getting burrow wouldnt even be an option at 50/50 ud just do it and force the other player to get detection. its stupid.
[Q] Burrowing given just from a Lair be broken? - Page 5
| Forum Index > SC2 General |
|
T0fuuu
Australia2275 Posts
getting burrow wouldnt even be an option at 50/50 ud just do it and force the other player to get detection. its stupid. | ||
|
ZenDeX
Philippines2916 Posts
On May 12 2010 23:42 T0fuuu wrote: ud just do it and force the other player to get detection. its stupid. Seems like for you, the simpler the game the less stupid it is. | ||
|
T0fuuu
Australia2275 Posts
On May 12 2010 23:47 lolaloc wrote: Seems like for you, the simpler the game the less stupid it is. Do you not get concussive shells? burrow should be a choice to be made, not just another cheap upgrade. Cloak is a choice that is not cheap, DT is a choice with its own branch off. Burrow should remain as it is. How is making having tech choices that require alot of investment and thought simplifying the game? | ||
|
AmstAff
Germany949 Posts
On May 12 2010 23:47 lolaloc wrote: Seems like for you, the simpler the game the less stupid it is. i dont understand this... | ||
|
ZenDeX
Philippines2916 Posts
On May 13 2010 01:33 T0fuuu wrote: Do you not get concussive shells? burrow should be a choice to be made, not just another cheap upgrade. Cloak is a choice that is not cheap, DT is a choice with its own branch off. Burrow should remain as it is. How is making having tech choices that require alot of investment and thought simplifying the game? I don't see your point. In the way I see it, when an opponent is forced to adapt because of certain circumstances, the game becomes more complex in nature. If a player can't force his opponent to change his plan, we would get repetitive games. | ||
|
gillon
Sweden1578 Posts
On May 12 2010 02:54 Koffiegast wrote: 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... They also removed marine range and made them build slower. How is this related to anything? | ||
|
Keype
Sweden455 Posts
| ||
|
0mgVitaminE
United States1278 Posts
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 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! True, but it's basically the upgrade time that you're paying for. Concussive shells could have started on the marauder, but since everyone realized how dominant that was early, they put a research time and small cost on it. imo Blizzard wants these upgrades almost every game, almost forcing a uniqueness out of certain units/buildings. | ||
|
junemermaid
United States981 Posts
On May 12 2010 09:41 Jonoman92 wrote: I can only speak for TvZ since i'm a T player but if you have no detection and a z player goes mass roach it doesn't matter if you go pure marauder. When those things pop up under your army you are done. So it does force me to get a turret out by my front natural choke and encourages me to get a raven so i don't get owned by burrowed banelings (though not many z's are abusing this.... yet.) Yes.... one of my friends has been experimenting with a baneling / roach contain that comes pretty quickly. The zerg doesn't need overwhelming numbers, but just needs to show his hand. When the terran scans the zergs base and sees a baneling nest / roach warren with a lair upgrade that should automatically send red flags out that he CANNOT move out without medivac or ravens (burrowed banelings, burrowed while moving roaches, etc). This gives zerg a HUGE window to take map control, expand, diversify his bonds, etc... It seems to me that brute force builds (like the ghost / marauder push) are becoming less effective as people realize how to take control of the positional and territorial game. | ||
|
ilnp
Iceland1330 Posts
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 in my opinion, functional upgrades should be either costly and quick, or cheap and long. cheap and fast is basically the worst -- basically the only part of this is getting to the tech to make it. concussive shells is the dumbest, because they're the same tech as getting the marauder. At least with the overlord, it's a perk of getting a lair, which comes after the overlord. Expensive and long is also an option, but means that it's going to be a rarity in the game. Expensive and quick means you have to save for it to do it -- but once you save, you'll get it back relatively quickly. Look at stim for example -- oh I gotta save 150/150.. ok, got it, now I can't attack for 150s | ||
|
Masq
Canada1792 Posts
| ||
| ||