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[D] zerg vs ground armored units - Page 2

Forum Index > SC2 General
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Supamang
Profile Joined June 2010
United States2298 Posts
July 24 2010 01:54 GMT
#21
you guys do realize youre being trolled by sugarbear right? i mean, his suggestion for the "zerg fiend" would be a 50 mineral 2 food unit thats stronger than a zealot and can shoot air lol
extempest
Profile Joined May 2010
Canada77 Posts
July 24 2010 01:55 GMT
#22
despite that lings DO counter marauders and stalkers in the mix
a good toss or terran plazer always a few hellions and zealots to the mix aswell
does zerg have any answer for this?.... all i know is overpower their mix with mass but sometimes that wont work well

zealots would tank the lings (still counrerable by having roaches in the front and lings on the flank and attack the stalkers only)
while hellions pretty much roast em (no idea how do u counter helion and marauder mix)

both of hellions and marauder own zerg tier 1 to 1.5 units
always reaching
SugarBear
Profile Blog Joined June 2010
United States842 Posts
July 24 2010 01:56 GMT
#23
On July 24 2010 10:44 AnxietE wrote:
Show nested quote +
On July 24 2010 10:37 SugarBear wrote:
A bigger problem is zerg doesn't have a low-tier 1 food unit that can shoot up.

I'm thinking they should add something in, like the "Zerg Fiend" that is morphed from two zerglings (like an archon) and requires a tier 1.5 tech building (like banelings). Costs 1 food, shoots up, and should be a little stronger than 1 zealot.


You realoze you make 2 zerglings per food, for 50. and zealots are 100 mins, 2 food. So this makes Zerg overpoweredish. it would basiccaly be a strong zerg T1.5 Zergling that is stronger than a zealot for half the cost and food. Oh, and its ranged. And it shoots up.


Oh yeah I meant that morphing would cost money too (like banelings).
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
ionlyplayPROtoss
Profile Joined March 2010
Canada573 Posts
July 24 2010 01:56 GMT
#24
Hydras do soooooo much dmg (if if they are kept alive properly) why do you even need bonus dmg...
freshiie22
Profile Joined May 2010
Canada132 Posts
July 24 2010 01:56 GMT
#25
LMAOOOO a a unit that morphs form 2 lings lol, what are zerglings changelings now morphing in to Banelings and now a zerg fiend. We really needa stop posting stuff like this up Blizzard will figure it out leave it to the Dteam
Phase 1: Bronze League Rank 78. Phase 2: Silver Rank 45 .August 23: Platinum Rank 7 and climbing
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2010-07-24 02:00:02
July 24 2010 01:59 GMT
#26
On July 24 2010 10:52 GhoSt[shield] wrote:
Show nested quote +
On July 24 2010 10:41 tskuzzy wrote:
Perhaps move the Adrenal Glands upgrade to Lair tech?


No.
The issue is not zergling DPS but the size of many armoured units such as the marauder that are small enough that when completely surrounded by zerglings the zerglings do not do much damage.
200/200 for adrenal glands is silly at Lair Tech.

Show nested quote +
On July 24 2010 10:51 waffling1 wrote:
..... roughly 4 lings = 1 zlot in fighting so it's all the same

100 minerals, 2 supply for 4 lings
100 minerals 2 supply for 1 zlot.


It is not the same because larva is a resource. In the fight they are equal in supply and min/gas but using up the larva resource for fights early seriously impedes your econ by using larva for lings instead of drones.


yes that is right. but how far do u want to take the differences?

what i was trying to demonstrate is nonsense is this notion:

You realoze you make 2 zerglings per food, for 50. and zealots are 100 mins, 2 food. So this makes Zerg overpoweredish. it would basiccaly be a strong zerg T1.5 Zergling that is stronger than a zealot for half the cost and food. Oh, and its ranged. And it shoots up.
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
July 24 2010 02:03 GMT
#27
^^
Yes that is retarded. There are no stupid answers, just stupid P_____e
Tier 1.5 zergling....pretty sure that is the baneling. And since when can lings shoot up? Queens are just fine for anti-air.
SugarBear
Profile Blog Joined June 2010
United States842 Posts
July 24 2010 02:21 GMT
#28
On July 24 2010 10:56 freshiie22 wrote:
LMAOOOO a a unit that morphs form 2 lings lol, what are zerglings changelings now morphing in to Banelings and now a zerg fiend. We really needa stop posting stuff like this up Blizzard will figure it out leave it to the Dteam


Actually zerglings are kinda like "morphlings" since they can morph into banelings already. That and two already hatch from the same egg so, lore-wise, it kind of makes sense that they could join back up again. How do you think I got the idea in the first place?

