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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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Netherlands859 Posts
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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I was wondering, rather than making a concave/convex (cant remember which is which) wall, how about making a box of zealots on hold position, then when the lings try to surround you would only be getting 1-3 lings attacking each zealot, with two zealots attacking 1 ling at a time. With the new pathing, lings can swarm around the side zealots and gradually work their way in, so this may help. I dont have beta yet tho so cannot test.
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He says because Zealots have 1 armor it now takes more hits to take them down. (Tbh I wouldn't have known if bw zealots had armor or not). 12 for shields (also 12 in bw) and 25 for hp (20 in bw). edit: apparently that's a mistake because zealots in bw also had 1 armor.
Btw my initial explanation would be that zealots stand tighter together in SC2. This means they deal more dmg/surface and there will be less zerglings/surface so less dmg-taken/surface for the protoss.
Now that I think about it, this also tells us how to position zealots optimally. You want them to stand next to each other in shape that's as concave as possible from your point of view (so with the ends of the shape pointing towards the enemy and the middle towards you) however only as long as there aren't enough zergling to surround the zealots at the ends. If that happens, you should change the form from concave->straight->convex (all the while increasing fight surface) and if the zerglings are numerous enough you will have to go to a circle (let the ends touch), obviously as big as possible (so no zealots trapped inside) but without holes. Practically this is all pretty pointless, because you can't achieve it, but at least you should try not get leave holes in the middle or get surrounded as a straight line.
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4lings = 1 zealot imo but you can keep all your lings alive by selecting the one getting hit and moving it away
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Again, I don't think shields take full damage anymore. This is probably why
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On March 01 2010 23:42 SubtleArt wrote: Again, I don't think shields take full damage anymore. This is probably why
Ok, man. What you're saying is almost nonsensical. There is no 'full' or 'half' or '.25x' damage in this game. Shields take the damage that is done to them. If a unit does X damage (no bonuses or anything), shields will take X damage. The only exception to this is the Immortal.
If people are nice enough to ignore such a glaring mistake, you shouldn't push your luck by posting it a second time in the same thread.
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On March 01 2010 23:42 SubtleArt wrote: Again, I don't think shields take full damage anymore. This is probably why That makes no sense whatsoever. Zerlings deal normal damage in broodwar, which does full damage against everything anyway. So in both games, neither unit gets any attack extra damage or reduced damage against the other.
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Hm VERY interesting test results. In every test where the zergling : zealot ratio was 4:1, the zerglings won. If every test where it was less, the zerglings lost. This makes sense, since zealots are 2 supply each, and zerglings are .5 supply each.
So just make sure you engage zealots with equal supply of zerglings and you should be ok.
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United States7166 Posts
I did some tests with a friend, in equal cost zerglings beat zealots every time, anywhere from small to large numbers of armies, regardless of micro.
however in-games it often doesnt seem to work this way probably because the zealot count is often higher than zerglings (costwise) and if you have even just a few zerglings less to turn the battle from a win to a loss, the margin of zealots left over is large.. they just dont die and win with such a huge margin when they win. this is w/o microing thoguh
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Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet.
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Are those tests done with or without speed on the zerglings? Because in my experience speedlings move into position so amazingly fast after a zealot dies and on the initial engagement that it totally throws zealots out of favor. They can't micro against that. All for 100/100, which is a bargain.
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Mystlord
United States10264 Posts
On March 02 2010 01:50 spinesheath wrote: Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet. You got to the core of the issue before I did: On the surface, the unit's stats appear to be the same, but looking at the hidden cooldown values:
On Normal speed (scales up percentage wise), Zergling cooldown without adrenal is .696. Zealot cooldown is 1.2. For comparison, in SC1, the cooldown for the Zealot was 22 (whatever that means) and for the Zergling it was 8. In other words, while the Zergling/Zeaot attack ratio was ~3:1 in SC1, it's dropped to ~2:1 in SC2. That's why Zealots require 4 Zerglings to properly kill.
