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[D] Zerg creep: Killing the Zerg spirit? - Page 14

Forum Index > SC2 General
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Deleted User 72834
Profile Joined April 2010
247 Posts
September 02 2010 11:05 GMT
#261
--- Nuked ---
revy
Profile Joined September 2009
United States1524 Posts
September 02 2010 11:28 GMT
#262
I really like the mechanic. I would suggest reduce the bonus speed by 20% (that is make the bonus base+X*0.8%) and increase the base speed of units by that amount (base+0.2X%). This still makes creep very very useful but makes units not perform awful off the creep. The only issue is that I don't think lings should get any faster off creep, speedlings are already very fast.
Schtrudel
Profile Joined August 2010
Romania56 Posts
September 02 2010 12:22 GMT
#263
lol, thats why you have speedling early on , you surround and lock the enemy there , roaches until the roaches come and rape :D
Schtrudel 678 add me for practice/friend to play with http://eu.battle.net/sc2/en/profile/502495/1/Schtrudel/
GIGAR
Profile Joined September 2010
Denmark88 Posts
Last Edited: 2010-09-02 13:10:26
September 02 2010 12:41 GMT
#264
What if creep speed was baked into normal movement for Zerg (except for Queens, perhaps?).
Creep would, instead of a speed increase, give +1 armor. (but only for the owner of the creep, perhaps)

Zerg defending on creep early game would have an advantage, and it would still be pretty beneficial to spread creep all across the map - But if you didn't, you would still have the mobility. (and having Hydras as an attacking force would suddenly be interesting)

[Edit]
Discussed it with a few friends.

If Zerglings, Queens and Roaches did not get the speed buff baked-in, this could potentially work.
"it pisses me off that blizzard's reaction time to terran tears is about 14 seconds, but apparently the massive oceanic sea of zerg tears is caused by l2p-issues"
Schtrudel
Profile Joined August 2010
Romania56 Posts
Last Edited: 2010-09-02 13:35:11
September 02 2010 13:33 GMT
#265
Terran / Protoss units being little slower on creep would be very nice and interesting idea.

Imagine poping creep with overlords on enemy mineral line to decrease probe/scv speed

probes , drones and scv's hover , it wouldnt do any good
What if creep speed was baked into normal movement for Zerg (except for Queens, perhaps?).
Creep would, instead of a speed increase, give +1 armor. (but only for the owner of the creep, perhaps)

Zerg defending on creep early game would have an advantage, and it would still be pretty beneficial to spread creep all across the map - But if you didn't, you would still have the mobility. (and having Hydras as an attacking force would suddenly be interesting)

how about they get a yamato cannon instead , i guess yamatolings wouldbe pretty decent
Schtrudel 678 add me for practice/friend to play with http://eu.battle.net/sc2/en/profile/502495/1/Schtrudel/
duckii
Profile Joined April 2010
Germany1017 Posts
Last Edited: 2010-09-02 13:44:58
September 02 2010 13:43 GMT
#266
Maybe this unit will help in HotS, whatever it is( or is that a tumor?) :p
+ Show Spoiler +
http://www.flickr.com/photos/ddsnet/4928631041/
Melancholia
Profile Joined March 2010
United States717 Posts
Last Edited: 2010-09-02 17:56:23
September 02 2010 17:39 GMT
#267
Wait, this thread is still alive? How did I miss this...

On September 02 2010 22:43 quarky wrote:
Maybe this unit will help in HotS, whatever it is( or is that a tumor?) :p
+ Show Spoiler +
http://www.flickr.com/photos/ddsnet/4928631041/

