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[Q] Burrowing given just from a Lair be broken?

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
Ceric
Profile Joined May 2010
United States36 Posts
May 11 2010 17:42 GMT
#1
At current time you have to get a lair and research burrowing. Now if you want to effectively "cloak" your roaches you also have to research movement. I put this as an equivalent to DT's or Banshees/Ghosts. DT's you just need to tech to them. Banshee's/Ghost you need to research cloak.

I just think that Burrowing is a very iconic ability for Zerg and its a shame that the cost to benefit of it not being very attractive. I do enjoy harassing terrans with tunneling roaches but thats a special case.

So what does everyone think. Would it be game breaking if the Lair upgrade just gave Burrowing for "Free"?
This Lingo will be the Death of me
heishe
Profile Blog Joined June 2009
Germany2284 Posts
May 11 2010 17:47 GMT
#2
they should just make it equal to the overlord speed upgrade. 50/50 and lower research time.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
May 11 2010 17:47 GMT
#3
Burrow being free would be imbalanced, i like burrow but paying 200/200 for it at lair tech is just outrageous IMO
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 11 2010 17:49 GMT
#4
On May 12 2010 02:47 heishe wrote:
they should just make it equal to the overlord speed upgrade. 50/50 and lower research time.


you mean like when the beta first came out?
"We have unfinished business, I and he."
Ideas
Profile Blog Joined April 2008
United States8167 Posts
Last Edited: 2010-05-11 17:50:43
May 11 2010 17:50 GMT
#5
I really wish that Zerg had a real "cloaked danger" in the way lurkers/spidermines were or DTs/Banshees are. burrowed roaches/banelings just dont really cut it at all. I'm not saying bring lurkers back, but I really wish zerg would have a unit that forces the other races to want to get detection.
Free Palestine
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-05-11 17:53:09
May 11 2010 17:51 GMT
#6
they should make overlord upgrade twice as expensive because everyone auto-gets it on lair. in rts games u want to make choices and sacrifices. stuff like warp gate, overlord speed or concussive shells r just practically free. in fact make all of it more expensive xd. i like strategic choices, not obvious choices
On May 12 2010 02:50 Ideas wrote:
I really wish that Zerg had a real "cloaked danger" in the way lurkers/spidermines were or DTs/Banshees are. burrowed roaches/banelings just dont really cut it at all. I'm not saying bring lurkers back, but I really wish zerg would have a unit that forces the other races to want to get detection.

i really agree. would be awesome if some z unit could attack underground (or maybe u wanted cloaked zerg units :p) anyhow im also not saying bring back lurker but the idea itself of zerg units attacking from underground makes me say, thats zerg in raw form!
Progamerpls no copy pasterino
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 11 2010 17:51 GMT
#7
Funny part is that even when it is burrowed, shadows are shown on the ground. Also, it isnt as if pretty much any toss/terran doesn't have something for detection.. as most of them get a turret/cannon out anyways, if not for their other capabilities for detection (scan, observ)
Wut
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 11 2010 17:54 GMT
#8
On May 12 2010 02:51 MorroW wrote:
they should make overlord upgrade twice as expensive because everyone auto-gets it on lair. in rts games u want to make choices and sacrifices. stuff like warp gate, overlord speed or concussive shells r just practically free. in fact make all of it more expensive xd. i like strategic choices, not obvious choices


Yet they increased the damage of marines if I recall recollectly and keep overlords hp at the same 200 as BW.. what other options would Zerg have for scouting? Also, it isnt as if overseer has more hp than a normal overlord...
Wut
Ceric
Profile Joined May 2010
United States36 Posts
May 11 2010 17:57 GMT
#9
I see Warpgates as a sort of double edge sword in there own right. When I rush with a terran I can just put my barracks on a hot key and the rally point on the attacking units. Hotkey, pump units while watching the current ones. Warpgate I need to get to a pylon first and then drop them. If I can get a proxy pylon then its a non-issue. Though as mentioned I'm not Platinum in the least bit. Anyway back to the issue at hand.

A stealth unit be sort of cool. Sort of like if the changling could mimic the enemies unit attack at say half damage or something. Maybe just lowering the price to 100/100 would be a enough to make it a more viable tech choice.
This Lingo will be the Death of me
Phunkapotamus
Profile Joined April 2010
United States496 Posts
May 11 2010 18:01 GMT
#10
Burrowing at 50/50 with a short upgrade time was too powerful at the beginning of beta.

However, at the same time, time burrowed units were more powerful and burrowed movement speeds were faster.

I don't feel it's necessary to nerf both sides of the equation to balance it. I'd like to see burrow back to its former cost and upgrade time. Then again, I play Zerg, so go figure.
"Do a barrel roll"
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
May 11 2010 18:02 GMT
#11
On May 12 2010 02:47 KinosJourney2 wrote:
Burrow being free would be imbalanced, i like burrow but paying 200/200 for it at lair tech is just outrageous IMO

its 100/100
i dunno lol
Ceric
Profile Joined May 2010
United States36 Posts
May 11 2010 18:04 GMT
#12
I didn't have the numbers handy.