In other words, 2 Gate rushes against early Hatches are that much more dangerous
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On March 02 2010 01:48 Zelniq wrote: and if you have even just a few zerglings less to turn the battle from a win to a loss, the margin of zealots left over is large.. they just dont die and win with such a huge margin when they win. this is w/o microing thoguh
This is very easy to explain: when melee units form curve in a fight, the more the ends of the curve point towards your own side, the more you are at a disadvantage. And if both players position their units right - the new ai helps a lot here - in the way I outlined in the other post (without getting surrounded), the player with a larger group of units will tend to have the curve bend away from him (at the ends). If there is an equilibrium between zerglings and zealots, at which they are breaking equal, this also corresponds to a certain curvature. And if one side has a larger number than the equilibrium, in addition to the normal advantage of outnumbering (more dps -> enemies die quicker -> enemies deal less dps quicker -> more own units survive -> etc) which even ranged units experience, melee units also gain an advantage by having a better curvature. So in melee fights, being at an advantage pays off twice! Oh and generally, when you have a bigger number of units, you might also profit from the mistake of the opponent to let you surround him. Protoss players beware! ^^;;
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On March 02 2010 02:33 Mystlord wrote:Show nested quote +On March 02 2010 01:50 spinesheath wrote: Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet. You got to the core of the issue before I did: On the surface, the unit's stats appear to be the same, but looking at the hidden cooldown values: On Normal speed (scales up percentage wise), Zergling cooldown without adrenal is .696. Zealot cooldown is 1.2. For comparison, in SC1, the cooldown for the Zealot was 22 (whatever that means) and for the Zergling it was 8. In other words, while the Zergling/Zeaot attack ratio was ~3:1 in SC1, it's dropped to ~2:1 in SC2. That's why Zealots require 4 Zerglings to properly kill. In other words, 2 Gate rushes against early Hatches are that much more dangerous 
Wow... Math wins.
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its harder to micro zerglings now because auto surround works well when there is one lone zealot, but when there is a group of zealots, it is near impossible to manually auto surround a single zealot because the AI will have the zerglings engage other zealots rather than the one you are targeting. Once they fan out, the lings get destroyed in a 1v1 fight against zealots. Its all part of the automatic A-move pathing that is present in sc2, and I'm sure will get corrected at some point.
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I find this a bit concerning that it has a sort of snow ball effect to battle which is why people must gravitate to just always massing up because if you're close it's not gonna cut down their forces too well.
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On March 01 2010 23:42 SubtleArt wrote: Again, I don't think shields take full damage anymore. This is probably why This doesn't influence Zergling vs. Zealot, but it's kinda true.
Shields used to take full damage regardless of what damage type was being thrown at them (concussive, normal or explosive). A dragoon being hit by a vulture grenade would still lose 20 shields, even though it was large.
In SC2, units that do extra against "Light" or "Armored" types only do that extra damage to Protoss shields if the Protoss unit is "Light" or "Armored". An Immortal firing on a Zealot does not get the benefit of the +damage vs armored against the Zelaots shields. A Helion firing on a Zealot does get the benefit of +damage vs the zealot's shields.
This is a little different than BW, if you think of "Concussive" damage as being "+ damage vs. small/light" and explosive damage being "+ damage vs armored/large"
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United Kingdom10 Posts
Hi wintergt,
I wasn't saying this was a problem, I think it's just important to know that it's the case. I think it's impossible to expand as zerg and aim to defend with lings only if toss does 2-3 gates. However, now Zerg has roaches.
Anyways, it's important to know that lings suck early on, vs zealots but also vs marines, at least compared to SC1
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Yeah it's why i adopted a quick expo build but i still mass lings fast enough to deal with a 2 3 gater
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United Kingdom10 Posts
@Virtue: not possible if toss knows what he's doing in my opinion.
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Eh i don't like what it says about how strong zealots are if i feed them 1 by 1 into zealots i bet zealots would eat a ton of lings if force into a line which then why aren't fe opening more powerful pvz get some cannons! must be the maps
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On March 01 2010 21:50 Liquid`Nazgul wrote: 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.
