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+ Show Spoiler ++ Show Spoiler + On August 16 2010 12:30 sheaRZerg wrote: I apologize if this has been brought up before, but I hadn't seen much discussion of it (I cant claim to have read even most of the TvZ threads recently however)
In BW ling tight walling was an exception rather than the rule in competitive maps. I was wondering how much difference it would make to the match up if some unwallible maps were added to the map pool.
It certainly isn't a solution to all of zergs problems, but I think it might at least address some issues.
1) It would open up the possibility for more early pressure, especially from early pool openings
2) It would negate some of the numerous T openings which are currently viable, namely those requiring immediate tech with minimal defensive units. (In the same way that straight up mech play was difficult on certain maps in BW). If a T cant rely on a handful of buildings (which he/she is going to build anyways), early defensive units must be made at the expense of an early Factory and Starport.
3) This is more of opinion: but I thought the ability to the fear in opponents with early speedlings was an entertaining aspect of playing Z in BW. (Although I would still miss the muta stacking and speed hydras TT). And I hear it is quite satisfying to fend off as a T with a marine and some scvs as well. At least part of the game could be more fun for Z.
I do not know if blizzard provided a means to make terrain unwallible. If not, perhaps a neutral creep tumor at the ramp/choke could serve the same purpose, and would allow for the harass window to be closed by a fast enough orbital command.
Ultimately, I must agree that changes to Zerg and Terran units is the only way to really to truly fix the problems outlined by OP.
Just want to respond to this as a Zerg player and not a very bad one at that that always goes for mass ling in the start vs many players. Anyhow it is not really relevant but making maps unwallable would mean basically 100% wins for me IF I don't get 2 gate proxied by a very good toss. I agree with the original post with the rest just wanted to say that this is absolutely not an option as 2 hatch speedlings basically beat any other build there is if there is no wall... It would be even more unfair than some of the T strats that are out there at the moment :D Edit: To add it would make all the other races reactionary and totally flip the whole metagame of having to even be a little responsive as zerg early-early mid game.
I doubt it would be an autowin, though perhaps there might be some balance issue with it. I know that I saw a few streaming terrans (I think it was during the beta) not walling in while going bio. There are probably even some advantages to it (such as requiring less turrets for defense against mutalisk harass). The possible balance issue I see is not actually with speedlings, but banelings. It would probably require decent micro and compact sim city-ing to prevent 4-6 early blings from wreaking havok. I dont see why not walling against sc2 speedlings should be any more difficult than against bw speedlings. Has anyone really experimented with not walling as T and have a more informed opinion?
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I very much agree with the OP. Although it might actually be somewhat balanced if both players play perfect, the terran just has soo many more options, so as a zerg player, you have to learn to counter a large number of variations, as a terran, you can pretty much always force the zerg to just react to what you are doing.
This is problematic in two ways: a) Zerg seems much more boring to play, as you have little choice (as the OP said) b) For now, a Zerg player would have to practise alot more to keep up with all the different playstyles of terran, which is of course somewhat unrealistic. The result is that Terrans have played alot more games with their own build against Zerg than their opponent has played against the build.
Although i might be a bit off as i havent played for 2 weeks, im the only Z who has qualified for the german EPS, which probably means im not totally awful, even though i got lucky ;p
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Zerg is more boring to play for a lot of reasons. It's got more boring units, they have a lot less useful active special abilities, a lot less cute little things like supply depot burrow and transformers and stimpaks and slows and whatever. Zerg macro is the least forgiving and the most restricting (and the most tedious), since their whole supply relies on queen eggs and Z units are really slow off creep so you've got to keep that expanding.
It seems like zerglings spend more time running around in circles than they did in BW, where zerglings were easy to kill but if you ignored them for more than a second or two they could deal a lot of damage. I think the reason I feel this way is just the inflated HP numbers in SC2.
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On August 16 2010 09:40 skYfiVe wrote: Terran players such as silver, select, stalife, or whoever have just popped out of nowhere.. in the last couple weeks. It feels hard to believe the only random players making a big push to the top are terran players at the moment.
Select is a korean living in USA, he won WCG twice in the RTS game Dawn of War and before that he was a very good WC3 player. He has beastly macro/micro and his APM is always 200+, anyone who's seen him play live knows that his mechanics are better than any foreigner.
Not surprised he's doing so well in SC2.
