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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"?
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they should just make it equal to the overlord speed upgrade. 50/50 and lower research time.
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Burrow being free would be imbalanced, i like burrow but paying 200/200 for it at lair tech is just outrageous IMO
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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?
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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.
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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!
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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)
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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...
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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.
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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.
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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
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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?
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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.
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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.
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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.
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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!).
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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.
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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?
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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.
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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!
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They should keep the research time, but bump the cost down. 100/100 for something that may or may not be useful is kinda asking a lot.
Burrow roaches are good more so for positioning than sneak attacks. With only 3 range being able to pop up on top of your target is a big benefit. Doubly so if it results in the enemy being unable to flee. You can also use it to attack while your opponent's forces are spread out while moving giving you the chance to pick off some free troops.
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they had it the teir 1 tec, but moved it up to teir 2 b/c it was being used a large amount (back when raoches has fast movement speed when burrow) but since they changed all that, i would like to see them move burrow down to teir1 , u still need the movement undergorund for teir2 so it prob wont make any difference
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I always research burrow-move when I'm facing forcefields. It totally shuts down their sentry-heavy build.
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On May 12 2010 04:37 cr4ckshot wrote: I always research burrow-move when I'm facing forcefields. It totally shuts down their sentry-heavy build.
Forcefields don't block them like Supply depots and like do?
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Its really kind of a shame that, by the time burrow comes out, zerg's enemy will have detection (for the most part). There isn't really a time where burrowed units can really be abused, because burrow comes so late.
On May 12 2010 04:44 Ceric wrote:Show nested quote +On May 12 2010 04:37 cr4ckshot wrote: I always research burrow-move when I'm facing forcefields. It totally shuts down their sentry-heavy build. Forcefields don't block them like Supply depots and like do? Correct, burrowed roaches can move under force fields.
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On May 12 2010 03:02 OPSavioR wrote:Show nested quote +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
O shi-
Oh well, i guess 100/100 is fine then. But if it had a lower build time it would be used more.
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roach movement underground should be free, burrow stay the same
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make burrowed movement a tier 3 up for banelings and im sure more ppl will get detectors lol
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Why is it being the same as banshee research / DTs timing / cost a bad thing!?
Argument is 100% pointless, wrong and unfounded.
A reason to buff zerg and how this would help zerg and not make things imbalanced would be useful. Do this why I go make a (nonsensically titled) thread about how DT's should be easier to get k?
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its more expensive than cloak because it applies to all your ground units. Terran spends 200/200 on banshee cloak and it applies to ONE unit.
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but roach HP regeneration benefit from burrow.
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yea i gotta agree, burrow plays such a huge role that its completely worth that amount of resources. roach regen, baneling ambush, drone save, etc etc
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On May 12 2010 04:29 Vexx wrote:Show nested quote +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 agree with this.
burrow roaches is a gimmick but burrow most definately ain't. burrow owned in broodwar, back when everyone had detection coming out of their ears.
i think the problem is that if you skip burrow then you really don't get a chance to get it until much later.
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just think about this: for the cost of 1 cheap upgrade your opponent just turned his entire army into dark templar. yah, it's a bit too powerful
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The changes to the Burrow upgrade were there mostly because it made the roaches imba, with their regen and stuff.
After that they kept nerfing the roaches, reducing their movement underground, greatly reducing their health regen. So I guess they should put back Burrow like it was. Maybe not the price but the research time.
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I think it's completely retarded design to let 2 upgrades depend on each other. The roach burrowed movement upgrade has to be removed.
edit: I just think its stupid that in theory it's possible to have burrowed movement without actually having burrow. That just seems totally awkward (yeah I know nobody will do a thing like that, still it seems totally stupid). So they should remove the upgrade or merge it with the speed upgrade.
I mean it would make total sense. With the upgrade the roach DNA gets altered in a way that makes their legs and "arms" stronger, which enables them to both run faster and move underground.