My earliest realization with Zots vs Lings was that Zerglings aren't meant to fight Zealots. They are a deterrent, ONLY. Something to buy you time if you went for fast roaches and suddenly have a number of Zealots in your main, so he can't just kill your Warren and lololol his way to victory. Lings are far too inefficient vs Zealots, it takes 32 Ling bites to kill a Zealot's 100 HP and 60 Shields and that's ignoring Shield Regen, e.g. meaning you killed him quickly and efficiently. Only 6 Lings can ever hit 1 Zealot due to pathing radius (maybe 7 sometimes, but I commonly see 6) and usually fewer, which means 30 damage per bite, which means 6 bites from 6 lings to kill the Zealot, ideally. The Zealot kills a 35-hp Zergling in 2 and a half swings of 8+8, by himself... That's 8-16, 24-32, dead. That's a single Zealot. Which means that each Zealot is going to kill 1 and perhaps 2 lings before being killed, at a minimum. The reality is that lings take a moment to surround and begin attacking so the Zealot ususally kills 3 Lings. If 3 Zealots are standing together to reduce their total surface area they can kill an obscene number of Lings, even if they are cripples afterward. Worse, if Zealots hide in corners or the cracks between minerals, they can be practically immune to anything but an overwhelming number of Zerglings.
Despite how weak Lings are vs. Zealots, their purpose is to make it so Zealots can't freely attack a building. If left alone, they all converge on a structure and murder it. If Lings run up as soon as they do this and bite their flanks, they have to stop and fight the Zerglings. If Z keeps those lings alive they can regenerate a usable amount of HP fairly quickly and this is where early-game micro can be huge. Needless to say, Z must macro hard with the time this buys him, because if more Zealots show up they will split up and kill the Lings and structure at the same time. Anyway, if you've ever seen a game where 3 Zealots killed 5 or 6 attacking Zealots in SC2 it can be pretty exciting. Usually the rushing player is macroing and doesnt even realize he's getting outplayed, and then looks back to realize he's gone from 5 zots vs 2 zots, to 2 damaged zots vs 3 who are only missing shields... I love that shit.
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On March 02 2010 02:33 Mystlord wrote:Show nested quote +On March 02 2010 01:50 spinesheath wrote: Does anyone have precise data on the cooldowns of the zealot's/zergling's attack in SC2? I haven't seen any information about that yet. You got to the core of the issue before I did: On the surface, the unit's stats appear to be the same, but looking at the hidden cooldown values: On Normal speed (scales up percentage wise), Zergling cooldown without adrenal is .696. Zealot cooldown is 1.2. For comparison, in SC1, the cooldown for the Zealot was 22 (whatever that means) and for the Zergling it was 8. In other words, while the Zergling/Zeaot attack ratio was ~3:1 in SC1, it's dropped to ~2:1 in SC2. That's why Zealots require 4 Zerglings to properly kill. In other words, 2 Gate rushes against early Hatches are that much more dangerous 
On one hand, I feel bad for zerg in the early game, on the other hand, being able 'swarm' with lings later makes me feel unbad!
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Is there any hard data that zerglings and zealots do in fact have the same dps in sc2 compared to sc1?
It seems to me zerglings attack a lot slower in sc2 even with adrenal upgrade, like 3.5 attacks per second when in sc1 it was like 5.
edit: not reading before posting ftw
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Mystlord
United States10264 Posts
On March 02 2010 08:32 Yurebis wrote: Is there any hard data that zerglings and zealots do in fact have the same dps in sc2 compared to sc1?
It seems to me zerglings attack a lot slower in sc2 even with adrenal upgrade, like 3.5 attacks per second when in sc1 it was like 5. Look at my previous post. Absolute DPS doesn't matter in this case, what matters is relative DPS, of which it's now 2:1 instead of 3:1.
