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Zerg is stale - Page 4

Forum Index > SC2 General
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Vedic
Profile Joined March 2008
United States582 Posts
Last Edited: 2010-03-02 15:01:29
March 02 2010 15:00 GMT
#61
Roach and Hydra are too alike, muta is slow paced, zerglings do all the work for you with the AI, etc... The race has lost the interactivity that it had in BW.
I tried to commit seppuku, but I accidentally committed bukkake.
ZerglingShepherd
Profile Joined January 2009
Canada99 Posts
March 02 2010 15:09 GMT
#62
Holy crap, great post OP.
I completely agree that the lurker should be brought back. It was just such a dynamic and interesting unit in SC1, with so many possibilities.
wintergt
Profile Joined February 2010
Belgium1335 Posts
March 02 2010 15:15 GMT
#63
The lurker is not a disposable, mass producable unit that moves fast so he doesn't fit the zerg race at all, that's why they took him out.
here i am
Nyth
Profile Joined March 2010
Netherlands19 Posts
March 02 2010 15:19 GMT
#64
I partially agree and partially disagree.

It's true that Zerg has lost some of its micro flavor that it has in BW. I think one of the main causes on that is the improved AI though. But a lot of zerg fights boil down to just tossing the biggest army of unit X (substitude with lings / roaches / hydras / mutas) at your opponent and either win or lose.

I read the OP though and to be honest, though I can see the underlying issue. It's a bunch of QQ.
You just keep on going and going how you prefered BW units and how you miss defilers.
This is a new game, man up and get to know the new units. Though zerg lost some obvious micro flavor there is still a lot remaining.

Don't dismiss something because it's new. There are some really sweet combos.
The infestor can be really strong if used defensively. Parasite something like a colossus and you can turn the fight around in a split second. The snare can be quite good too. I agree that the infested terrans kinda suck.

But seriously stop bitching because it isnt a copy of BW.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
March 02 2010 15:25 GMT
#65
So many new people here. OP i am in 100% agreement with you! Zerg are stale, and frankly i don't think that i will play them if i do decide to buy sc2. Ohh well Blizz will do what they want, and all of the newbs will be happy about it. SC2 will never be anywhere close to the epic that was BW. But hey who cares? I love it when something so beautiful is run over by the masses of foaming at the mouth kids. I mean hey- SC2 is shiny, and there fore the must buy it!

Why does SC2 strike me as a huge joke of a game?
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
internetwarrior
Profile Joined February 2010
32 Posts
Last Edited: 2010-03-02 16:00:14
March 02 2010 15:54 GMT
#66
Agree with OP.
For people who can't read: the problem isn't that Zerg is "underpowered", just that it's BORING, STALE, compared to SC1.

As was very well pointed out, there is no unit that promotes finesse. It's all AMove, win or lose. No, the infestor spells aren't good. Yes, Nydus is another AMove with a shortcut. Yes, roaches are tough and can do damage and be used to harass (although detection is a lot easier to come by in general) but why give Zerg a T1 "tank" unit? Hydras feel wrong at 2 supply, and are slow as hell. No lurkers which is one of the most interesting units gameplay wise because "it doesn't fit lore"? Give me a break, save that line for WOW. If you're going to cut scourge, lurker, defiler and make hydras 2 supply+slow, you better have something interesting to compensate. Right now all we have is the roach. The roach is bland as can be. It doesn't even look good when walking around.

To top all this greatness off, the Zerg sound effects in SC2 are also uninspired when not outright bad. I think just about everyone can agree on that.

For the obsessive individuals who are seeing just about every complaint as a SC1 nostalgia whine, nobody here is complaining about the novelty factor when it comes to Protoss, for instance. This isn't a biased argument because one JUST cares about Zerg. The new Zerg is objectively not remotely as interesting as the new Toss or Terran. The ONLY saving grace of Zerg in SC2 is larva injection.
IntoTheWow
Profile Blog Joined May 2004
is awesome32281 Posts
March 02 2010 16:06 GMT
#67
For 10 TL COOL POINTS: Guess how wonderful Mutas were in SC1 when the game was released?
Moderator<:3-/-<
member1987
Profile Joined February 2010
141 Posts
March 02 2010 16:08 GMT
#68
the time used to write how imba SC2 beta is, could have been spend saving a person.
ARC - act of random mercy
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 16:10 GMT
#69
For 9001 common sense points: guess how much more insight into game mechanics the design team has since SC1 was released!