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On August 16 2010 07:44 mahnini wrote: i think the biggest problem might be worker ai. if i'm not mistaken all workers mine at the same speed now which wasn't the case in sc1. it takes 50 workers to fully saturate 2 bases no matter what race you are so even if you are on 4 base as a zerg if you don't have 100 drones you aren't fully utilizing them all.
that's a significant difference from sc1 where 4 bases began showing larger returns due to less efficient worker ai. to counteract terran cost efficiency scvs were probably the worst miners with extremely long acceleration and deceleration, that meant to fully utilize 2 base in sc1 you needed a ton more workers because of scv travel time.
in sc1 it was a common occurence to have ~12 drones per base mid game because it made mining that much more efficient. in sc2 having 12 drones per base makes no sense because you're just spreading yourself thin and not actually improving your economy.
i think an easy fix for this would be to lower the number of mineral patches per base, this way zerg expansions will actually give them a strong advantage over 2 base terran without having to have 100 supply of drones. in addition, this also makes MULEs more effective which means missing a MULE hurts even more.
i also have to say as a zerg player in sc1 that i hate the creep mechanic. it forces zergs to slow push with creep which makes no sense to me and when you think about it, even if we makes maps larger zergs will still have to spread creep in order to effectively use the space. i wouldn't mind seeing speed on creep nerfed in order to see speed off creep buffed (at least the hydra!). requiring a zerg to have nearly complete map control in order to have their backbone damage dealer be anywhere near mobile kind of sucks.
Very good point here, never thought about that before.
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On August 16 2010 13:22 monitor wrote: Here are each of the macro mechanics right now:
1. Terran gets more minerals per trip, don't need workers (mules) 2. Protoss gets more workers (chrono boost) 3. Zerg gets more workers (inject larvae) You forgot the "Zerg hatcheries are cheaper than Terran / Protoss main buildings, thus Zerg can expand faster / easier" part of the Zerg macro mechanic.
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On August 16 2010 19:29 Rabiator wrote:Show nested quote +On August 16 2010 13:22 monitor wrote: Here are each of the macro mechanics right now:
1. Terran gets more minerals per trip, don't need workers (mules) 2. Protoss gets more workers (chrono boost) 3. Zerg gets more workers (inject larvae) You forgot the " Zerg hatcheries are cheaper than Terran / Protoss main buildings, thus Zerg can expand faster / easier" part of the Zerg macro mechanic.
300 + 50 + drone mining. I don't think it's cheaper.
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On August 16 2010 19:29 Rabiator wrote:Show nested quote +On August 16 2010 13:22 monitor wrote: Here are each of the macro mechanics right now:
1. Terran gets more minerals per trip, don't need workers (mules) 2. Protoss gets more workers (chrono boost) 3. Zerg gets more workers (inject larvae) You forgot the " Zerg hatcheries are cheaper than Terran / Protoss main buildings, thus Zerg can expand faster / easier" part of the Zerg macro mechanic.
Umm what? You do realize that Zerg sacrifices a drone for each hatchery, right?
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What can a terran do vs mass muta's without thors? Nothing! He has to sit a long time in his base and by the time he can move out, the zerg has enough expansions to destroy you. Turrets are good vs muta's, that's true, but 10+ muta's will destroy every turret in a second. You don't agree? Check this replay: http://starcraft2reps.com/download.php?id=1250
It's maka vs check. Is maka worse then check? I don't think so. Maka couldn't move out of his base for a very long time and by the time he had his third up, check could just play with him. Do you really believe that a terran who has to make tons of turrets and tons of groundforce, has enough money for making some vikings (against the broodlords)? Terrans can't expand that fast against a zerg abusing the shit out of them.
I think this replay shows tvz from another perspective. Am I the only one having a hard time against zerg?
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On August 16 2010 18:53 Alpina wrote:Show nested quote +On August 16 2010 07:44 mahnini wrote: i think the biggest problem might be worker ai. if i'm not mistaken all workers mine at the same speed now which wasn't the case in sc1. it takes 50 workers to fully saturate 2 bases no matter what race you are so even if you are on 4 base as a zerg if you don't have 100 drones you aren't fully utilizing them all.
that's a significant difference from sc1 where 4 bases began showing larger returns due to less efficient worker ai. to counteract terran cost efficiency scvs were probably the worst miners with extremely long acceleration and deceleration, that meant to fully utilize 2 base in sc1 you needed a ton more workers because of scv travel time.
