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I like the zergling as-is, and don't think it's even top 10 things I'd want changed with zerg if I had the choice.
As for everyone having perfect timing and macro, lol. Watch the replays of Hasuobs/Madfrog at IEM - I must have missed when the new macro goal was to keep your money under 3000. Even the tip top players have huge skill gaps at the moment.
I hate that every thread on this board turns into Zerg UP, Terran OP, etc, but what can you do? I do feel that the protoss representatives at IEM failed more than the race itself.
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Bring adrenal glands to lair tech please. By the time you reach tier 2, both other races already have plenty of viable counters to mass ling (e.g. hellion blue flame, colossi, siege tanks). If zerglings were made at least a bit more scary, at lair tech the midgame T timing pushes wouldn't be nearly as scary.
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zerglings are complete shit right now and do not compete with marine or zealot. their hive upgrade does almost nothing and they are a waste of a unit after early game. Even in early game they are useless vrs a proper marine ball or a 2gate.
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Zerglings might be a TINY bit weaker, but they are still faster.
Zerg has like 10 problems much worse than zerglings. I don't know why anyone would blame the zergling. It's Blizzard simply pushing out a poor quality race.
Zerg lacks units that can micro, they haveabout 3 times less good special abilities than protoss or terran, less combat units overall than protoss or terran.
To top it off, blizzard hasn't been balacing zerg well either. They played around with zerg almost as if it was alpha testing, including making bad changes like roach to 2 supply.
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On August 21 2010 01:46 TeWy wrote:Show nested quote +On August 21 2010 01:37 tacrats wrote:On August 21 2010 01:33 TeWy wrote:On August 21 2010 00:27 Vortok wrote:Everyone loves to say that Zerg is underpowered these days. A quick browse through Liquipedia leads me to blame Zerglings. They attack too slow. BW Liquipedia states that the Marine attack cooldown is 15 (7.5 stimmed). Zergling attack speed is 8. 6 with the Hive upgrade. Zealots have a cooldown of 22. So baseline numbers show that Zerglings/Marine is roughly a 2:1 ratio. Zergling/Zealot is around a 3-1 ratio. Marine/Zealot is a roughly 3:2 ratio at base. Looking at SC2, attack cooldowns are all fancy to multiple decimal points. SC2 Zergling is .696 and .587 with Hive upgrade. SC2 Marine is .8608 and .57387 stimmed. SC2 Zealot is at 1.2 Marine/Zealot ratio seems to be around the same. Zerglings are just under getting 2 attacks per Zealot attack instead of just under 3 (and people have noticed that it takes 4 lings per Zealot instead of about 3). Versus Marines where it's supposed to be about 2 for every 1 Marine shot it's closer to being 1 for 1 than it is 2 for 1 and stimmed Marines actually attack faster than cracklings! Whereas in BW it was at 6 vs 7.5, which is a 4:5 ratio. As a side note it seems that stim actually got nerfed slightly in the attack speed buff it gives to Marines, but that's another discussion altogether for various reasons. This inhibits Zerglings in all sorts of other ways (6 pool dying to probes attack moving, anyone?) as the game goes on (defending harass, etc.) since Zerglings are supposed to be a bread and butter unit. Zerg seem to have the hardest trouble with early game antics. Once it gets past that into a macro game it's a lot more stable (late game ZvT mech whining aside). Fixing Zerglings seems to be the best solution. Are other tweaks needed? Of course, the game just came out. All races need tweaks but it is amazingly well-balanced for a launch state. Now sure, SC2 is a different game than BW with different units to make up each race's army, but I can't think of a decent reason why it's like this as it effects the early game so much unless A: Liquipedia is wrong (doubtful) or B: some Blizzard dev accidentally changed it/missed it while tweaking various numbers. I tried to keep that as fact-based as possible. If I missed something or am completely off feel free to correct me. For ease of reference for the lazy people: BW http://wiki.teamliquid.net/starcraft/Zealothttp://wiki.teamliquid.net/starcraft/Zerglinghttp://wiki.teamliquid.net/starcraft/MarineSC2 http://wiki.teamliquid.net/starcraft2/Zealothttp://wiki.teamliquid.net/starcraft2/Zerglinghttp://wiki.teamliquid.net/starcraft2/Marine Zerg has won pretty much ALL the BIG tournaments