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Current State of Early Game Zerg - Page 4

Forum Index > SC2 General
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Samus
Profile Joined July 2010
Australia47 Posts
August 14 2010 15:33 GMT
#61
Remember people trying to tell actual facts, all these people ignore anything that doesn't agree with their argument.
Engines are screaming
Masq
Profile Blog Joined March 2009
Canada1792 Posts
August 14 2010 15:36 GMT
#62
these topics are becoming so overdone, the exact same arguments are being said in each thread.
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 14 2010 17:25 GMT
#63
I'll chime in on the whole MULE debate. People who think Scan=270 loss minerals, don't take an economics course. In fact, I wouldn't dabble with any math related courses. There is a huge difference between 270 minerals and 270 minerals that depletes your mineral patch over a period of time. I don't know why some of you guys have a hard time grasping this concept.

And GG.win, in what way? Please link at least another thread that is at all similar to mine. And while your at it, please explain how my suggestions are bad.
EnderCN
Profile Joined May 2010
United States499 Posts
August 14 2010 17:49 GMT
#64
"There is a huge difference between 270 minerals and 270 minerals that depletes your mineral patch over a period of time"

Sure there is a difference, but it isn't 170 minerals worth. Zerg do not have problems scouting compared to the other races, if anyone needs a buff in scouting it is early Protoss who play almost completely blind for the early game.

If you want to help Zerg early make it so roaches are more viable. The strats Zerg struggle with early are almost always things that roaches can beat. Either make the building cheaper or make the unit a little stronger(not 1 pop though, that really was OP). After that change see how things change early game and move from there.
Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 18:01 GMT
#65
Aren't the minerals that MULEs mine taken away from mineral fields? If yes, saying that a scan costs 270 minerals is just BS, since you'll eventually get those minerals anyways.

Besides, a scan is instant and and you see a large area, while slow overlord scouting takes planning, and it's not even guaranteed that you get into his base.

If MULEs don't actually mine the minerals, but they somehow magically appear in their robotic arms, disregard this post.
EnderCN
Profile Joined May 2010
United States499 Posts
Last Edited: 2010-08-14 18:59:20
August 14 2010 18:58 GMT
#66
They have to mine the 270 minerals but they ignore SCV so you still use them on a saturated base. I don't lose very many games because I ran out of mineral patches though. If one Terran mules and the other doesn't the Terran who doesn't mule is going to fall way behind on econ regardless of the fact the minerals 'would have been mined anyway'.

That is like saying chronoboost doesn't do anything because the units 'would have built eventually anyway'.

Using a scan costs the Terran more in real game sense than Zerg losing an overlord and might cost them more than Zerg losing 2 overlords though that one can be tricky since you have to place a value on the larva.
Smigi
Profile Joined April 2010
United States328 Posts
August 14 2010 19:11 GMT
#67
Enable the Overlord Speed Upgrade to be pre-lair.
50/50 like it was before, and 80 second research time.

Or

Allow the Overseerer to be built Pre-Lair.
Make it more expensive, 150 Minerals/100 Gas, as opposed to its 50 mineras/100 gas cost now.


Just ideas.
Drone then Own
Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 22:44 GMT
#68
On August 15 2010 03:58 EnderCN wrote:
They have to mine the 270 minerals but they ignore SCV so you still use them on a saturated base. I don't lose very many games because I ran out of mineral patches though. If one Terran mules and the other doesn't the Terran who doesn't mule is going to fall way behind on econ regardless of the fact the minerals 'would have been mined anyway'.

That is like saying chronoboost doesn't do anything because the units 'would have built eventually anyway'.

Using a scan costs the Terran more in real game sense than Zerg losing an overlord and might cost them more than Zerg losing 2 overlords though that one can be tricky since you have to place a value on the larva.


I'm not saying it doesn't do anything, I'm saying it doesn't cost anything. It's probably just as bad, if not worse, if you don't use the scan.