That looks like a very sick Roach.
JQL
Profile Joined July 2010
United States214 Posts
September 02 2010 17:43 GMT
#268
I just hope they would give the queen 50 energy when it spawns so you can inject larva's and put a creep tumor down. I think this will help zerg alot against early aggression.
no way
sooch
Profile Joined April 2010
Canada299 Posts
Last Edited: 2010-09-02 17:46:37
September 02 2010 17:45 GMT
#269
Since everyone's making suggestions as to how the creep mechanic could work, here's mine - rate (and possibly distance?) of creep spread increases with the number of creep tumors already on the map. That way, early game, it wouldn't be imbalanced because creep would spread at the same rate as before, but late game it becomes much easier to keep up with the enemy's increased detection and efficiency in killing the tumors. This keeps blizzard's mechanic that they wanted with no need to fudge any of the numbers, while making it a bit more practical for zergs to take advantage of in the late game. IMO early creep works wonderfully and doesn't need changing, as when you FE (which is typical), you'll be playing defensive anyway and you won't need creep spread halfway across the map, only creep around the choke to your nat.
Azile
Profile Joined March 2010
United States339 Posts
Last Edited: 2010-09-02 18:00:20
September 02 2010 17:59 GMT
#270
On September 03 2010 02:39 Melancholia wrote:
Wait, this thread is still alive? How did I miss this...

Show nested quote +
On September 02 2010 22:43 quarky wrote:
Maybe this unit will help in HotS, whatever it is( or is that a tumor?) :p
+ Show Spoiler +
http://www.flickr.com/photos/ddsnet/4928631041/

That looks like a very sick Roach.


Those are infestors.

http://www.google.com/images?hl=en&q=infestor&um=1&ie=UTF-8&source=og&sa=N&tab=wi&biw=1280&bih=909
farseerdk
Profile Joined May 2010
Canada504 Posts
September 02 2010 18:01 GMT
#271
It would be fine if ovie poop didn't require lair tech...
Perspective is merely an angle.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
September 02 2010 20:03 GMT
#272
On September 02 2010 20:05 LSGamer wrote:
Dammit people stop trying to lower the APM ceiling to Terrans level!

And Hydra speed is the same as a zealot. Stop whining and get over it

What does unit speeds have to do with APM rofl?

And what does the speed of the Zealot have to do with a flaw in the creep mechanic rofl.

Don't try to throw down a Chewbacca Defense. The Creep is an interesting mechanic yes, but the fact is that the Zerg's mobility is drastically cut off creep, which is probably why we're seeing more Ling/Muta play now a days as opposed to anything else, as mutas and lings are the least effected by creep.
All the pros got dat Ichie.
Three
Profile Joined April 2010
Japan278 Posts
September 02 2010 20:06 GMT
#273
I also really love spreading the creep. It has a great zerg TAKING OVER THE WORLD feeling.

But the unit speed difference really does encourage zerg to play too defensively for my taste (no amount of APM and concentration can get creep to an opponents base on a big map when you want to start attacking)
Achaia
Profile Joined July 2010
United States643 Posts
September 02 2010 20:21 GMT
#274
On September 03 2010 05:03 RoarMan wrote:
Show nested quote +
On September 02 2010 20:05 LSGamer wrote:
Dammit people stop trying to lower the APM ceiling to Terrans level!

And Hydra speed is the same as a zealot. Stop whining and get over it

What does unit speeds have to do with APM rofl?

And what does the speed of the Zealot have to do with a flaw in the creep mechanic rofl.

Don't try to throw down a Chewbacca Defense. The Creep is an interesting mechanic yes, but the fact is that the Zerg's mobility is drastically cut off creep, which is probably why we're seeing more Ling/Muta play now a days as opposed to anything else, as mutas and lings are the least effected by creep.


You guys are just looking at it the wrong way. Zerg's mobility isn't cut off when they're off creep, it's boosted when they're on creep! How's that for a glass half full mentality? ;-)

Haha no in all seriousness though, this is just a new Zerg mechanic that Zerg players have to get used to. As mentioned earlier in the thread, it not only gives you a great deal of mobility but it also gives you a ton of free scouting if you cover as much of the map as possible in creep.
http://www.youtube.com/SCBattleGrounds
DoomFox
Profile Joined April 2010
Canada51 Posts
Last Edited: 2010-09-02 20:39:51
September 02 2010 20:33 GMT
#275
On September 03 2010 05:21 Achaia wrote:
You guys are just looking at it the wrong way. Zerg's mobility isn't cut off when they're off creep, it's boosted when they're on creep! How's that for a glass half full mentality? ;-)

Haha no in all seriousness though, this is just a new Zerg mechanic that Zerg players have to get used to. As mentioned earlier in the thread, it not only gives you a great deal of mobility but it also gives you a ton of free scouting if you cover as much of the map as possible in creep.