so far, and it seems that the next one (IEM) will be won by a Zerg as well. It is amazing how easily so many people can be brainwashed by sheer repetition of a groundless assertion "Zerg is weak". Extremely flawed argument alert! Nice post, thanks for your extraordinary contribution to the discussion. Zerg won pretty much all the biggest tournaments so far. What race won the World Cup? Zerg. What race won the Kaspersky Cup? Zerg. What race won the King of the beta? Zerg. What race will most likely win IEM ? Zerg. How can you have the audacity to complain about your race when not ONE SINGLE PROTOSS passed his groupstage in IEM... Why is there not one single thread about that... Why is there no comment about the fact that when Hasuobs, probably the best european protoss, got obliterated by a straightforward marauders/medivacs push of Lucifron he looked jaded and told that he no idea of what he could have done better and what units could counter this terran army... Gosh...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=145387
That post explains every reason why your wrong.
Now moving on, how come there are all these new terran players upsetting the top players? Have you heard of any unknown Zergs coming in and suprising anyone? nope.
E.g Silver vs IdrA, MsV vs HuK
In the Diamond League, In Korea, In the Top 1000 33% Play Protoss 41% Play Terran and 21% Play Zerg.
Take a look yourself http://sc2ranks.com/stats/league/kr/1/1000
They are not saying Zerg is completely UP and can't win, if the Zerg player is significantly better, he can win over to Terran player. That doesn't mean its balanced.
Now back on subject, I really that Zerglings are terrible in SC2, with their lack of DPS, Forcefield, and Hellions they have been rendered almost useless from mid game on. I only use them as a mineral dump when I go ultras sometimes, but if that.
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United States7166 Posts
actually a good point was brought up..zerglings are too weak vs buildings. They all start out with 1 armor which reduces their DPS by 20% (and in terran's case can be upgraded +2, making all buildings equivalent to the 3 armor Destructible Rocks), they attack slower than BW zerglings (and adrenalings dont compare whatsoever between the 2 games), and perhaps most importantly, less surface area to attack..as every building makes a perfect zergling-proof wallofff. so in many cases only a few zerglings can attack buildings at a time (whereas in BW, most adjacent buildings did not make a zergling proof walloff). all these factors combine to make zerglings just way the fuck awful vs buildings, making pylon/cannon rushes/walloffs so much more deadly, as well as bunker rushes
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God this reminds me of WoW balance threads... Just go to any single class forum at one point or another and they all had these exact same arguments...
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On August 21 2010 04:56 Scorcher2k wrote: God this reminds me of WoW balance threads... Just go to any single class forum at one point or another and they all had these exact same arguments...
The only difference is players can just switch race and own while in wow you have to lvl a whole new to whatever lvl and get gear.
I have a friend who beat me ZvT so switched to toss and he could touch me.
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I think the whole problem lies in terran having their entire bio ball move at the smae rate of speed. If Zealots and stalkers and sentries moved at the smae speed protoss would be so OP, if Roaches moved as fast as cracklings .... etc etc. The bread and butter units of terranss army all move at the same speed so you can just a-move to victory. IMHO a balance fix would be to nerf maurder speed just slightly (or maybe their affected by slow aswell (their own slow))
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On August 21 2010 05:23 red_hq wrote: I think the whole problem lies in terran having their entire bio ball move at the smae rate of speed. If Zealots and stalkers and sentries moved at the smae speed protoss would be so OP, if Roaches moved as fast as cracklings .... etc etc. The bread and butter units of terranss army all move at the same speed so you can just a-move to victory. IMHO a balance fix would be to nerf maurder speed just slightly (or maybe their affected by slow aswell (their own slow))
This is a great idea i never understood why those fat marines could run so fast, their kitting might be a little less effective too that could really even things out. What about ghost? do they have the same speed has well?
