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Zerg Buildings will Bleed - Page 2

Forum Index > SC2 General
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Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 02 2010 16:17 GMT
#21
On April 03 2010 01:00 stockton wrote:
Show nested quote +
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


lol. yea, cause we zerg players just carry around tons of queens with 50+ energy all game just in case....

zerg buildings die without creep, seems reasonable enough.



Exactly, and shouldn't creep regenerate it anyways. Zerg buildings without creep should bleed to death, not when buildings are at 25% or less, we already have to pay for the drone that morphs into the building.
Wut
cyllu2
Profile Joined February 2010
Sweden74 Posts
April 02 2010 16:33 GMT
#22
On April 03 2010 00:40 MorroW wrote:

if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death


it may come as a shock to you, but zerg buildings are not persons.
what
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
April 02 2010 16:35 GMT
#23
On April 03 2010 00:44 Volshok wrote:
Show nested quote +
On April 03 2010 00:40 MorroW wrote:
(also add so queen can use transfusion on buildings so it would be able to save them after a raid)


Transfusion is already usable on buildings, isn't it?


yup it is, not too sure why morrow thinks it's not :O probably just because we don't really see it being used often for now
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 02 2010 16:41 GMT
#24
On April 03 2010 01:33 cyllu2 wrote:
Show nested quote +
On April 03 2010 00:40 MorroW wrote:

if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death


it may come as a shock to you, but zerg buildings are not persons.

u can think as u want, but dont come crying to me when scientists discover the real truth about zerg buildings xd

i think it would make gameplay more interesting if z and p buildings lost hp like terrans, now u may agree with that but u have to understand its grey area that they dont bleed or burn like t buildings while everything else doesnt. it doesnt make sense if it is like it is now or if they change it, so its really just all about gameplay

im just doing all i can to come up with ideas to make my own race stronger obviously, wouldnt you? ^
Progamerpls no copy pasterino
PanN
Profile Blog Joined December 2008
United States2828 Posts
April 02 2010 16:45 GMT
#25
On April 03 2010 00:55 TheHof wrote:
I don't think that zerg and toss buildings should "burn down" like the terran ones do. Frankly, they don't have the tools to deal with it.

For it conceptually not making sense, I don't really care. It always cracks me up with people talk about "reality" in these games. Minerals on top of skyscrapers on metalopolis, that's fine, but a burning protoss building (that also has shields) not losing health is too over the top for you?


People can acknowledge that the game is fantasy, and still want more reality based things in it.
We have multiple brackets generated in advance. Relax . (Kennigit) I just simply do not understand how it can be the time to play can be 22nd at 9:30 pm PST / midnight the 23rd at the same time. (GGzerg)
Floydian
Profile Blog Joined March 2009
United Kingdom374 Posts
April 02 2010 16:46 GMT
#26
For some reason the topic title cracked me up.

THAT'S RIGHT FOLKS, THERE WILL BE BLOOD

At least Blizzard haven't forgotten about these small niggling things though
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 02 2010 17:17 GMT
#27
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


I don't even want to think about what trying to break a toss/zerg base when they are chain repairing the static defenses.
kazansky
Profile Blog Joined February 2010
Germany931 Posts
April 02 2010 17:18 GMT
#28
nice, let 'em bleed!
"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 02 2010 17:22 GMT
#29
On April 03 2010 01:17 Koffiegast wrote:
Show nested quote +
On April 03 2010 01:00 stockton wrote:
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


lol. yea, cause we zerg players just carry around tons of queens with 50+ energy all game just in case....

zerg buildings die without creep, seems reasonable enough.



Exactly, and shouldn't creep regenerate it anyways. Zerg buildings without creep should bleed to death, not when buildings are at 25% or less, we already have to pay for the drone that morphs into the building.

I think Zerg buildings do take damage over time if they're not connected to creep right now.
bendez
Profile Joined February 2010
Canada283 Posts
April 02 2010 17:24 GMT
#30
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


The day drone gets the ability to repair is the day the buildings lose hp when below 33%.

Also, transfusion can already be used on a building, but the queens won't have mana left from spawning larva. No this is nothing like mule/scan decision, because transfusion costs 50 mana.

Morrow, you might have been a good sc1 player, but when it comes to sc2, I find you heavily biased, and most of you suggestions ridiculous. Very ridiculous.
bendez
Profile Joined February 2010
Canada283 Posts
April 02 2010 17:26 GMT
#31
On April 03 2010 01:17 Koffiegast wrote:
Show nested quote +
On April 03 2010 01:00 stockton wrote:
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


lol. yea, cause we zerg players just carry around tons of queens with 50+ energy all game just in case....

zerg buildings die without creep, seems reasonable enough.



Exactly, and shouldn't creep regenerate it anyways. Zerg buildings without creep should bleed to death, not when buildings are at 25% or less, we already have to pay for the drone that morphs into the building.