But then again, as terran you don't HAVE to scan, because you have reapers, hellions for good scouting, and as someone else pointed out, a barracks is even flying faster than an overlord, has more hp, doesn't take up larva and can't potentially supply block you.

It's about options.
Ballistixz
Profile Joined January 2010
United States1269 Posts
August 15 2010 01:16 GMT
#69
On August 15 2010 00:26 TangJuice wrote:
Show nested quote +
On August 14 2010 20:36 Ballistixz wrote:
On August 14 2010 01:24 oxxo wrote:
On August 14 2010 00:25 Azile wrote:
On August 13 2010 21:52 Phrencys wrote:
@TerranHater: Scan costs 270 minerals, because then you're not MULEing.


You seem confused as to what 'cost' means. You are making a choice when scanning between scouting and receiving 270 minerals over a period of time. It doesn't cost you anything. At no point in the game will you ever say "well shit i'd like to scan right now but I can't cause I only have 50 minerals".


I don't know if most Z are in denial or just don't understand economics or what.

Scan costs:
270 minerals over time OPPORTUNITY COST. It COSTS minerals. There is no way to say otherwise.
OR
100 minerals + mining time of 1 scv immediate OPPORTUNITY COST. It COSTS minerals.

Sac your overlords. T is already doing it with scans.

Play both sides and you'd understand.

When I get Z I sac plenty of overlords. Just like I sac plenty of mules/supply drops to get info.


REALLY? you cant be serious right? so using a scan is the same thing as loosing 8 supply? its not at all the same thing, not in the slightest. u may have lost POTENTIAL money from that mule because u lost a scan but zerg is loosing DIRECT money along with 8 supply. it only costs u ENERGY to make that "270 minerals over time". it only costs you ENERGY to get that scout in. for zerg it costs direct minerals and 8 supply if ur going to sac a ovie for scouting and ur not even guranteed a scout in unless you have overlord speed which comes in late compared to scan and it costs money and gas.

you first have to get a lair which costs 150/100. then u need 100/100 gas to get the speed upgrade. a total of 250 minerals and 200 gas to get a effective overlord scout where as terran only need to spend 150 minerals for orbital command. and ONE mule gets u all of that 150 minerals back with profit minerals to spare. and you really think its the same as risking a overlord scout?

with mules ur basically getting free money because it only cost energy to make a mule. yes zerg has spawn larva but it still costs them 200 minerals to make those 4 drones from those 4 extra larva where as terran it cost 50 energy to make 270 minerals? dont BS around the issue dude. u can easily afford to not use a scan over a mule.


a terran can loose every single scv he has and have 0 minerals in the bank and still stay in the game. and u know why? because mules can do that shit for u. mules is basically free money.


I think people are forgetting the fact that terran has the slowest worker production rate in the game, P can chronoboost probes, Zerg has larvae mechanic, terran has mules, P + Z get workers faster, T gets mules to compensate, 1 mule is really equivalent to an extra 3-4 workers(?) which T will be down by approximately during the beginning. T also has to invest more money into production buildings meaning that while its not a direct cost it is an indirect cost because it then slows the terran down if he uses scans indiscriminately which then requires planning on when and where to use the scan to max its effectiveness. the same can be said of OL saccing and positioning, it requires forethought, my first OLs i send to diff spots around my opponents base/the map so that when i do need to scout they are already in position, also if i do need to sac 1 i build another OL before i send it in so that i don't supply block myself( i honestly thought this would be common sense). This is a direct 100 min cost vs indirect 270 min cost, they both require forethought and planning. I do agree that scan is significantly easier but any less costly i doubt.



thats true if the bases are un saturated, but a equally saturated base a terran will easilly pull ahead of both a toss and zerg in economy because of mules. you cant ignore that fact that its giving u free extra minerals and as a result a terran will pull ahead of toss and zerg in eco. all chrono boost and inject larva for zerg and toss does is gets a mineral line saturated faster. it doesnt give u extra minerals. terran gets there mineral line saturated slower but once they do have equally saturated bases terran WILL pull ahead in income. just watch a game and look at the income tab in a replay when ur playing against a good terran that uses mules constantly.