Anyway, I don't really care I just thought it was an interesting idea and threw it out there but obviously it was a bad idea. No sweat it's not like my balls are attached to it.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
theburricane
Profile Joined April 2010
United States65 Posts
July 24 2010 02:46 GMT
#29
Lings do pretty well against armored units because of their cost effectiveness: they're cheap as hell. What a single zergling lacks in raw damage output against armored foes, it makes up for by a) having 20 other lings right next to it and b) being amazingly fast. The mobility of zerglings is as powerful against most armored troops, if not more, than any +damage vs armored could be.

Roaches at T1.5 also do well against armored. Their attacks are slow and meaty enough that opponents' armor doesn't reduce their damage output very much, even though they don't have a +damage vs armored.

And Hydralisks at T2 do so much damage that it doesn't matter how much armor a unit has, they're going to chew it up in no time. On creep, both Roaches and Hydralisks have an additional mobility advantage against many armored troops, giving them yet another edge.
There's a pie cooling on the windowsill. Make nice with him and the PIE IS MINE.
Jollyburner
Profile Joined June 2010
Canada190 Posts
July 24 2010 02:48 GMT
#30
On July 24 2010 10:34 cr4ckshot wrote:
Are you trying to imply something?

During mid-game, the DPS of hydras and roaches are pretty high, so while Zerg doesn't do any "bonus" damage against armored units until ultras, it doesn't mean that they can't respond to a player that builds armored units.


this, FG, and speedling surround.
sc2 imba aoe im pro now :D
Jollyburner
Profile Joined June 2010
Canada190 Posts
July 24 2010 02:56 GMT
#31
On July 24 2010 10:42 SugarBear wrote:
Show nested quote +
On July 24 2010 10:40 cr4ckshot wrote:
On July 24 2010 10:37 SugarBear wrote:
A bigger problem is zerg doesn't have a low-tier 1 food unit that can shoot up.

I'm thinking they should add something in, like the "Zerg Fiend" that is morphed from two zerglings (like an archon) and requires a tier 1.5 tech building (like banelings). Costs 1 food, shoots up, and should be a little stronger than 1 zealot.


No, there is no issue. Make more than 1 queen if you want anti-air.


This works 90% of the time but on certain maps (Desert Oasis) terran players can rush 2 starports and get out 3-5 banshees that will destroy a lot of queens even if you transfuse micro.


uhmm... 3-5 banshees? can we really get that before u get hydras/mutas/corruptors? preety sure u can get lair before i have 2 starports and 5 banshees. build 7 mutas, run away w drones, kill banshees, pump ground, lol @ no tanks walled terran, open door with mutas, gg.

if it was imba at all in this respect it would have been corrected by blizz ages ago. and heavily abused by all plat+ beta terran main players.

i think as zerg you should be much more concerned about the fact that without spinecrawlers i can probly front door you if you FE w/bioball for gg. if you dont FE u better be going roach or muta, or roach/hydra, and expo on your push. if i see this tho ill probly just scout it and counter. sneaky mutas still get me tho, plenty of scoutfail vs aware opponenets.
sc2 imba aoe im pro now :D
perfectflaw72
Profile Joined April 2010
Canada94 Posts
July 24 2010 02:57 GMT
#32
zerg is still unfinished in my opinion and really needs a boost because zerg has the least high ranking players
B.net is down :( but Summers UP :D
Flameberger
Profile Joined March 2010
United States226 Posts
July 24 2010 03:01 GMT
#33
I think conclusions like this are a bit silly, protoss and terran can counter heavy units, zerg should too!