in sc1 it was a common occurence to have ~12 drones per base mid game because it made mining that much more efficient. in sc2 having 12 drones per base makes no sense because you're just spreading yourself thin and not actually improving your economy.
i think an easy fix for this would be to lower the number of mineral patches per base, this way zerg expansions will actually give them a strong advantage over 2 base terran without having to have 100 supply of drones. in addition, this also makes MULEs more effective which means missing a MULE hurts even more.
i also have to say as a zerg player in sc1 that i hate the creep mechanic. it forces zergs to slow push with creep which makes no sense to me and when you think about it, even if we makes maps larger zergs will still have to spread creep in order to effectively use the space. i wouldn't mind seeing speed on creep nerfed in order to see speed off creep buffed (at least the hydra!). requiring a zerg to have nearly complete map control in order to have their backbone damage dealer be anywhere near mobile kind of sucks. Very good point here, never thought about that before.
Sorry if im mistaken but i think you are getting something wrong.While its true that the AI is smarter now and fully saturated is 3 workers per mineral patch.The gathering of the minerals doesnt go up the same for all workers.After 18 workers i think i dont remember the exact number the income starts to rise slower.So if you have 48 workers its better to have them divided in 3 bases than in 2 even if they arent fully saturated their produce will be better.
Link here http://www.teamliquid.net/forum/viewmessage.php?topic_id=138334
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On August 15 2010 20:46 NonFactor wrote:Show nested quote +On August 15 2010 18:16 Rabiator wrote:On August 15 2010 09:34 MasterAsia wrote: 1, As Sheth mentioned, Zerg has no ability to defend against sieging or to siege. Due to the "spawn larvae" ability of the queen the Zerg units had to be made a bit more squishy. I think it is time the Zerg players woke up and realized that no advantage comes without a cost and in this case the cost is not being able to rush a sieged position without heavy casualties. Zerg also got one additional trick and that is the ability to move while burrowed. Assaulting sieged tanks should still be possible if the Terran is a slacker on his detection. If he isnt it is equally fine, because he had to spend resources on detection, which might have been spent for additional tanks. The big question is: Should Zerg be able to assault a sieged up defensive position? IMO the answer is no, because the same wouldnt work for Protoss either. Immortals can get EMPed and you have loads of Marines at the front anyways and the whole bunch of Gateway units gets eaten by splash. On August 15 2010 09:34 MasterAsia wrote: 2, The Terran is very flexible with strategies, but Zerg is not.
What do Zergs have? They have speedlings or roaches. There are more ways to open than Roaches and Speedlings, because the Terran also has to build more buildings to be able to build mech or air for example. Sometimes they even need two additional buildings if they want to go for a high tech unit and need a tech lab. So this argument of Zerg not having options doesnt really count IMO. Terrans being very flexible is correct, however, because their assault methods can look VERY different. I havent seen Zerg harrass a base with 4 burrowed Roaches yet though, so some Zerg abilities are definetely underused. I feel that many times the Zerg are hindered by the mantra of "you do not want to build static defenses", which Day[9] and other commentators spread around. At 300 hit points and a range of 7 the Spine Crawler is MUCH cheaper to defend a base from harrassing Hellions than six Zerglings are AND you even save larvae on that. Just build 4-5 Spine Crawlers and only a handful of Zerglings and you should be fine against Hellions and early infantry aggression. Adding a third queen to your two bases should make the defense against air complete (plus more energy for Transfusion and Creep Tumors) and you didnt even need any gas to do it. The point where Zerg is at a total advantage is the mid- to late-game, when they have several tech buildings and the option to do a complete tech switch in one production cycle. The real crunch is getting to that point. On August 15 2010 09:34 MasterAsia wrote: 3, The Terran mobility is too good comparing to the Zerg ground army. I agree with you here, but I would phrase it a little differently: The mobility disadvantage of Terrans does not come into play that much due to the horribly small size of the maps. If the maps were larger the Terrans would have to build bunkers and turrets as defensive structures when they advance on an enemy, simply because it takes a long time to reinforce and replace any lost units. This is not the case atm and there is no map - except for Desert Oasis (!!!!) maybe - where the Zerg could choose to go around the Terran army to attack his base instead. The small size of the maps also guarantee that the Zerg players do NOT use the Nydus Network as a simple mobility advantage to "teleport" from their base to a spot near the opponents base; it is only used as an "assault method" directly into the enemies base atm. All of this is due to the size of the maps. On August 15 2010 09:34 MasterAsia wrote: 4, Zerg army is hard-countered, and Terran army is slightly-countered.