u will notice that ur income is fairly equal early on and then once both bases become saturated he will start to spike up in income.
Macavity
Profile Joined July 2010
United States83 Posts
August 15 2010 04:28 GMT
#70
On August 14 2010 02:06 Aldair wrote:
Someone said on page one that Zerg needs to FE to keep up in resources. This is incorrect. Zerg needs to FE to get AHEAD in economy.

Simple fact: Zerg units, cost to cost, are inferior across the board. 2 Lings will not kill a marine and 4, not microed, will not kill a zealot. A well position zealot will kill 8 well before death. Marauders and Stalkers counter roaches both in mobility and damage.


All of the problems with the Zerg can be summed up with Blizzard's philosophy for the Zerg to be 'swarmy'. This is why the units are so weak. This is why Zerg must 'get ahead' in number of bases.

Zerg can definitely win games. But is this enjoyable? Do you guys like droning as much as possible and just massing units to attack move?

When we look at the issues behind the Zerg, people point to different details. But I think the problem is the philosophy behind the Zerg which has been the cause of turning the Zerg into feeling different than what they were in Brood War. In Brood War, Zerg were aggressive. In Starcraft 2, the only time Zerg is 'aggressive' is when they are 'cheesing'. This points that a radical change occurred to the Zerg from Brood War and should be unmade.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-08-15 05:34:18
August 15 2010 05:32 GMT
#71
On August 15 2010 13:28 Macavity wrote:
Show nested quote +
On August 14 2010 02:06 Aldair wrote:
Someone said on page one that Zerg needs to FE to keep up in resources. This is incorrect. Zerg needs to FE to get AHEAD in economy.

Simple fact: Zerg units, cost to cost, are inferior across the board. 2 Lings will not kill a marine and 4, not microed, will not kill a zealot. A well position zealot will kill 8 well before death. Marauders and Stalkers counter roaches both in mobility and damage.


All of the problems with the Zerg can be summed up with Blizzard's philosophy for the Zerg to be 'swarmy'. This is why the units are so weak. This is why Zerg must 'get ahead' in number of bases.

Zerg can definitely win games. But is this enjoyable? Do you guys like droning as much as possible and just massing units to attack move?

When we look at the issues behind the Zerg, people point to different details. But I think the problem is the philosophy behind the Zerg which has been the cause of turning the Zerg into feeling different than what they were in Brood War. In Brood War, Zerg were aggressive. In Starcraft 2, the only time Zerg is 'aggressive' is when they are 'cheesing'. This points that a radical change occurred to the Zerg from Brood War and should be unmade.



thats the thing, zerg doesnt feel swarmy at all after the nerf to roaches making them 2 supply. our army is now weak AND small. both terran and toss can just pretty much atk all of our units at once with AoE siege range units like siege tanks, colossus, storm, hellions, etc etc. and what splash dmg unit zerg has? banelings. thats all we get. a unit that has the same hp has zerglings and are slow as fuck on top of being a melee unit.

i myself have no problem with the "swarmy" feel of zerg, infact thats one of the reasons i love the race. but the thing is that "swarmy" feeling is not there at all. our army size is small, our units are weak, our spell casters are sub par, and we have no "infestation or disabling" abilities like what was intended with the corruptors and infestors. i think that is the real problem for zerg.

