That being said, zergs have lots of options and strategies but they they lack diversity in their army. Alot of time you only see 2-3 units at a time in the zerg army. And its the same units in all matchups just different timings and numbers. People are not gonna mix in different units if the units they have are so strong already right?
Dustin Browder and Zerg Army Diversity - Page 4
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G3nXsiS
United States656 Posts
That being said, zergs have lots of options and strategies but they they lack diversity in their army. Alot of time you only see 2-3 units at a time in the zerg army. And its the same units in all matchups just different timings and numbers. People are not gonna mix in different units if the units they have are so strong already right? | ||
spinesheath
Germany8679 Posts
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billyX333
United States1360 Posts
On March 16 2010 17:05 ffswowsucks wrote: thats why zerg is easier to play cause they got less units. So then by this logic zerg would become harder to play if they added scourges, lurkers and defilers? | ||
Attica
United States277 Posts
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duckhunt
Canada311 Posts
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FortuneSyn
1825 Posts
Think roaches and hydras off creep. Does that really feel like the zerg we loved ín bw? | ||
Koffiegast
Netherlands346 Posts
On March 16 2010 19:28 G3nXsiS wrote: Hmm I really think that zerg is a one unit race solely because I think their units are overpowered. The roaches, hydras and mutas are so strong that they are able to single-handedly decimate the terrans and tosses and thats the huge issue with zerg. The reason why terrans and tosses have to get such a diverse army is because of this. That being said, zergs have lots of options and strategies but they they lack diversity in their army. Alot of time you only see 2-3 units at a time in the zerg army. And its the same units in all matchups just different timings and numbers. People are not gonna mix in different units if the units they have are so strong already right? You are right, but for the wrong reason. The reason is "you shouldnt make anything else, as it will be obliterated within a sec" and going "muta+hydra" is just not possible unless you got like 4 bases. Thats exactly why people dont make more than 2 and sometimes 3 different units as Zerg. | ||
Adeeler
United Kingdom764 Posts
I think speedlings should be able to be morphed into scourge like units that fly and can hit air and massive units only. Then I'm not fussed about lurkers coming back or not but some more spells in the mix would be nice, kind of like how templars are an optional route and not vital if you go with other units. I think the most obvious thing I could hope for is infested dark templar :D Maybe instead of just attacking it poisons or lowers armour or something plague like. Guardian shield is kinda like swarm so a new swarm would bring a bit to much sameyness between bringing back swarm for zerg. Maybe just straight forwards plague but nerfed a bit maybe only does 50% dmg or less or is channeled or something. Whatever happens I hope it happens in beta and not delayed till the expansion which would be typical blizzard | ||
spinesheath
Germany8679 Posts
On March 16 2010 20:02 FortuneSyn wrote: Zerg armies in SC2 are too slow Think roaches and hydras off creep. Does that really feel like the zerg we loved ín bw? That's why you use generate creep and creep tumor, Sir. Covering the whole map in creep is a core element of SC2 zerg play. In turn, good p/t players will try to get rid of creep (though it's very expensive for terran until a raven is out). Creep in SC2 imo has some parallels to minefields in SCBW. | ||
Adeeler
United Kingdom764 Posts
On March 16 2010 19:36 spinesheath wrote: As far as I know they want to add new units with the 2 expansions. If they already care about diverese armies they won't have a place to fit new units in without basically having 2 units for one purpose. Which is BAD. There are already a lot of units which are multi use they just suck at one particular type of situation each though i.e. reapers are good for ambush, harass and killing immortals etc but they aren't good enough to replace a maruader or marine as a bulk of your army in most cases though they can make do to a certain degree. | ||
KinosJourney2
Sweden1811 Posts
It might get imbalanced if they both get added in but they could just nerf mutalisks as an exchange. | ||
Koffiegast
Netherlands346 Posts
On March 16 2010 23:30 KinosJourney2 wrote: Zerg needs scourge and lurkers back, they were such useful units. It might get imbalanced if they both get added in but they could just nerf mutalisks as an exchange. We definately could lose some more AA lol... not We need to get t2 to get hydras or mutas (or corruptors, but whos making these as their first unit when they get lair) that can attack air. T got units that can attack air at t1 and P at t1.5 if I'm correct (cybernetics core) | ||
Zoler
Sweden6339 Posts
On March 16 2010 23:30 KinosJourney2 wrote: Zerg needs scourge and lurkers back, they were such useful units. It might get imbalanced if they both get added in but they could just nerf mutalisks as an exchange. What is it that you people don't understand, lurkers is not in this game because they were not useful at all | ||
FortuneSyn
1825 Posts
On March 16 2010 23:19 spinesheath wrote: That's why you use generate creep and creep tumor, Sir. Covering the whole map in creep is a core element of SC2 zerg play. In turn, good p/t players will try to get rid of creep (though it's very expensive for terran until a raven is out). Creep in SC2 imo has some parallels to minefields in SCBW. Exactly. Therefore, zerg has changed from "being anywhere at any time ultraling hydralinglurk flanks" to "Wait till I creep highway to your base so my units can be slightly faster than yours". It almost feels like a tank push. The ONLY unit combination that has the same feeling as BW in terms of maneuverability and flanking (even outside creep) are ling/banelings. Solution: Roaches should already come with the speed upgrade. Increase hydra speed. | ||
Cloak
United States816 Posts
On March 17 2010 00:02 Zoler wrote: What is it that you people don't understand, lurkers is not in this game because they were not useful at all Only because Roaches are way too good. I'll take Lurkers over broken Roaches any day. | ||
semantics
10040 Posts
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Culture
Canada486 Posts
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reallogic
United States65 Posts
On March 17 2010 00:02 Zoler wrote: What is it that you people don't understand, lurkers is not in this game because they were not useful at all This is only true because of the place lurkers were holding in the tech tree. I don't feel that lurkers fit as a T3 siege unit, which is the role it was playing. Personally I like the idea of lurkers coming back at T2 and perhaps having bonus dmg to armored. This would definitely require tweaks to the current unit base, however I do feel it would go a long ways toward creating the diversity we want for zerg. Edit: As a side note the bonus to armored would differentiate the role between the lurker and the baneling. | ||
pzea469
United States1520 Posts
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Zoler
Sweden6339 Posts
On March 17 2010 01:19 pzea469 wrote: they should put hydras back to where they were in bw so that lurkers will have use again. I can totally see how no one would use them at T3. Roaches should be harrass units, moving while burrowed. Make roaches much weaker and bring their regeneration back. No unit should be used as "harass only". Look at SCBW, there is no unit that is only used for harass. The closest to that would probably be the DT, but it does have a few other uses as well. All units must be strong in battle in some way or they won't be used at all (reapers). | ||
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