All the burrow moving units are now slower. Especially compared to all the cloaked units. Do any Platinum level players use Burrow?
This Lingo will be the Death of me
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 11 2010 18:04 GMT
#13
On May 12 2010 02:42 Ceric wrote:
At current time you have to get a lair and research burrowing. Now if you want to effectively "cloak" your roaches you also have to research movement. I put this as an equivalent to DT's or Banshees/Ghosts. DT's you just need to tech to them. Banshee's/Ghost you need to research cloak.

I just think that Burrowing is a very iconic ability for Zerg and its a shame that the cost to benefit of it not being very attractive. I do enjoy harassing terrans with tunneling roaches but thats a special case.

So what does everyone think. Would it be game breaking if the Lair upgrade just gave Burrowing for "Free"?

Making it free or cheaper would maybe not be game breaking, but it'd be pretty dumb. Think of it this way. Terran and Protoss can't achieve cloaking until tier 3 or higher. Burrow is available by tier 2. Of course it's going to be more expensive.
TecNoPhi
Profile Joined May 2010
United States25 Posts
May 11 2010 18:04 GMT
#14
I think it would be rather unbalancing. Just upgrading to Lair itself opening a style of play (burrowing), I think it will basically force opposing players to get detectors at that point or be at a disadvantage. And considering the timing I've seen possible on hatch upgrading to lair, it's could be rather early in the game.
Fun
ccou
Profile Joined December 2008
United States681 Posts
Last Edited: 2010-05-11 18:09:22
May 11 2010 18:06 GMT
#15
On May 12 2010 02:51 MorroW wrote:
they should make overlord upgrade twice as expensive because everyone auto-gets it on lair. in rts games u want to make choices and sacrifices. stuff like warp gate, overlord speed or concussive shells r just practically free. in fact make all of it more expensive xd. i like strategic choices, not obvious choices
Show nested quote +
On May 12 2010 02:50 Ideas wrote:
I really wish that Zerg had a real "cloaked danger" in the way lurkers/spidermines were or DTs/Banshees are. burrowed roaches/banelings just dont really cut it at all. I'm not saying bring lurkers back, but I really wish zerg would have a unit that forces the other races to want to get detection.

i really agree. would be awesome if some z unit could attack underground (or maybe u wanted cloaked zerg units :p) anyhow im also not saying bring back lurker but the idea itself of zerg units attacking from underground makes me say, thats zerg in raw form!


I agree. I just auto get all 3 abilities: warp gate, pneumatized carapace, and concussive shells without any consideration. They're sooo cheap. Actually, with warp gate, I'd probably still auto get it unless it's like 200/200.
Wake up Mr. B!
Ideas
Profile Blog Joined April 2008
United States8167 Posts
May 11 2010 18:13 GMT
#16
speaking of overlord speed, why the fuck is it so damn cheap in sc2? I just can't figure it out. It's not like corsairs or cloaked wraiths get out way earlier (in fact, they're not even in the game!).
Free Palestine
AdahnSC
Profile Joined March 2010
United States376 Posts
May 11 2010 18:16 GMT
#17
dark shrine is 100/250
cloak is 200/200
burrow is 100/100
burrow + roach burrow movement is 250/250

really its not that big of a difference.
Ceric
Profile Joined May 2010
United States36 Posts
May 11 2010 18:19 GMT
#18
On May 12 2010 03:16 VX14 wrote:
dark shrine is 100/250
cloak is 200/200
burrow is 100/100
burrow + roach burrow movement is 250/250

really its not that big of a difference.


Ignoring the teching to get there.

Wouldn't the differences amount to an extra Zealot for Toss and an extra Marine for Terran?
This Lingo will be the Death of me
Chrion
Profile Joined March 2010
United States31 Posts
May 11 2010 18:40 GMT
#19
On May 12 2010 02:51 Koffiegast wrote:
Funny part is that even when it is burrowed, shadows are shown on the ground. Also, it isnt as if pretty much any toss/terran doesn't have something for detection.. as most of them get a turret/cannon out anyways, if not for their other capabilities for detection (scan, observ)
Get sight on the terran command center and as soon as he drops a mule, have a field day.
micro, macro, micro, macro, ahhhhhhhh!!!!
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 11 2010 19:29 GMT
#20
On May 12 2010 03:16 VX14 wrote:
dark shrine is 100/250
cloak is 200/200
burrow is 100/100
burrow + roach burrow movement is 250/250

really its not that big of a difference.


Great analysis. Did you consider the part where cloaked units attack while cloaked or that they move at normal speed while cloaked? Not that big of a difference I guess huh?

I have been trying to use burrow more and more recently and have been very pleased with the results. Yes, it's a painful 100/100, but it's invaluable when you're getting harassed by air as zerg cause you can just burrow your drones and save your queen while reinforcements arrive. Burrowed banelings can be very devastating sometimes. I have had very very mixed results with burrowed roaches. It's a gimmicky one-trick pony that is really hit or miss. And even when it hits, it better do serious damage cause they aren't getting out alive.

The problem with burrowed roaches is the cost of the units, the research and the amount of units you need to be effective. As opposed to throwing in 2 DTs or 2 cloaked banshees or 2 void rays.

The lurker conflicts too much with the baneling is what the issue is for introducing the lurker. Everything the baneling does, the lurker can do better without dieing. Yes the baneling is new... but it's not really better. Though, it is satisfying to explode a marching terran army.

I think burrow research should be faster and just a bit cheaper, maybe 75/75. I do like that few people research it though. Makes me feel unique!



I am not nice.
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