but i definably agree zerg needs more units to be aggressive with. thats another main problem for zerg. our main and key units are hydras, roaches, and maybe some lings. and after that we transition into either ultras or broodlords. thats pretty much the only units we use from start to finish because its all we have. terran and toss has a HUGE variety of units to choose from compared to zerg and tbh it should be the other way around. zerg should have a huge variety of units to choose from since they are basically a insect like race that infects many different other races to "assimilate" into there own race. so the question i REALLY want to ask blizz is why is the zerg so lacking?.
Mentor
Profile Joined July 2010
Germany219 Posts
August 15 2010 13:05 GMT
#72
Lair tech is far too clustered imo. Make Overlord Speed Tier 1 or bring back the old vision range upgrade for 50/50 as a Tier 1 upgrade, that would make helpful scouting a turtle T/P so much more accessable. I don't think the lack of early anti air defense is a huge deal, because most air units are in the middle of the tech trees, and building 1 or 2 additional Queens before you have Hydras/Mutas doesn't hurt much, since they're so versatile, however as Z you should indead have the ability to scout your opponent's base in order to react that way. It's just like the OP said, blindly building things that prevent all different cheeses hurts your midgame SOO much.
"Fame is like salty water, no last sip after the first, and before you drown you'll be dying of thirst." -Prezident-
Mentor
Profile Joined July 2010
Germany219 Posts
August 15 2010 13:19 GMT
#73
On August 15 2010 02:49 EnderCN wrote:
"Sure there is a difference, but it isn't 170 minerals worth. Zerg do not have problems scouting compared to the other races, if anyone needs a buff in scouting it is early Protoss who play almost completely blind for the early game."

In PvZ your scouts are called Zealots ands Probes. Putting pressure on the Zerg early reveals soi much information on their openings. And it's not like Zerg have many crazy openings in the first place.

In PvT however I totally agree with playing blind for the first 6 Minutes of the game. BUT in contrast to Zerg, the Protoss are able to get a rock solid unit composition just from their gateways. They have two ranged units that can hit air, a strong melee tank that deals alot of dmg and can reduce incoming ranged damage by quite a bit.
"Fame is like salty water, no last sip after the first, and before you drown you'll be dying of thirst." -Prezident-
lindn
Profile Joined July 2010
Sweden833 Posts
August 15 2010 13:37 GMT
#74
we need
1. better maps, blizz maps are horrible, blizzard should have someone else making them that knows stuff
2. cheaper lair upgrades, overlord speed back to 50/50, burrow back to 50/50 and IMO spire cost to 100/100 (mutas aren't great, we can all agree on that. only time you'd win just because of mutas are if your opponents are horrible and fails to put up turrets/guards/protoss tower around their base) mutas are GREAT for map control, for scouting and sometimes harassing. cheaper spire = can afford it on 2 bases to gain some additional map control apart from having lings run around the map.
3. have blizzard polls coming up somewhere voting which maps should be added to the official blizz map pool?
4. make roaches 1 food and nerf something else instead. 1 more supply cost has a greater impact than something like 5-10 less damage would TBH
Lach_mc
Profile Joined August 2010
Australia18 Posts
Last Edited: 2010-08-22 05:49:22
August 22 2010 05:48 GMT
#75
i find it hard to believe that so many swarm haters out there believe that zerg scout so well. people cry about how many they have and how they can fly them out 1 by 1 as they need. your all neglecting that 2 marines can snipe them before anything barely usable is absorbed and that prior to getting olord speed. (a 100/100 invest post LAIR) they take horrendously long to reach any points of scouting interest.

and yet still they dribble on about how they have creep tumors. easy enough to spread but also destroy again arent viable near any BASE or to scout anything other than potential army movement

Zergs lack of early game variety allows the other races later game less risk scouting options more feesable since they can vividly predict what zerg is doing.

since zergs dont have 1 unit counters to everything t and p possess their intel must be provided earlier in game. me being a fulltime toss feel nothing for sympathy for all the saps that regardless of the gas steals and olord snipes still dont see that robo that i use to collosi time push them. OH NO THEY HAVE MUTAS. let me tech blink and warp stalkers for the gg, i dont like playing serg to boring. to easy 700 points. di player
sc2 balance... a lost cause?
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