For each unit or unit combination of Zerg, Terran can find a very effective unit or unit combo to counter it hard. This can easily be abused by a Zerg by making tech switches. The thing is that Zerg players seem to think that "stuff is only effective in a swarm of units" and thus complain about the cost, but that is not entirely true. Many times the Terrans do drops with a Medivac or two full of Marine/Marauders. Some even master the art of dropping at several places at once. I dont think I have seen a Zerg do that yet and especially the burrowed movement of Roaches and Infestors will make it hard to catch the culprits if they dont get greedy. The need to build A LOT of defensive structures (Turrets and Cannons for detection) will rise and those are resources lost to their offensive capability. On August 15 2010 09:34 MasterAsia wrote: 5, Zerg units are too weak compared to BW when they are in small number. This has been done to offset the increased larva production capability due to the queen. If the spawn larva ability is reworked (changed to 2 additional larvae and no "unlimited stacking") then it would be reasonable to make Zerg units tougher. Simply buffing the Zerg units durability would make them much too powerful in the late game where the stacked larvae simply allows for "instant" reproduction of a 200/200 army. On August 15 2010 09:34 MasterAsia wrote: 6, The new AI helps Terran too much.
(1) In SC2 unit turn to get into a ball - good for tanks, ravens to kill zerg, also good for marauders to consume damage for marines, good for thors to block the tanks, etc.. Also good for Terran to reposition their reinforcement very quickly. It used to be a pain to let the newly-made Terran units to cooperate perfectly with the attacking army in BW.
(2) The auto-repair thing is terrible. Zerglings do not attack the repairing scv, so if a thor is being surrounded and auto-repaired, no zergling will do any damage to it unless you force them to attack scvs one by one. Not to mention that the scvs around a thor is very difficult to catch.
(3) Tanks do not waste DPS.. They are too smart to avoid self-damage now. If you spawn infested terran in the middle of a ball of Terran tanks, only one tank will fire, and it is not a big deal. In BW the tanks around the infested terran will all die instantly. I dont think your points are really valid and offer only a one-sided view on the matter ... (1) Bio-balls are great for Zerg too: Fungal Growth and if the Terran has tanks and you fire a few Broodlings into it (or sacrifice a few of your own units) they get punished for it by their own army. (2) This doesnt have anything to do with AUTO-repair. The thing you mention happens in an early push, where the SCVs are told to repair by the player most of the time. Auto-repair can make it easier, but the thing you mention doesnt really change for a good Terran who micros his stuff. (3) Tanks also got considerably more expensive compared to BW ... most notably 3 food instead of 2. The thing is that the movement AI from BW was crap and technology has improved. It isnt only the defense that has been improved by this, but the offense as well or would you prefer advancing in a single-file-line with your attacking units as was the case in BW? Especially Zerg gain from being able to move in a tight formation, because it means more of their units reach the target at the same time. As a whole I think the one factor which makes the game so hard for Zerg is the map size. The possibility for harrass is just so great and the Terran units (Reaper, Hellion) are so efficient at it that it is frequently used. The Zerg race needs the longest time to "get into gear" and this makes it vulnerable to harrass. On a larger map there is at least the option to simply go around an enemy to harrass where his troops are not. You don't seem to know anything about Zerg at all. 5-6 Spine Crawlers to defend against Hellion harrass? Really? You do realize that to make a spine crawler costs also a Drone? Do you have any idea how important and valuable workers are, ESPECIALLY for Zerg, that early in the game? Yeah, let's make 5-6 Spine Crawlers, his Harrass won't do shit for sure, but he can expand completely freely and assume complete map control, and own me mid-game because I wasted hundreds on useless Spine Crawlers. You need to also understand that HELLIONS aren't exactly an investment that hurts Terran even if they are lost, because as long as they force Zerg to stop droning, mission accomplished, and if the Zerg overreacts and starts making shit ton of spine crawlers, well, game over. Most Zerg get Zerglings to "defend" against Hellions and Reapers. While these may be able to do get the job done you need LOTS more than Zerglings to accomplish and really risk losing the Zerglings to the harrassment. With Spine Crawlers it isnt as easy to lose them, because - they have a ton more hit points and can easily be transfused by the queen, - they can be used to block paths for harrassing units and - you can easily reposition them later on to help defend against the Medivac drop harrass. So please dont tell me they are useless, because they are certainly MUCH more useful than the dead Zerglings those Hellions roasted with their AoE flames and their bonus damage against light.