As if Blizzard had to re-learn everything from scratch...
Ideas
Profile Blog Joined April 2008
United States8174 Posts
March 02 2010 16:17 GMT
#70
On March 03 2010 00:19 Nyth wrote:
I partially agree and partially disagree.

It's true that Zerg has lost some of its micro flavor that it has in BW. I think one of the main causes on that is the improved AI though. But a lot of zerg fights boil down to just tossing the biggest army of unit X (substitude with lings / roaches / hydras / mutas) at your opponent and either win or lose.

I read the OP though and to be honest, though I can see the underlying issue. It's a bunch of QQ.
You just keep on going and going how you prefered BW units and how you miss defilers.
This is a new game, man up and get to know the new units. Though zerg lost some obvious micro flavor there is still a lot remaining.

Don't dismiss something because it's new. There are some really sweet combos.
The infestor can be really strong if used defensively. Parasite something like a colossus and you can turn the fight around in a split second. The snare can be quite good too. I agree that the infested terrans kinda suck.

But seriously stop bitching because it isnt a copy of BW.



just because its new doesnt mean it has to be boring as shit
Free Palestine
Nuxar
Profile Joined February 2009
Canada212 Posts
March 02 2010 16:29 GMT
#71
On March 03 2010 00:15 wintergt wrote:
The lurker is not a disposable, mass producable unit that moves fast so he doesn't fit the zerg race at all, that's why they took him out.


Neither is the Ultralisk and the Broodlord...

Although I like the Zerg right now and I would play them when Sc2 comes out, I do agree that they are missing...something. The fell very bland and simple in terms of unit specialization. I would totally agree on bringing the Lurker back.
SevenAteNine
Profile Joined February 2010
126 Posts
Last Edited: 2010-03-02 16:38:21
March 02 2010 16:29 GMT
#72
Simple question, how many of the people who posted previously in this thread have played over 100 games in this beta?

truthfully we wont see many units FULL potential for months to come and timings are exploited and zerg players figure out timings of when to power drones and when to mass troops.

Im like 80% sure people are whining about muta, scourge, lurker, and defiler because those were zergs go to units in SC1 and they are so used to those units that anything else is foreign ground. Terrans dont have the same OP tanks as they did in SC1 and they arnt exactly complaining

oh BTW lurkers wernt in original starcraft they were added in the expantion
omnomnomnom
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
March 02 2010 16:37 GMT
#73
so wait, you haven't even played the game, but make massive rants about how a race plays...
Go0g3n
Profile Blog Joined December 2009
Russian Federation410 Posts
Last Edited: 2010-03-02 17:17:15
March 02 2010 16:38 GMT
#74
I played over 100 games for Z in this Beta, close to ~130 now.

I can't be bothered to read all that, heres' my take. Zerg is now:

a. Boring. Roaches, an early powerful unit that absolutely needs to be pushed out kills everything it faces and all the fun with it. The role of Zerglings has been downgraded significantly.

b. Not challenging at all for Zerg user. The Zerg units setup in StarCraft II reminds me of an early version of StarCraft, pre Brood War. Let's say in StarCraft 1.04 there were no medics, lurkers, corsairs, no muta micro either. Hydralisks were 75 minerals only, later added + 25 gas, they were slower, had shorter attack range (sounds familiar, doesn't it?). Also there was no variation, only unit at Tier 2 was Mutalisk, and it was just as useful as Muta can be without Micro.

c. Zerg is now very similar to Protoss in SCBW. It has a strong early unit/combination, like never before. It can easliy live off and produce tons of units with 2 bases, there is no real need to go to Hive Tech, because there're no defilers and new Guardians or whatever they're called just suck.

As a result of all that I believe Zerg needs to be retooled.