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I cant belive how much I miss the lurker.. :/
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On May 12 2010 06:19 avilo wrote:just think about this: for the cost of 1 cheap upgrade your opponent just turned his entire army into dark templar.  yah, it's a bit too powerful What the fuck? Are you conveniently ignoring that no zerg units can attack while burrowed?
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and also that zerg units generally dont one-shot workers 
edit: and also that they can't move at all except for 2.
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Zerg needs a new unit that is melee and only attacks when burrowed! That'd be so kewl! Or just give us lurkers.
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On May 12 2010 06:36 TimmyMac wrote:Show nested quote +On May 12 2010 06:19 avilo wrote:just think about this: for the cost of 1 cheap upgrade your opponent just turned his entire army into dark templar.  yah, it's a bit too powerful What the fuck? Are you conveniently ignoring that no zerg units can attack while burrowed?
What happens when the opponent backs up his forces to defend? Oh, right, use burrow. It's easier to notice, for sure, but is much cheaper (both in that Roaches are dirt cheap, and it doesn't require teching up to T3 for the sole purpose of being able to do it)
They have differences, but that doesn't mean they aren't comparable.
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I rarely see or use burrow in my plat games. In 2v2 detection is more abundant. In 1v1 burrow has become very rare. The reason is the burrow is at lair tech and units move really slowly while burrowed. As a zerg player its good to be sneaky,but often times concentrating your forces quickly supercedes the reason why you get burrow. Research time for burrow comes much later in sc2 tier 2 now. The time window to get into position and burrow and surprise...I just haven't been able to do it efficiently without looking like road kill. Ideally this ability would be awesome with banelings to stop initial marine/marauder but as it stands now the timing window for getting this ability and to getting into position to stop a huge macro balls of enemy units is very very small. I'll keep trying but this ability seems to have been over compensated a bit much. Lastly, by end game detection is really abundant in 1v1 so its usually less useful to get by then. In summary the location where burrow has been placed seems to be to late to be useful in thecompetitive games I've been in. I would really like to see burrow used more (or again).
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Its sad how burrow is underused.
What's more sad is Blizzard is making creative, interesting, risky (and just plain fun) strategies using burrow in the early stages of the game less and less viable.
Moving burrow tech so far into the game prevents you from doing a burrowed speed-ling backsatab. It prevents you getting vision on important places before they have detection/ map control/presence. Burrow is also nice and useful to save your drones getting ripped to shreds if your opponent dosen't have detection immediately on hand.
Burrow is an unalienable right of the Tier 1 Zerg, do not discriminate, vote against making it hard to use.
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Burrow is expensive but it's worth it.
On May 12 2010 05:23 Destro wrote: burrow plays such a huge role that its completely worth that amount of resources. roach regen, baneling ambush, drone save, etc etc What may make it feel wrong is: it's in tier 2; it's too expensive (100/100); it takes too long to research. Solutions and repercutions: -Put it back in tier 1 - would enable faster burrow play, but roach would still need a upgrade to move underground, wich doesn't make sense (they can't have it from the beginning if roach is T1). It's a neat solution, but the idea of having 2 different upgrades that depend on each other is awkward.
On May 12 2010 06:27 heishe wrote: I just think its stupid that in theory it's possible to have burrowed movement without actually having burrow. That just seems totally awkward (yeah I know nobody will do a thing like that, still it seems totally stupid). So they should remove the upgrade or merge it with the speed upgrade.
-Nuke the tunneling claws - Seems a good choice. Wouldn't create imbalance because the time wouldn't change for roaches to be able to burrow (stays T2), and makes things more simple. Drawback is: any burrow play would take time to start, but it'll be easier to get if you don't get it asap you'll be able to get it later since it'll be 1 upgrade instead of 2 (cheaper, easier). -Make it faster - reduce the time to upgrade burrow and it can be used fast (duh), the point is, being able to create a window of time in wich you can use a "burrow rush" to some advantage, involving strategy. The issue here is: it really need's to be faster to be usefull? -Put it on sale - redue min/gas cost. Wouldn't change nothing alone, 25/25 less is what? A baneling? Even 50/50 doesn't make much difference, the issue is: WHEN your gonna be able to get it (being expensive balances if it is available fast).