And since you brought up the Adrenal upgrade:
SC1: Normal Zergling Cooldown - 8 Normal Zealot Cooldown - 22 Adrenal Zergling Cooldown - 6 Ratio w/o Adrenal - 2.75:1 Ratio w/ Adrenal - 3.6667
SC2: Normal Zergling Cooldown - .696 Normal Zealot Cooldown - 1.2 Adrenal Zergling Cooldown - .587 Ratio w/o Adrenal - 1.724:1 Ratio w/ Adrenal - 2.044
So yes, Zerglings suck relative balls against Zealots now. Your primary damage dealers should come from other sources.
If you want hard DPS numbers, take the damage values for Zerglings and Zealot, divide them by the cooldowns I just gave you, and tada~. I reiterate that ling DPS decreases dramatically compared to Zealots since losing 1 ling is pretty big.
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On March 02 2010 08:32 Yurebis wrote: Is there any hard data that zerglings and zealots do in fact have the same dps in sc2 compared to sc1?
It seems to me zerglings attack a lot slower in sc2 even with adrenal upgrade, like 3.5 attacks per second when in sc1 it was like 5.
edit: not reading before posting ftw
I don't even have the beta but I got this sense also. It seems like lings have a slower base attack speed, and SC2 cracklings seem to have a slower attackspeed than SC1 cracklings.
In sufficiently large numbers, the better clumping and auto-surround should make up for lower attack speed. In fact, huge swarms of SC2 lings should do considerably more DPS than the same number of SC1 lings. However, in small numbers the slower attack speed will make them straight up weaker.
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Haven't noticed a change myself in their relative goodness. 2 gate has always been hard for me to defend.
Maybe the better ling AI counterbalanced the attack cooldown issues somewhat.
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Ah, I thought my bro was crazy when he told me, "is that me or zerlings sucks against zealots now"
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On March 02 2010 07:22 Korn wrote: Hi wintergt,
I wasn't saying this was a problem, I think it's just important to know that it's the case. I think it's impossible to expand as zerg and aim to defend with lings only if toss does 2-3 gates. However, now Zerg has roaches.
Anyways, it's important to know that lings suck early on, vs zealots but also vs marines, at least compared to SC1 Yeah I didn't want to critique your post just add to it by saying that the place of the zealot in the game has generally changed. Without charge, a bunch of early units can really do a number on zealots.
Hellions aka racecars for example really run circles around them. Check out this replay for a laugh: http://www.mediafire.com/file/zmdmnezaujm/LOL_ZEALRUSH.SC2Replay
At the start of this game zerg gets roaches and FE, while protoss half blocks his ramp and gets zealots to defend. 6 roaches steamroll the 4 defending zealots with no losses and destroy most of the protoss base. http://www.mediafire.com/file/zmdmnezaujm/LOL_ZEALRUSH.SC2Replay
So zealots doing better vs lings is balancing. Ofcourse very good to know for zerg that this has changed.
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On March 02 2010 07:17 RPGabe wrote:Show nested quote +On March 01 2010 23:42 SubtleArt wrote: Again, I don't think shields take full damage anymore. This is probably why This doesn't influence Zergling vs. Zealot, but it's kinda true. Shields used to take full damage regardless of what damage type was being thrown at them (concussive, normal or explosive). A dragoon being hit by a vulture grenade would still lose 20 shields, even though it was large. In SC2, units that do extra against "Light" or "Armored" types only do that extra damage to Protoss shields if the Protoss unit is "Light" or "Armored". An Immortal firing on a Zealot does not get the benefit of the +damage vs armored against the Zelaots shields. A Helion firing on a Zealot does get the benefit of +damage vs the zealot's shields. This is a little different than BW, if you think of "Concussive" damage as being "+ damage vs. small/light" and explosive damage being "+ damage vs armored/large"
I don't think this is correct. Units only do their base damage to shields, regardless of unit size / damage bonuses. Shields no longer regenerate in battle, so units don't get that "extra hit" required to kill them. I'm not sure if zerg units regenerate in battle, haven't paid attention to that side.
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I think it might have something to do with lings ai trying to auto surround. When you have say 16 lings and go surround 3-4 zeals some will instantly wrap the zeals, they target whatever is closest to them. And the remaining will run around in a circle looking for an opening. The problem is that they won't acquire targets as far as they did in bw, and they get stuck behind walls much easier.