1. Baneling Nest should be an upgrade for Pool available on Lair Tech, as a trade-off banes should be made more powerful overall, and especially against protoss, maybe 120% hit on shields.
2. Remove 'underground movement' ability from roaches, immense healing speed while burrowed is more than enough.
3. Add a mutation or an upgrade for roach that would make it easier to stop early Protoss immortal push, it needs stopping power, not offensive power. Roach as a unit should not be able to win all the matchups. Perhaps a +defence or +something on your own creep.
4. Bring back lurkers or a variation of Hydralis mutation to create a level 2.5 tech, capable of moving while burrowed.
5. Mutalisks to compensate for the lost micro need some sort of an extra third upgrade extending the range a tiny bit or even better - the amount of consecutively hit targets by whatever they attack with.
6. Zerg needs a better caster unit on 2nd tier, maybe bring back Plague capable of damaging only to 50% or by a set, but short amount/time, slowing regeneration/healing rate, keep mind control ability.
7. Lings need to be a little tougher, maybe at the expense of decreased speed with glands researched.
IntoTheWow
Profile Blog Joined May 2004
is awesome32281 Posts
March 02 2010 19:00 GMT
#75
On March 03 2010 01:10 internetwarrior wrote:
For 9001 common sense points: guess how much more insight into game mechanics the design team has since SC1 was released!

As if Blizzard had to re-learn everything from scratch...


How about this: games are different and a mechanic from one doesnt have to apply to the other. lol.
Moderator<:3-/-<
GreEny K
Profile Joined February 2008
Germany7312 Posts
March 02 2010 19:07 GMT
#76
I opened up a bag of chips as i read this and they were stale i T_T instantly
Why would you ever choose failure, when success is an option.
internetwarrior
Profile Joined February 2010
32 Posts
March 02 2010 19:10 GMT
#77
On March 03 2010 04:00 IntoTheWow wrote:
Show nested quote +
On March 03 2010 01:10 internetwarrior wrote:
For 9001 common sense points: guess how much more insight into game mechanics the design team has since SC1 was released!

As if Blizzard had to re-learn everything from scratch...


How about this: games are different and a mechanic from one doesnt have to apply to the other. lol.


So you learn nothing and start from scratch everytime? Silly me thinking you'd build on what you've learned from previous games especially of the same genre (RTS).

I guess that's the Argentinian way?
0neder
Profile Joined July 2009
United States3733 Posts
March 02 2010 19:14 GMT
#78
On March 03 2010 00:15 wintergt wrote:
The lurker is not a disposable, mass producable unit that moves fast so he doesn't fit the zerg race at all, that's why they took him out.

No, they took him out b/c things don't fit b/c the caster doesn't have a good role and b/c lurkers don't fit at tier 3 seige units.
UdderChaos
Profile Blog Joined February 2010
United Kingdom707 Posts
Last Edited: 2010-03-02 19:22:01
March 02 2010 19:21 GMT
#79
On March 03 2010 04:10 internetwarrior wrote:
Show nested quote +
On March 03 2010 04:00 IntoTheWow wrote:
On March 03 2010 01:10 internetwarrior wrote:
For 9001 common sense points: guess how much more insight into game mechanics the design team has since SC1 was released!

As if Blizzard had to re-learn everything from scratch...


How about this: games are different and a mechanic from one doesnt have to apply to the other. lol.


So you learn nothing and start from scratch everytime? Silly me thinking you'd build on what you've learned from previous games especially of the same genre (RTS).

I guess that's the Argentinian way?


First of all: TL 10 cmds see the 6th rule, be carefull because im pretty sure your breaking it or close to with that argentinian comment.

Secondly i think you'll find that it's irelavent anyways seeing as the sc2 team is pretty new, most of the original guys left, mainly to join arenanet. And even if they didn't, it's still been 11 years since they made starcraft, and 5 since they have made an rts.
Nunquam iens addo vos sursum
marshmallow
Profile Joined May 2007
United States93 Posts
March 02 2010 20:23 GMT
#80
People were pointing this stuff out when the Zerg were first revealed. Removing scourge, defilers, and lurkers is OK as long as you have something cool to replace them with. Otherwise we are talking a massive downgrade, and that's pretty much what happened. I always thought scourge chasing dropships/vessels, lurkers scuttling towards the frontline, and defilers desperately consuming and doing leapfrog swarms etc. was all really entertaining and fun. Where's the beef, Blizzard?

But hey, at least the Zerg art is pretty slick. Check out the Terran units. You build a marine, then a slightly fatter marine, then a marine the size of a CC. Snore.
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