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burrow at tier 1 wouldnt fit the game. in sc1 early burrow harrassment was done by zerglings but even when you were out with your units and saw them entering your base you had a chance to defend with your workers plus new built units because of the ai not prioritizing workers. now in sc2 this is not the case and there are more effective tier 1 units for zerg like banelings and roaches. and you really cant afford "blind scans" to detect eventually burrowed units at your base. making burrow somehow more effective overall is another thing but being tier 1 wouldnt be fun at all
still i think burrow in sc2 is quite underused
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On May 12 2010 07:15 Papillon wrote: burrow at tier 1 wouldnt fit the game. in sc1 early burrow harrassment was done by zerglings but even when you were out with your units and saw them entering your base you had a chance to defend with your workers plus new built units because of the ai not prioritizing workers. now in sc2 this is not the case and there are more effective tier 1 units for zerg like banelings and roaches. and you really cant afford "blind scans" to detect eventually burrowed units at your base. making burrow somehow more effective overall is another thing but being tier 1 wouldnt be fun at all
still i think burrow in sc2 is quite underused
Banelings are T1, lol, I wasn't aware of that. =P I wish had a beta key... But I agree with you, Pap, it's hard to think of burrow back to T1 in SC2. Instead, to making it workable faster (ppl has been complaining about the minimal/nonexistent time window to use it) the only option seems to be make the upgrade faster to research.
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I was under the impression that burrow was nerfed earlier in beta due to roach regen being too good. Now that roach regen is more balanced, a lowered cost/time may not be asking for too much.
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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.
Yeah lets make all zerg upgrades cost 50/50 and take no time while we're at it.
50/50 upgrades that take no time are stupid, plain and simple. When you make a beneficial upgrade cost that less and take that small of an amount of time to get you're essentially taking the choice away from the player and making it stupid NOT to get. It's the same thing with concussive shells and imo it's a failure from blizzard when you put upgrades like that in the game. Upgrades are supposed to be a choice. Maybe I'm remembering incorrectly but I don't remember a single upgrade in brood war being that cheap OR that quick.
Meanwhile extremely important protoss upgrades like charge cost 200/200 and take years to complete...
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On May 12 2010 07:39 Xeken wrote: I was under the impression that burrow was nerfed earlier in beta due to roach regen being too good. Now that roach regen is more balanced, a lowered cost/time may not be asking for too much.
For the record, roach regen isn't balanced.
I played a PvZ the other day in which we both had 200/200 armies. My upgrades were 3/3, his were 0/0. He burrows all his roaches and my entire army is attacking including me storming the roaches and not a single one dies.
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I agree to the posts that say Zerg should have some sort of "burrow danger" where a unit would have the mechanics of a Lurker. Of course, this can be done without bringing the Lurker back.
Burrow is extremely underused. I've been playing Z at high gold rankings and it seems like the only reason to get it is if I'm doing some gimmicky thing with banelings.
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100/100 is extremely reasonable for an ability that is as versatile as burrow. You can create ambushes, hide drones, heal roaches, harrassment tricks etc. If burrow would come bundled with lair, aside from balance issues, it would remove any player choice in the matter. It would be nice if a player had to pay for something like creep generation, but could skip it in favour of a more aggresive play and more units.
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I really think they over nerfed burrow.
I've researched it probably 4 times since the change, and even though I would love to use it with roaches like I've been seeing a few of these pro-matches do, I just don't see it being very cost/time effective.
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On May 12 2010 07:52 -orb- wrote: For the record, roach regen isn't balanced.
I played a PvZ the other day in which we both had 200/200 armies. My upgrades were 3/3, his were 0/0. He burrows all his roaches and my entire army is attacking including me storming the roaches and not a single one dies.
That's great and all, but we are talking about early game burrow possibilities, not burrow with organic carapace.