The point I was trying to make is that instead of getting lots of Zerglings of which many will die (= lost larvae), you might want to get drones to turn into more Spine Crawlers which survive easier and defend your base longer. That way you might actually save some larvae to be used for more working drones.
On August 15 2010 20:46 NonFactor wrote: Late game for Zerg is fine, the issue is GETTING there. 90% of your games you won't because you get CRUSHED during early game mid-game period. And what do you wanna Tech switch to against a Mech ball? Mutalisks? Roaches? Hydralisks? Zerglings? Oh wait, doesen't mech ball own all of these units? And in a very cost efficient matter? Your saying that Zerg shouldn't run into a positioned force, I can agree with that, but what else you want us to do? Harrass with mutalisks? Turrets deflect it easily. Nydus worm? Even if it it's not spotted for some odd reason and killed before it even spawns, the Terran can just push towards your nearest base and kill you since half your army is on the other side of the map. Let me ask you, who wins in a base race? Terran, always. Zergs main strenght is re-inforcing alot of units, and if he loses that through losing his hatcheries, it's over. I've tried countering and base trades to death. It's much easier for a Terran to defend due to siege tanks and wall-ins and shit blocking your stuff, while Terran has a breeze just walking up, meeting some resistance but generally will just run over, destroy your shit, then you have 1 zerg army and 1 Terran army left, Terran army will destroy the Zerg army and since they can lift their CCs and buildings to safety, they can just setup a new base somewehere with his mech ball. Hmmm ... against a "X ball" I would always suggest Infestors, but you dont seem to know that unit and if it is a serious Mech "ball" (quite bad if you do that as Terran) you might want to get some Ultralisks to charge up front and take the Tank shots and then get hordes of Zerglings to swarm. I think TLO explained this tactic wayyy back in Day[9] daily 131 or so when he beat Jinro as Zerg himself.
On August 15 2010 20:46 NonFactor wrote: And seriously, I mentioned this in another thread. How do you prepare for the unknown? I mean it's close to impossible to gather proper intel against a good Terran. All I can see is a factory and a Rax, what goes behind those walls is unknown. I can try to sneak a OL but only a stupid Terran would let me see anything worthwhile. So most of the time I need to guess what he is doing or just wait for Lair, but that is usually too late. It's too late to start preparing to make banelings if he rolls out with 30 marines and you were rushing to Hydralisks since you were expecting Banshees. And the sad part is: You need to prepare for both. Luckily for Zergs, the amount of Bio pushes have been reducing due to more and more people discovering 2 fact and similiar stuff. But if your caught pants down against a bio push when you went roaches or hydras, you will lose. You absolutely need banelings against the first bio push. Or a shit ton of Spine Crawlers, but again, is it worth it in the long run. Obviously Terrans know everything that is happening all over the map with their permanent scans, right? /sarcasm off
On August 15 2010 20:46 NonFactor wrote: The rush distances in this game are so ridicolously small save maybe Desert Oasis, so even the ''very immobile'' mech army has a easy time strolling up to your base in matter of seconds. Oh and did I mention that most maps are narrow as hell too, only making it easier for mech to rip your units apart? I fully agree with you here. Maps are too frigging small to let Zerg use their mobiliy advantage. Maybe the new "Xel'Naga caverns"(?) can be used to this effect, but then there are cliffs around the bases for Zerg to whine about again.
On August 15 2010 20:46 NonFactor wrote: Also, are you seriously saying that Zerg gains more from the better AI? Really? You mentioned that more units get to the range faster, then what about bio balls? What about Stalker balls with Colosuss? It benefits the other 2 races way more due to them having more ranged units. We only got the Hydralisk. The roach is too short ranged. Every race in BW had the ''line'' problem. But only a stupid person would send their units and attack in a line. BW was much about positioning your troops first. Well I can only say that burrow is underused and burrowed movement as well. Sometimes you need to make the opponent come to you and walk into a trap. Also dropping stuff from Overlords might be a useful tactic sometimes, but you should get rid of that notion that you should be able to "charge in and win" against an army with serious artillery. That is what Brood Lords are for and the ton of corruptors you build to gain air superiority will keep the number of Ravens low. Corruptors are even great against Colossi; the other long range unit which Zerg doesnt have.