It already does. God I wish people without beta key would really stfu.

I'm in a bad mood today.
alexanderzero
Profile Joined June 2008
United States659 Posts
April 02 2010 17:28 GMT
#32
If all buildings lost health it would be interesting but I actually think the way that buildings work is a very subtle balance feature. Terran buildings have zero restriction on where they can be built, and burn down. Protoss buildings must be built within pylon power (with the exception of the nexus and pylon itself) and do not burn down. Zerg buildings can only be built in creep, and slowly heal. It seems like the healing for zerg is partially meant to offset their other limitations.
I am a tournament organizazer.
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 02 2010 17:29 GMT
#33
On April 03 2010 02:24 bendez wrote:
Show nested quote +
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


The day drone gets the ability to repair is the day the buildings lose hp when below 33%.

Also, transfusion can already be used on a building, but the queens won't have mana left from spawning larva. No this is nothing like mule/scan decision, because transfusion costs 50 mana.

Morrow, you might have been a good sc1 player, but when it comes to sc2, I find you heavily biased, and most of you suggestions ridiculous. Very ridiculous.


Not to mention the entire protoss and zerg races have been balanced around not having repair.

Any change like this would require a significant amount of additional change and balancing.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
Last Edited: 2010-04-02 19:29:23
April 02 2010 19:29 GMT
#34
This thread is now about stupid shit on Metalopolis, ok gas i can slightly understand, but minerals? ancient XEL NAGA WATCHTOWERS?

I still think zerg should be able to sac drones onto buildings to give them a health/armour/regen buff, but hey, my vision of zerg is pretty weird :o) (i'm gonna make a mod when editor comes...)

Agreeing with bendez here, if you don't even follow sc2, don't talk about specifics of sc2 :p I don't have beta but i've watched almost every vod up to now. Pay attention to the rules peeps.
Probes need love too.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21242 Posts
April 02 2010 19:35 GMT
#35
I approve of this incoming update. ^___^

And yes, bring back the blue flames. Burn, let it all burrrrrn.
TranslatorBaa!
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-04-02 20:03:32
April 02 2010 20:00 GMT
#36
On April 03 2010 02:26 bendez wrote:
Show nested quote +
On April 03 2010 01:17 Koffiegast wrote:
On April 03 2010 01:00 stockton wrote:
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


lol. yea, cause we zerg players just carry around tons of queens with 50+ energy all game just in case....

zerg buildings die without creep, seems reasonable enough.



Exactly, and shouldn't creep regenerate it anyways. Zerg buildings without creep should bleed to death, not when buildings are at 25% or less, we already have to pay for the drone that morphs into the building.


It already does. God I wish people without beta key would really stfu.

I'm in a bad mood today.


>> Implying that my post is about a suggestion rather than stating what it already does
>> Implying I dont have a betakey, which I have, for weeks already.

Zzzzzzzzzz
Perhaps I could have written it differently, but then again it depends on the person whether he feels like responding so indifferent.

Eitherway, looking forward to it. Even with health bars always on, it doesn't really stand out when a building has low hp.
Wut
bendez
Profile Joined February 2010
Canada283 Posts
April 02 2010 20:31 GMT
#37
On April 03 2010 05:00 Koffiegast wrote:
Show nested quote +
On April 03 2010 02:26 bendez wrote:
On April 03 2010 01:17 Koffiegast wrote:
On April 03 2010 01:00 stockton wrote:
On April 03 2010 00:40 MorroW wrote:
buildings heal about 0.29 hp per sec. imo when they have 33% less they should start lose 0.29 hp per sec instead of heal
if a person in irl gets dmged, he heals. but if he lose his leg, he bleeds to death

i hope they add visual effect and gameplay effect for many reasons :/

(also add so queen can use transfusion on buildings so it would be able to save them after a raid)

toss buildings should also burn like terrans buildings ;/ they would need to add some kind of heal or repair for toss then xd
but in sc1 they burned but didnt lose hp, ridiculous


lol. yea, cause we zerg players just carry around tons of queens with 50+ energy all game just in case....

zerg buildings die without creep, seems reasonable enough.



Exactly, and shouldn't creep regenerate it anyways. Zerg buildings without creep should bleed to death, not when buildings are at 25% or less, we already have to pay for the drone that morphs into the building.


It already does. God I wish people without beta key would really stfu.

I'm in a bad mood today.


>> Implying that my post is about a suggestion rather than stating what it already does
>> Implying I dont have a betakey, which I have, for weeks already.

Zzzzzzzzzz
Perhaps I could have written it differently, but then again it depends on the person whether he feels like responding so indifferent.

Eitherway, looking forward to it. Even with health bars always on, it doesn't really stand out when a building has low hp.


Sorry if I misunderstood your post.
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
April 02 2010 20:33 GMT
#38
I'm kind of surprised bleeding wasn't in initially but it's good that it's being worked on.
Everyone needs a nemesis.
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