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What are you guys even talking about? Burrow is completely fine as it is now. Although I do have to agree that 2 upgrades being dependant on eachother is a little dumb. There are times where I research tunneling claws and then find out that I didn't even research burrow yet, just because when I go to upgrade tunneling claws I just assume my roaches can tunnel underground once its done. But then its just like, "oh right, they need to learn how to burrow first ~lol~." I think both speed and tunneling should be a combined upgrade with a higher price. Maybe something like 175/175. Also, haven't you guys watched the TL invitational? Both Slush and Artosis used burrow/tunneling claws for roaches really well for surrounding and flanking.
I find people are seeing certain aspects of the game as being too "black and white." Just because something works in the opponents favor and is harder for you, doesn't mean it's imba.
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Burrowed roaches can move under forcefields... enough said.
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Stop making such comparisons. Burrowed roaches/ DTs, EMP/ Storm, ... the races/abilities/units work in completely different ways. They have not been cost-balanced in the way you compare them deliberately.
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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 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.)
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Burrow is very powerful when used properly. If you force your opponent to build one extra detector or do one extra scan it has pretty much paid for itself. A burrowed ling preventing an expo can do this. It can give you tons of extra scouting info without risking ovis, makes all sorts of flanks and ambushes possible, can save your drones and queens, can be better than retreating when waiting for reinforcements... any of these uses can pay for burrow many times over. Then there are banelings, roaches and infestors, which we are really just learning how to use...
Burrow any earlier than it comes now would be too fast. And it may even be too cheap at its current cost. 100/100 to be able to hide any ground unit... Also I've noticed in replays that a lot of people research burrow at their lair after the ovi speed upgrade. It can actually be researched at any hatch once you have a lair.
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On May 12 2010 07:52 -orb- wrote:Show nested quote +On May 12 2010 07:39 Xeken wrote: I was under the impression that burrow was nerfed earlier in beta due to roach regen being too good. Now that roach regen is more balanced, a lowered cost/time may not be asking for too much. For the record, roach regen isn't balanced. I played a PvZ the other day in which we both had 200/200 armies. My upgrades were 3/3, his were 0/0. He burrows all his roaches and my entire army is attacking including me storming the roaches and not a single one dies.
Isn't the problem there the fact that you were using storm instead of colossi?
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I think the only thing lacking from the Zerg cloaked/burrowed arsenal is a unit that can attack and pose a real threat while invisible. Toss have DTs (and Mothership cloak field), Terran have Banshees (and Ghosts), all of which can move and attack while invisible; while Zerg have Banelings, which are immobile and require sheer luck or foresight more than anything (enemy moves whole army over banelings without detection). Because of the lack of range on a baneling's attack, if you try to burrow offensively (i.e when the enemy can see you) it's a simply matter to avoid walking over that area until they get detection. Burrowed banelings might be useful for positioning the enemy's army, but they've unlikely to do any damage of their own. Zerg need a ranged unit that can straight-up attack the enemy for the same cost of using a DT or Banshee. *cough* Lurker *cough*.
While the Roach/Infestor movement-while-burrowed gimmicks are useful in some isolated situations, the true power of cloaked units is being able to deal heavy damage to the opponent while they scramble to get detection into play, either in economic harassment or picking off units. If you leave a DT or Banshee in your base without responding quickly, terrible, terrible damage can be wreaked on your worker line. With Roaches, once they've unburrrowed, you reveal your hand, and they are effectively countered pre-detection by having an army nearby to attack them when they've unburrowed. So what does Zerg need? A useful attacking/harassment unit that can strike while burrowed.
Did someone say Lurker?
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It doesn't matter that they have an army waiting for Burrowed Roaches, because that means you're keeping their army contained.
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50/50 upgrades are dumb, especially as the insanely useful concussive shells and overlord speed received the buff... much less useful ones still cost a fortune - for example reaper speed 150/150 120 sec :D
every terran gets concussive shells and every zerg gets overlord speed.
might as well remove the upgrade and just make it passive in the current situation.