Protoss have a unit that can teleport but the other races dont? Preposterous! give blink to roaches and marauders!
An engine of annihilating power.
extempest
Profile Joined May 2010
Canada77 Posts
July 24 2010 03:37 GMT
#34
was roach give extra dmg + light?
what gives? banelings serve for light units not roaches
always reaching
Sixes
Profile Joined July 2010
Canada1123 Posts
Last Edited: 2010-07-24 04:15:10
July 24 2010 04:14 GMT
#35
The bottom line is that zerg have fewer units. Not only fewer units overall (which they do) but also fewer units accessible in the time most games are played (which excludes ultras and broodlords where the toss can get to colossi and the terran can get thors).

There are also a few of those units that are terribly one dimensional. I love banelings to death but they only kill a very very specific type of unit (well, zealots and marines really, they need to be light, tight packed and ground units). Corruptors are similarly a pure anti colossus/BC/mothership (maybe some anti muta or phoenix but they die to void rays and vikings worse than mutas) which you don't see all that often.

Add it up and Zerg have:
Queens (more of a turret than an attacking unit, especially on any decent sized map)
Banelings (if he goes marines/zealots)
Corruptors (if you are really unable to deal with some colossi or air)

Hydras (if he is light on siege tanks/colossi)
Mutas (if he is very heavy on siege tanks/colossi)

Zerglings and Roaches for anything else, which includes just about everything.

So in any ground battle we almost have to fall back on some form of roach/ling with a little support of some kind. We don't have the option of going full mech or full bio or air or a mix because where we have those units above, Terran has:

Marine
Marauder
Ghost
Hellion
Tank
Thor
Banshee
Viking
2 casters

Obviously having more units opens more tactical options, not to mention several terran units are very effective against both ground and air (Viking, Thor, Marine) where really the Zerg only have 2 (and arguably 1, the muta is not stellar as anti air, or in fact as anti-anything-that-can-shoot-back).

One idea a friend of mine pointed out would be to make banelings deal their building damage to massive units. This would given them 2 targets per race rather than just one (the Thor and the colossus) and give Zerg a solution to thors and a solution to colossi that doesn't involve a spire. It also makes some logical sense as thors seem more like buildings than units. If banelings were dealing siege tank damage to thors the terran players would have to be much more careful in their positioning and advance (siege tanks can act as shields or destroy the banelings but if they get to the thors they do major damage).
FlamingTurd
Profile Joined April 2010
United States1059 Posts
July 24 2010 04:22 GMT
#36
1 of the many problems with Z atm.
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
CScythe
Profile Joined June 2009
Canada810 Posts
July 24 2010 04:25 GMT
#37
Hey man, Spine Crawlers do more damage against armoured. Obviously if you're dying to Marauders, you just need more spine cra--ARgrhhHH *GETS EATEN BY A HUGE ASS ZERGLING*
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
July 24 2010 04:26 GMT
#38
On July 24 2010 10:31 extempest wrote:
correct me if I' wrong, since I don't have access to sc2 game atm, but
is zerg dont have any anti ground armored unit except ultralisk?

but terran got marauder for anti ground armored units
and toss got immortal and stalker(?) (does stalker deal bonus dmg on armor?)

so basically terran can counter any armored unit in tier 1
while toss can counter armored units in tier 1.5 or 2
but zerg is in tier 3?
discuss

Okay yeah but ground armored units are:

Marauder (tier 1/1.5)
Siege Tank (Tier 2/2.5)
Thor (Tier 2.5/3)
Viking (Tier 2)

Stalker (Tier 1.5)
Immortal (Tier 2)
Collosus (Tier 3)

Roach (Tier 1.5)
Infestor (Tier 2)
Ultralisk (Tier 3)

of all the Armored units the only ones can't can't be handled with zerglings and good surrounds alone are Siege tanks and Infestors, and ultralisks. Collosus's are up to positioning and player skill as to which beats which. and siege tanks only once they get up to a certain amount.

Also Spinecrawlers deal + damage to armored.