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On August 21 2010 05:23 red_hq wrote: I think the whole problem lies in terran having their entire bio ball move at the smae rate of speed. If Zealots and stalkers and sentries moved at the smae speed protoss would be so OP, if Roaches moved as fast as cracklings .... etc etc. The bread and butter units of terranss army all move at the same speed so you can just a-move to victory. IMHO a balance fix would be to nerf maurder speed just slightly (or maybe their affected by slow aswell (their own slow))
holy crap I've never thought of that before...Terran requires only a 1a - ttttttttt because their entire army moves at the same speed, so no micro is required beyond spamming stimpack and siegeing tanks...
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On August 21 2010 01:32 MoreFasho wrote:Show nested quote +On August 21 2010 01:27 Shiladie wrote: Simply undo the change in alpha where they increased the zergling size.
That, and possibly making adrenal glands a lair tech, or making it do more then the pissant increase it does right now. In BW you could TELL when you had crack upgraded, right now you can't see a difference unless you really pay attention... I was joking about this last night on vet. Talking about making zerglings so small that 12 of them could surround a zealot. They would be extra-swarmy too. I'm a little worried this might make them even worse against tanks and hellions though.
which is exactly why they wouldn't make that change
if anything, they should increase base attack speed.... that way it would only require 3 (maybe 2 with micro) to kill 1 zealot, and the dps early game would put terran on the defensive (where they should be tbh)
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BW didnt have the speed upgrade. Thats a huge difference in how many shots marines can get off before the lings are attacking. That affects the balance hugely and you haven't factored that into your ideas. (OP)
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On August 21 2010 06:08 driftme wrote: BW didnt have the speed upgrade. Thats a huge difference in how many shots marines can get off before the lings are attacking. That affects the balance hugely and you haven't factored that into your ideas. (OP)
Please know what you're talking about before posting
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I think at least cracklings should be somewhat more attractive to get. Noone really goes 'cracklings'because it isn't that much of an upgrade!
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On August 21 2010 06:08 driftme wrote: BW didnt have the speed upgrade. Thats a huge difference in how many shots marines can get off before the lings are attacking. That affects the balance hugely and you haven't factored that into your ideas. (OP)
Um, Yes it did
+ Show Spoiler +gotta love nooby sc2 people ^_^
refer to my signature
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adrenaline shud just be buffed
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On August 21 2010 06:08 driftme wrote: BW didnt have the speed upgrade. Thats a huge difference in how many shots marines can get off before the lings are attacking. That affects the balance hugely and you haven't factored that into your ideas. (OP)
I think you're the one on crack here...
I'd be in full support of moving adrenal glands to lair and changing it to 150/150, it won't solve the early game hell, but it'd be a step in the right direction at least...
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On August 21 2010 00:47 Jibba wrote:Show nested quote +On August 21 2010 00:40 NukeTheBunnys wrote: lings were nerfed to make up for the pathing changes. The whole auto surround thing benefits lings much more then almost any other unit. I have the feeling that if lings had the same attack speed ratio as BW they would be OP. I haven't tested it, and even if I did test it I don't feel that I'm qualified to make a decision on balance. In any case, I just remember reading something to this effect a while ago. I think this is a really good point. Still, it seems like lings are too weak at killing buildings, now that they all come with armor, and that's not really affected by the AI change at all. I agree that this is somewhat of a good post however if you take the clumping of units in SC2 VS SC1 you quickly see that the surrounds are less effective than they were in BW.
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If you think zerglings are useless you are using them wrong realize that some units in this game aren't meant to engage and win straight up battles.
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