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On May 12 2010 07:50 -orb- wrote: 50/50 upgrades that take no time are stupid, plain and simple. When you make a beneficial upgrade cost that less and take that small of an amount of time to get you're essentially taking the choice away from the player and making it stupid NOT to get. It's the same thing with concussive shells and imo it's a failure from blizzard when you put upgrades like that in the game. Upgrades are supposed to be a choice.
On May 12 2010 16:49 hoovehand wrote: 50/50 upgrades are dumb, especially as the insanely useful concussive shells and overlord speed received the buff... much less useful ones still cost a fortune - for example reaper speed 150/150 120 sec :D
every terran gets concussive shells and every zerg gets overlord speed.
might as well remove the upgrade and just make it passive in the current situation.
You are really missing something there. Upgrades are not only meant to be a choice, they are also meant to provide lategame viability to early game units, which would be too powerful otherwise. Concussive Shells as a cheap upgrade exists to make the early game easier/possible for toss. Overlord Speed exists to give Zerg a better lame game scouting and Overlord viability but denying full early game mapcontrol which would counter all proxy-builds.
It is just not only about giving choices, but about balancing the pace of the game. And that is why 50/50 upgrades have their place.
As for burrow, I also think it should be back to Tier 1 and have a bit reduced research time (maybe 30% down). It's so rare to actually see people use it anymore, even with infestors or roaches... Not at all for flanking because once you get it, your opponents usually have a raven or an obs.
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The fact that burrow applies to all Zerg units makes it invaluable. But using it just to get a DT-like surprise effect, then is not worth it.
Burrow adds so much strength to units like Infestors, Banelings, scouting Zerglings and rescuing drones, that it is almost always worth it getting burrow. The choice is when to get it, not whether you want to get it or not.
It is a lot like Warp gate tech for Protoss. It's such a great tech you always want to get it, but the choice is when. Same goes for burrow, when can I spare 100 gas on this upgrade?
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Are there any good replays of burrow being utilized? I'm in platinum and I hardly ever see a real good use for it. In theory its a good way to set up ambushes and all that, but how often do you have time to do all that and not have the enemy notice?
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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.
agree
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On May 12 2010 18:58 Kaza wrote: Are there any good replays of burrow being utilized? I'm in platinum and I hardly ever see a real good use for it. In theory its a good way to set up ambushes and all that, but how often do you have time to do all that and not have the enemy notice? There was this Roach tactic wherein Zerg would rush Tunneling Claws so that he would place his Roach army directly underneath the Marauders and then unburrow.
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omg if burrowed roach is imba, what to say when u have to deal with banshee or dt? Not really broken, since they can't attack burrowed. Make a turret or don't spend every little bit of your energy on mule Oo As Toss you can just make "A" observer and be fine...
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what alot of the zerg users in here neglect is that banshees/ghosts require energy for cloaking. they're also not dirt cheap to mass produce like the roaches are. with roaches at 75/25 with a build time of 27, compared to the banshee and ghost (150/100/60sec and 150/150/40sec respectively) you just won't be able to mass produce these as much as you would roaches to abuse the cloaking. i can't really say anything about dts however, i hate those.
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Id rather have the cost increased a bit, and the research time decreased greatly.
I think it would be much more interesting to see stuff like early burrowed roach harassment, burrowing banelings in the mineral lines of possible expos for your opponent, stopping early pushes with burrowed banelings, setting up flanks or backstab attacks early on, and so on. All that kind of stuff would be really cool to do early on, would add a bit more change to the gameplay too. But in return, you would be actually paying for it, investing in that tech.
As is currently, against protoss, you cant get burrow before he makes an observer, against terran, you obv cant get it before he gets an orbital, but its also not realistic to get for example burrowed banelings at his choke before he pushes out.
Lots of cool stuff can be done with burrow, but when by te time its done, your opponent is already nearly at T3, or already there, then its not all that useful
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Once upon a time fast burrow + roach claws were fun to use.
Then they increased the research time for burrow because roach regen was broken....
Problem with burrow is: By the time youi have it, toss has observers (its fine atm against Terran) and burrowing anything that cant move very fast or move while burrowed is just to risky. burrow Hydras off creep is like playing in the lottery.
