seconds. It might also depend on the terrain. If the zealots manage to wall off a choke, they'll defend it much better than in an open field since lings wouldn't be able to surround as easily as in an open field.
Breaking news just in!
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Hahahaha yeah it's unintentional XD Blizzard often do that, just throws things in, never tests them. They did not even try to balance, just gave a model some stats and crossed their fingers. I think the two are exactly like blizzard wants them to. Why don't you discuss balance or anything else rather than "if it's intentional". jesus.
--------------------------------------------------------- User was warned for a continuous negativity throughout his posts.
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I was watching KHB own zealots in a 2v2 with cowmogoo His play was profound zerg constantly surround one two three or four, KHB would wipe the floor you gotta be smart don't stop and start everytime you lose you're breakin my heart
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On March 01 2010 21:45 Korn wrote: Hi all,
is it just me, or are Zerglings substantially weaker vs Zealots than in SC1 despite that fact that the stats for both are the same?
What do you guys think is the reason for this? Also, do you think it's intentional or rather an inintended consequence of the new engine?
idk wth u guys are doing wrong but zerglings are alot stronger vs zealots they they ever were in sc1. if lings somehow seem weaker to u vs zealots then ur either not massing enought of them or the toss got early upgrades.
but ur obviously doing something wrong cuz nothing is wrong with zerglings in sc2. there perfect and couldnt be any better.
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On March 01 2010 22:36 Ballistixz wrote:Show nested quote +On March 01 2010 21:45 Korn wrote: Hi all,
is it just me, or are Zerglings substantially weaker vs Zealots than in SC1 despite that fact that the stats for both are the same?
What do you guys think is the reason for this? Also, do you think it's intentional or rather an inintended consequence of the new engine? idk wth u guys are doing wrong but zerglings are alot stronger vs zealots they they ever were in sc1. if lings somehow seem weaker to u vs zealots then ur either not massing enought of them or the toss got early upgrades. but ur obviously doing something wrong cuz nothing is wrong with zerglings in sc2. there perfect and couldnt be any better.
You are mistaken.
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The time it takes the lings to get round to the back of the zealots is critical so splitting the lings in half and engaging with a gap where the normal encounter would hit might chase a large reduction in finding surface area. Needs lots of testing to figure out how they need to be micro'd effectively.
Its probably more important to get to certain critical masses to be effective as the zealots find there targets very easily as they can move in a tighter group and make that wall so effectively whereas in SC1 they took a wall almost unnaturally in contrast.
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yea, something def needs to be changed with lings or zealot..
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I don't think everything does full damage to shields anymore (correct me if I'm wrong)
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Everyone has their own ideas, here's mine:
It seems like if there's at least a certain number of zealots, then when they move, they form a tight ball or clump. So just having a certain number of zealots and moving them somewhere, you are already minimizing the amount of damage zerglings can do. In BW, zealot clumps are never perfectly tight, and their formations always have cracks in them.
/edit - wanted to make this more clear.
Even if they don't move in a clump (for example they start in a line formation), they converge rapidly towards the target (i.e. they move closer to each other on the way to the target). Since they tend to form tight walls without any extra micro, it makes them very strong against other melee units.
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I don't see why this is a problem, zerglings have other things they are very good against (like immortals, tanks,..) and roaches will decimate zealots in equal numbers.
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