The gist of it is: You dont have Dark Swarm anymore, so things have changed. Deal with it and adapt your expectations!
On August 15 2010 20:46 NonFactor wrote: Oh and Zerg doesen't have any ''proper'' aoe either. They got banelings, which die on impact and are useless against most ground units. (very non-cost effective) Then we got FG which is a spell and doesen't stack. Then we get Melee aoe at T3 with ultralisks, yay. Ultralisks are decent though, too bad we don't get to use them enough. While Terran has the strongest AoEers in the game. Tanks, Thors, Hellions (which granted are useless against numerous units, but atleast they don't die and also don't cost gas. On top of that they are very good against Hydralisks, also they can be microed against Roaches early game.) All these AoEs stack, and are consistent. In BW Zerg had something similiar: The Lurker which sadly isn't among us anymore.
Protoss got the Colossus, and Storm. Also the Force Field which makes these 2 just so much stronger.
So please, don't say the new AI benefits Zerg, that's just ignorant. The new AI forcefully makes your units clump, something that imo Zerg wants to avoid mainly due to AoE. While a BALL of Bio becomes much stronger and harder to surround. Sure I am saying that the new AI benefits Zerg, just the same way it benefits the other races. It is you who denies this and in true "the grass is always greener elsewhere" manner of thinking you ignore your own benefits there.
Force Field is powerful, but you did not forget to research burrow and burrowed movement for your Roaches, did you? In the late game Ultralisks easily take care of that particular problem. Oh and drops completely ignore it.
Zerg have the strongest air-to-ground unit (Brood Lord) and the best air-to-air unit (Corruptor) AND a way to insta-heal them. It isnt the Terrans fault if Zerg players cant be bothered to use these things.
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What has burrow move (which btw. costs tons of gas to get) with Forcefields to do? And lol at "Corruptor = the best AA unit)... Thats the Viking, by F A R.
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On August 16 2010 20:06 Velr wrote: What has burrow move (which btw. costs tons of gas to get) with Forcefields to do? And lol at "Corruptor = the best AA unit)... Thats the Viking, by F A R. You can move under the Forcefield? You can let the duration of the Forcefield run out?
100 Gas is "tons" to you? Good thing you dont play Terran or you would never research Stim Pack or Combat Shield. "A penny saved is a penny gained" is something you should remember and if you burrow your opponent needs to detect you to continue fighting and that ALWAYS costs resources (energy on a OC is a resource too), so you arent behind your opponent in resources spent.
Burrow is a one-time investment which affects all your ground forces and somewhat neutralizes harrass unless they bring detection. That isnt a bad thing to have IMO.
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Speedling vs Spine crawlers : S. crawlers are quite a big investment. One drone+100 mins+larvae for the drone. If T is opening with reapers, you need multiple s. crawlers all over your base and natural to fend off the reaper harass, which puts you into a huge economic disadvantage so early in the game. Against helions, there is always the problem of lack of mobility with spine crawlers and the new strat which involves a quick medic and a few helions and renders spine crawlers useless. That's why most Zs prefer as few spine crawlers as possible and do the rest with lings which are quite fast on the creep.
As for burrow, I am afraid the element of surprise factor of burrow is long gone. Most Ts, by now, faced burrowed roaches and are extra careful about detection against Z. And, even if they are not careful, Z only gets one chance to make use of burrowed roaches in a game. After that, either by a raven, or missile turret spam, or simply scanning upfront while moving your army, burrowed roaches becomes useless.
As for T's scouting capabilities vs Z's, I think this issue has been discussed quite extensively. You don't need endless number of scans all over the map to know what Z is up to. Just two would do, whereas Z's earliest chance of doing a real scouting (saccing an overlord early on does not always work) is after either getting overlord speed or getting an overseer. And, by then, it's usually too late anyways.
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On August 16 2010 19:29 Rabiator wrote: You forgot the "Zerg hatcheries are cheaper than Terran / Protoss main buildings, thus Zerg can expand faster / easier" part of the Zerg macro mechanic.
I think you need to get away from pure mineral cost analysis for a bit.
Zerg Hatchery --> 350 (300+50) with a 117 (100+17) game second build time. Terran CC --> 400 with a 100 game second build time, worker does not harvest for 100 seconds. (SCV build time not included since it is usable afterwards) Protoss Nexus --> 400 with a 100 game second build time, no loss of worker.