Incorrect. "Great deal of mobility" but only on creep and less mobility off of creep. The thread is about the slowness of Zerg off creep and the fact that it's impossible to have creep where it's critically needed, especially on offense.

The argument is if creep is more of a burden than a bonus to Zerg. As it is currently it feels more like the former than the latter.
Melancholia
Profile Joined March 2010
United States717 Posts
September 03 2010 07:09 GMT
#276
On September 02 2010 20:05 LSGamer wrote:
Dammit people stop trying to lower the APM ceiling to Terrans level!

And Hydra speed is the same as a zealot. Stop whining and get over it

Zealots can be upgraded, Hydras can not. Hydras take a lot of gas. And the army that the Zealot is with functions very differently.
Frem
Profile Joined September 2010
France13 Posts
September 03 2010 08:40 GMT
#277
I'am starting to get used to the creep mechanic and I actually like it, even if I'd like hydras to be a little faster out creep. However I would like the idea that :
- the starting hatch would be able to spwan one creep tumor, or one tumor is here at the beginning
OR
- Queen Starts with 50 energy, but this one would be quite OP after the first queen to pop because of the Transfusion.

Because the starting creep is fine, but I hate to have to sacrifice either one larva injection. Btw making a 2nd queen early is kind of standard now.
Terran is OP because of their music theme. Yes, definitely.
Tippereth
Profile Joined December 2009
United States252 Posts
September 03 2010 08:52 GMT
#278
It seems silly that Zerg are being saddled with a mechanic that forces them to turtle when we know that's Terran's job. Give Creep to Terran and call it Freedom, and give Zerglings stimpacks and call it Brood War Adrenal Glands.
akbal
Profile Joined May 2010
Australia13 Posts
September 03 2010 15:47 GMT
#279
I do like the creep mechanic, however because it is so critical to balance, i.e. z wins on it, z loses off it, it makes attacks on the enemy base next to impossible. For if a zerg army is weaker than a T or P army off creep in the open, if you add in a fortified position for the enemy AND being off creep, it begs the question why a Z player would ever attack.

This is why you find the standard action of Z is to expand instead of attack. Whilst not entirely imbalanced (either way), I feel this cuts off Z's playstyle options, and pushes them into a defencive/boring gameplan more often than not.
Melancholia
Profile Joined March 2010
United States717 Posts
September 04 2010 23:04 GMT
#280
A bit more thinking (I clearly need a real job, spending so much time thinking about this -_-) helped me clarify my thoughts a bit better on one aspect of this.

A defensive race is most powerful when fighting near their base, or after having had time to set up. This is clear with Terran, as they are most powerful when fighting at their own ramp or at a choke. With Protoss it's more mixed, as Terran units on a ramp aren't too horribly handicapped. An offensive race is the converse, they are most capable when fighting at their opponent's base. This was true of Zerg in Brood War, considering that if they were fighting at their own front door they would have limited abilities to flank, and reinforcements would be vulnerable as they spawn. More importantly, fighting at the opponent's base meant that you could retreat if you had to. ZvT illustrates this brilliantly, as most of the early game was spent with the Zerg taking Zerglings and Mutalisks to the Terran base in order to force him to keep his units at home, or to buy time for the Mutalisks to slowly wear away at any force the Terran sends out. The Zerg army in BW would break if stressed too hard, and thus needed the ability to be flexible so that a single forced stand wouldn't lead to defeat.

There are no offensive races in StarCraft 2. Enemy walls are so strong, and early Zerg units so slow, that you can't take the fight to the enemy. With creep the Zerg are most powerful fighting at home. The risk of a Zergling backstab is severely lessened by the enemy's ability to summon their wall at nearly any time, and Mutas control so much less effectively than the perfect control in BW that Turrets and Marines can hold much more easily. This is part of the reason that Mutas are built now more to contain than to harass, given that any attempt to harass is likely to lead to heavy losses. It isn't until late game that creep will have spread far enough to open most of the map to engagement, and a race can't be offensive if it's limited to that late in the game, after innumerable pushes must already have been fought off.
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