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Nahhh dont give it for free... thats just dumb because basically all of the zerg units will be able to use it.
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100/100 for burrow is kinda ok, but lower research time !!
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On May 12 2010 20:52 Velr wrote: Once upon a time fast burrow + roach claws were fun to use.
Then they increased the research time for burrow because roach regen was broken....
Problem with burrow is: By the time youi have it, toss has observers (its fine atm against Terran) and burrowing anything that cant move very fast or move while burrowed is just to risky. burrow Hydras off creep is like playing in the lottery.
Yeah they kept nerfing the regen and then the burrow move speed but burrow should be 50/50 again.
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Toss has to also build another building before he can use DTs
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Burrow is amazingly effective in Sc2, and it's probably due to the lesser presence of detection.
vs terran : I've blown up countless amounts of 1 base pushes. Seriously, burrow 9 + blings in a well spread manner into a choke or spot you know the player will go through and watch as any amount of marines/marauders/tanks will explode in a second. It litterally gives you the game.
vs toss: clearly not as useful ( if not useless) unless he went for another tech tree than robo
Vs zerg: God, I once planted like 15+ blings on blistering sands and blew up like 15 or so roaches with a couple hydras. Cant always be that lucky, but they really fuck up hydra tech if used correctly.
Btw, 10-15 zerg plat player
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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! There should be a trapdoor spider!
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On May 12 2010 03:04 Ceric wrote: 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?
You need to watch some SLush ZvT he uses burrowed roaches very well, i started using it and its very very effective
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On May 12 2010 07:50 -orb- wrote:Show nested quote +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. Yeah lets make all zerg upgrades cost 50/50 and take no time while we're at it. 50/50 upgrades that take no time are stupid, plain and simple. When you make a beneficial upgrade cost that less and take that small of an amount of time to get you're essentially taking the choice away from the player and making it stupid NOT to get. It's the same thing with concussive shells and imo it's a failure from blizzard when you put upgrades like that in the game. Upgrades are supposed to be a choice. Maybe I'm remembering incorrectly but I don't remember a single upgrade in brood war being that cheap OR that quick. Meanwhile extremely important protoss upgrades like charge cost 200/200 and take years to complete...
# THIS!
i dont understand why they make upgrades 50/50 and 20 seconds or something. its just stupid. just make them an ability of the unit without tech or make them expensive enough so that you dont tech them automatically. as P i tech charge really late cause its not that important for my playstyle and its expensive or blink only if i see mutas or banshees but things like concussive shells i grade directly cause they are super cheap have small research time and have a HUGE effect.
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Why does everyone seemingly want to make zerg and their roaches be even more multipurpose? They already move ridiculously fast, do decent damage, have good health, can regenerate health as well, are ranged and can move while burrowed. And now you want them to force the other player to get detection? they already have such good map control thanks to creep vision, speedlings and overlords, giving units burrow cheaply/quickly would just mean that t/p would never be ablee to moveout on the map.
getting burrow wouldnt even be an option at 50/50 ud just do it and force the other player to get detection. its stupid.
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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.
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On May 12 2010 23:47 lolaloc wrote:Show nested quote +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.
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?
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On May 12 2010 23:47 lolaloc wrote:Show nested quote +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.
i dont understand this...
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On May 13 2010 01:33 T0fuuu wrote:Show nested quote +On May 12 2010 23:47 lolaloc wrote: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. 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.
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On May 12 2010 02:54 Koffiegast wrote:Show nested quote +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...
They also removed marine range and made them build slower. How is this related to anything?
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Please don't forget Dark shrine is tier 3 , it's not a short tech way. Lair u can get after spawningpool roach warren too.. and ghost academy after rax, ghosts and dts are way more expensive then roaches and it got their reasons
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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! 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.
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On May 12 2010 09:41 Jonoman92 wrote: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 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.
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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
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I can say that from personal experience (terran) burrowed roach and baneling is a nightmare.
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