The other differences, Zerg static defenses requires creep present, which means you had to have put creep there via tumors (requires queen with energy to spare) or have lair tech and sent an overlord to spew creep earlier. The first Zerg fast expansion is always left vulnerable to attacks, whereas Terran buildings can not only lift off to redeploy a new wall, but also have turrets/bunkers(salvageable) able to be built without reliance on such things like creep (not to mention the option of a planetary fortress). Thus any argument that Zerg static defenses are mobile are pretty much nullified.
Then you consider that despite the Hatch costing 7/8ths of what a CC/Nexus does, it has less than 7/8ths of the HP, not to mention Terran have the option to improve building armour for all buildings with a single upgrade.
On the flipside you have a building that does double duty as a source of worker production and attacker production while boosting supply by 2. Of course, that means that this "weaker" building once destroyed leaves you down a vital production facility as well as possibly vital 2 food. In essence you are trading core building dependancy + unit production flexibility, for unit production redundancy + lotsa HP.
If you have two armies of equivalent strength and you decide to base swap, Terran will come out ahead due to buildings being able to be lifted as well as there being more of them to have to get through. It is always a viable option for Terran to do a base trade with a Zerg if they have similar base destroying capacity. The base destroying capacity however is also skewed in Terran's favour and since base destruction is the only reliable trigger for declaring the victor, Zerg need to be compensated for with a more potent attacking army. Attacking means being able to be agressive and dictating game play.
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people like rabiator are destroying every serious discussion in this threads it's really pathetic. if you have no clue about some topic (and you obviously know nothing about zerg) you should just SHUT THE FUCK UP! I'm a long time lurker and i used to like to read these forums but nowadays it seems the stupid people and trolls are overrepresented in here.
Just take a look at rabiators latest insightful posts and see why such people should be instant banned (not TEMP but FOREVER). there are MANY others in this thread that deserve the same treatment btw. Queet comes to mind who wasn't even warned for his bullshit posts.
On August 16 2010 20:24 Rabiator wrote:Show nested quote +On August 16 2010 20:06 Velr wrote: What has burrow move (which btw. costs tons of gas to get) with Forcefields to do? And lol at "Corruptor = the best AA unit)... Thats the Viking, by F A R. You can move under the Forcefield? You can let the duration of the Forcefield run out? 100 Gas is "tons" to you? Good thing you dont play Terran or you would never research Stim Pack or Combat Shield. "A penny saved is a penny gained" is something you should remember and if you burrow your opponent needs to detect you to continue fighting and that ALWAYS costs resources (energy on a OC is a resource too), so you arent behind your opponent in resources spent. Burrow is a one-time investment which affects all your ground forces and somewhat neutralizes harrass unless they bring detection. That isnt a bad thing to have IMO.
Well trolled. Actually Burrowed Movement Costs 150m 150g + Burrow 100m 100g. If you don't even know the basics how the fuck can you make serious complaints without making yourself look like a fool? and neutralize harass with burrow? against terran? have you ever heard about scan?
and those are only the most OBVIOUS flaws in such a short post. i could go on arguing about the rest he posted but that would also lead the discussion into a wrong direction.
I demand BANS, LOT's of them to make the forums readable and enjoyable again. Show those trolls where they belong liquid admins.
User was temp banned for this post.
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I agree 100% with the OP and other posts in this thread. The concerns are expressed very well.
What really gets me is the fact that it's absolutely not fun to play zerg at the moment. The things that I enjoyed with zerg in BW aren't present in SC2, or not viable.
I hope blizzard will take these issues into concideration.
For now I've switched to Terran, and I'm having a good time on the ladder.
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I don't think people are realizing the importance of having a unit that is ranged and can shoot air at low tier tech. My whole deal with zerg now, is that I have to tech to lair just to get a stable unit that can shoot air units.
I think some things would change if hydralisks were weakened a bit, made to be 75/25 again and also put back at low tier. Then switching roaches to lair tech and given back their armor.
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Hi guys =), i'm a french zerg players. I'm in diamond league. I'm still a big noob xD. But every time i won against a terran players, i'm like " whoooas i rock!" and then i look the replay and say to me, omg he just do lot of mistake! I think that why i won! ^^
I hope zerg's players can still enjoy this match up =). Unless this is the end of zerg players...
And guys we must resist! lol
HF =)
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