So normally in SCBW, lings would kinda bunch up and twitch around in place and acquire targets from pretty good distance away. And normally in SCBW it was up to the player to run lings around the zeals and press attack when they felt they had a good position/wrap.
Since the way units kinda speed up when they auto wrap most players aren't doing these wraps anymore (it's arguably inferior and a waste of micro). It seems like the lings will equally spread on the zealots, instead of like 6 on 1st, 2 on 2nd, 3 on 3rd, 5 on 4th. It's more like 4, 4, 4, 4.
That's just my take on it, I could be wrong.
Also it seems a lot harder to micro out lings who took 1 or 2 hits away and back in.
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I think Blizzard intentionally weakened the Zergling (Just check cooldowns >.> Can't accidentally do that, unless it's a typo) because the Zerg have many more low tier units to use in their stead. Getting a some Lings will only stop the enemy from sneaking a couple Marines or a Zealot into your base in the early game; and only that, in the early game. Lings shouldn't be used as your main army, anyways; they are biologically weaker than the other zerg, and fairly fragile. If you want to REALLY do damage to light targets, Banes and Roaches are the way to go (Baneroach ftw).
Not to say Zerglings are useless; they aren't. Immortals are terrible against light targets, and Zerglings are the cheapest, most efficient way to quickly dispatch them. Colossi are terrible at taking down smaller units when they are surrounded in close range, so Lings can be used against those, as well.
I went off on a tangent, but yeah. I think Blizzard weakened the Zergling to bring some life into the other units (although the Roach doesn't need much more life :D).
Oh, and the biggest reason for Zerglings being weaker (at least against Zealots) is due to their slower relative attack speed; pathing and all the other general engine stuff probably doesn't contribute as much.
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I don't mind this change. The tactic is a bit different as you have to be sure to overwhelm the P force, otherwise it is just a waste of minerals. However, I have noticed that the rally-attack-move can really hurt Z players early on since it's almost impossible to rally up the zerglings in a clump if P puts on pressure on your hatcheries. But I guess we got ourself some more micro and isn't that what we wanted? My conclusion is that it's less forgiving to just throw zerglings into battle against P in SC2.
Has anyone calculated the difference with full upgrades?
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On March 01 2010 23:51 Drunken.Jedi wrote:Show nested quote +On March 01 2010 23:42 SubtleArt wrote: Again, I don't think shields take full damage anymore. This is probably why That makes no sense whatsoever. Zerlings deal normal damage in broodwar, which does full damage against everything anyway. So in both games, neither unit gets any attack extra damage or reduced damage against the other.
In BW they had damage types which did different amounts of damage. Lets take siege tank for example.
Type: Explosive. It does full damage to large units like ultras and goons, and much less damage to small units like zealots. HOWEVER. Everything does the same damage to protoss shields in BW, regardless of unit and damage type. For example vultures do almost no damage to goon hp, but will still do their full damage to shield. Hence why archons suck against anything that isnt a ling or muta.
In Sc2 the shield is included as part of the unit type, so for example a tank would do as much damage to a zealot shield as it would to zealots health
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I really feel that, when i play zerg, my zerglings vs the zealots gets eaten. In sc1 i could kill a zealot with 3 lings, but now i absolutely need 4 lings to kill 1 zealot, and if i add on more zealots i need even more lings to match 1 zealot. As a standard and first tier, aswell as most-used zerg unit, i feel like the zergling is too weak atm  Btw im sorry that i refreshed this old old topic, i thought i should do a new one then i realized this one existed.
Do anyone else feel like the zerglings should get a little buff? for example 5 more hp, or -hmm- 1 more damage?
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T.O.P.
Hong Kong4685 Posts
On May 07 2010 21:37 Flexis wrote: Do anyone else feel like the zerglings should get a little buff? for example 5 more hp, or -hmm- 1 more damage? No, because roaches kill zealots.
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Belgium8305 Posts
just because it's not like in SC:BW, doesn't mean there's automatically a problem
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