But yeah you can use zerglings until you get to ultralisks to handle armored units, and also hydralisks have rediculous DPS in Starcraft 2. they attack pretty close to twice a second at 13 damage each hit.
harky
Profile Joined July 2010
98 Posts
July 24 2010 04:45 GMT
#39
Zerg doesn't need a specialized Anti-Armored unit at low tier. You've got Zerglings, which per mineral cost do over double the damage against Armored as Marauders and Immortals. Sure you need 4:1 and 10:1, but that's the cost. The closest while matching mineral cost is unsieged tanks. Hmm. And hell, that's Zerglings. God forbid you use Hydras. They cost 25 more gas than a Marauder, but do noticeably more damage even against armored units. Hmm. Huge discrepancy.

Zerg damage output is fine. It really is. There are other problems such as range and mobility that are problems, but damage? No. Look more at the fact that you need to upgrade the movement speed of two of your units to make them really usable and another you're forced to spread creep to use offensively. Then figure out why a race with really squishy fast melee units, very slow but fragile ranged units and very low damage high health units struggles against a composition with very high range splash damage. I wonder.
theburricane
Profile Joined April 2010
United States65 Posts
July 24 2010 04:51 GMT
#40
On July 24 2010 13:14 Sixes wrote:
The bottom line is that zerg have fewer units. Not only fewer units overall (which they do) but also fewer units accessible in the time most games are played (which excludes ultras and broodlords where the toss can get to colossi and the terran can get thors).

There are also a few of those units that are terribly one dimensional. I love banelings to death but they only kill a very very specific type of unit (well, zealots and marines really, they need to be light, tight packed and ground units). Corruptors are similarly a pure anti colossus/BC/mothership (maybe some anti muta or phoenix but they die to void rays and vikings worse than mutas) which you don't see all that often.

Add it up and Zerg have:
Queens (more of a turret than an attacking unit, especially on any decent sized map)
Banelings (if he goes marines/zealots)
Corruptors (if you are really unable to deal with some colossi or air)

Hydras (if he is light on siege tanks/colossi)
Mutas (if he is very heavy on siege tanks/colossi)

Zerglings and Roaches for anything else, which includes just about everything.

So in any ground battle we almost have to fall back on some form of roach/ling with a little support of some kind. We don't have the option of going full mech or full bio or air or a mix because where we have those units above, Terran has:

Marine
Marauder
Ghost
Hellion
Tank
Thor
Banshee
Viking
2 casters

Obviously having more units opens more tactical options, not to mention several terran units are very effective against both ground and air (Viking, Thor, Marine) where really the Zerg only have 2 (and arguably 1, the muta is not stellar as anti air, or in fact as anti-anything-that-can-shoot-back).

One idea a friend of mine pointed out would be to make banelings deal their building damage to massive units. This would given them 2 targets per race rather than just one (the Thor and the colossus) and give Zerg a solution to thors and a solution to colossi that doesn't involve a spire. It also makes some logical sense as thors seem more like buildings than units. If banelings were dealing siege tank damage to thors the terran players would have to be much more careful in their positioning and advance (siege tanks can act as shields or destroy the banelings but if they get to the thors they do major damage).


I think the addition of Infestors quite complicates the situations you've described above. They function against massed units / mobility-based units with Fungal Growth, deal with high-priority units with Neural Parasite (new 12s limit notwithstanding), and have a wealth of unexplored potential in Infested Terrans. Infestors

While I agree that units such as Banelings and Corruptors are being used one-dimensionally, I don't think that means they are one-dimensional. Early in the beta, Roaches were a completely one-dimensional unit: players massed roaches and only roaches and just 1a'd to victory. Now we've seen Roaches with Tunneling Claws make Terran weep in all new ways. New micro tricks with Void Rays have come to light, promising some amazing new potential that was inconceivable at the beginning of the Beta. I'm not saying you're wrong, I'm just saying don't give up hope yet!

You also mention that Zerg does not have the option of going "full mech or full bio or air or a mix." Could I ask what you meant by that? I didn't completely get it. Did you mean that "Zerg has to get ling/roach + support, whereas Terran has no 'required' base units"? I can imagine a similar argument that goes "T has to go biomech or mech, because Z has Banelings." Thanks~
There's a pie cooling on the windowsill. Make nice with him and the PIE IS MINE.
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