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Zerglings causing the problem? - Page 8

Forum Index > SC2 General
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Holy_AT
Profile Joined July 2010
Austria978 Posts
August 21 2010 12:01 GMT
#141
would be nice some sort of range attack mabe 2 or three range where the zergling jumps back and forth if it cant get into meele range.
Or give Zerglings an upgrade to ignore armor
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 21 2010 12:29 GMT
#142
On August 21 2010 06:40 drewcifer wrote:
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.

Yeah, cause lings are so useful for other things in this game like sniping expo's- oh wait.
no dude, the question
Whalecore
Profile Joined March 2009
Norway1110 Posts
August 21 2010 12:54 GMT
#143
On August 21 2010 00:38 Kurumi wrote:
Show nested quote +
On August 21 2010 00:34 Lysenko wrote:
On August 21 2010 00:27 Vortok wrote:
(6 pool dying to probes attack moving, anyone?)


I'm pretty sure that's by design, since otherwise there's no way to respond to a 6 pool on a small map.

That said, a balance change to zergling attack that didn't undo that but made the cost a little heavier for the defender might have other positive effects.

Earlier scout,or preparing Yourself for the worst.
Right now massing lings in any occasion is just like wasting larva/mineral sink.
Maybe if Adrenal Glands were cheaper/earlier in tech that would make zerglings a bit more viable mid..
But I love crackling+hydra vs P. Hydras counter Warpgate units pretty well,while cracklings do massive amount and dps and are really mobile,though why would I favour them over Muta/Infestor?

And what's the Protoss counter to Hydra? Colossi, which make lings cry blood. :D
Playgu
Bair
Profile Joined May 2010
United States698 Posts
August 21 2010 13:08 GMT
#144
Just a small thought I had.

According to lore 2 lings hatch from an egg because of their genetic simplicity.

Hatcheries cannot deal with genetic complexities as well as lairs as well as hives, which both are able to deal with more complex organisms.

So why doesn't the genetic firepower carry over?

I.e. at lair, lings cost 100 per larva and spawn 4 lings.

150 at hive for 6 lings.

Would not be game breaking and would make them larva efficient.
In Roaches I Rust.
pechkin
Profile Joined August 2010
158 Posts
August 21 2010 13:18 GMT
#145
then they will have to make ultra cost 3 larva or something
Bair
Profile Joined May 2010
United States698 Posts
August 21 2010 13:20 GMT
#146
On August 21 2010 22:18 pechkin wrote:
then they will have to make ultra cost 3 larva or something


Assuming you were replying to me, why?
In Roaches I Rust.
Competent
Profile Joined April 2010
United States406 Posts
August 21 2010 13:32 GMT
#147


I know right, zerglings SUCK! Its not like they can just be massed and compete on an even level with a variety of gateway units.


Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
Grond
Profile Blog Joined June 2010
599 Posts
August 21 2010 14:47 GMT
#148
IF a mostly mineral Terran army beats mineral heavy Protoss and Zerg armies it seems more logical to adjust the Terran first before you start tinkering with Zerg and Protoss
mutant
Profile Joined August 2010
United States31 Posts
August 21 2010 14:55 GMT
#149
The problem is that zerglings don't suck. They're one of the few units that it good off-creep. The fact that their attack is so awful, and yet they are used so heavily (muta-ling) speaks a lot towards how advantages speed is to the zerg.
pechkin
Profile Joined August 2010
158 Posts
August 21 2010 14:59 GMT
#150
no, zerg build it only because they are at least better, than drones...
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 22 2010 04:19 GMT
#151
they're such a great unit in terms of speed and map control, its sad that they get so owned by pretty much nething =/
jackalope
Profile Joined April 2009
Taiwan120 Posts
August 22 2010 13:57 GMT
#152
On August 21 2010 22:08 Bair wrote:
Just a small thought I had.

According to lore 2 lings hatch from an egg because of their genetic simplicity.

Hatcheries cannot deal with genetic complexities as well as lairs as well as hives, which both are able to deal with more complex organisms.

So why doesn't the genetic firepower carry over?

I.e. at lair, lings cost 100 per larva and spawn 4 lings.

150 at hive for 6 lings.

Would not be game breaking and would make them larva efficient.


how does the lore explain how a huge ultralisk pods out of a tiny, tiny little larvae pod?
water in the lasers
eth3n
Profile Joined August 2010
718 Posts
August 22 2010 14:14 GMT
#153
On August 22 2010 22:57 jackalope wrote:

how does the lore explain how a huge ultralisk pods out of a tiny, tiny little larvae pod?


And 5 big snakes shooting spines can take down an interstellar battlecruiser ;p
Idra Potter: I don't use avada kedavra because i have self-respect.
G3nXsiS
Profile Joined July 2009
United States656 Posts
August 22 2010 14:17 GMT
#154
Zerglings are fine and so is zerg. The problem lies with terrans and the options for zerg not so much the units.
Hope is the first step on the road to dissapointment
vol_
Profile Joined May 2010
Australia1608 Posts
August 22 2010 16:16 GMT
#155
Want mid-late game zergling play owning? Watch the IEM...
Jaedong gives me a deep resonance.
TheDna
Profile Joined March 2010
Germany577 Posts
August 22 2010 16:22 GMT
#156
On August 23 2010 01:16 vol_ wrote:
Want mid-late game zergling play owning? Watch the IEM...


I watched it. Must have missed. Saw Idra and Dimaga maybe the two best overall skilled players loose ind mid and lategame with T3 vs t1/t2 mix. But maybe thats just me being blind ? : )

I think tho overall game is very balanced specially so close after release.
lololol
Profile Joined February 2006
5198 Posts
August 22 2010 17:02 GMT
#157
On August 21 2010 22:08 Bair wrote:
Just a small thought I had.

According to lore 2 lings hatch from an egg because of their genetic simplicity.

Hatcheries cannot deal with genetic complexities as well as lairs as well as hives, which both are able to deal with more complex organisms.

So why doesn't the genetic firepower carry over?

I.e. at lair, lings cost 100 per larva and spawn 4 lings.

150 at hive for 6 lings.

Would not be game breaking and would make them larva efficient.


From the game files:
Obverse Incubation
Zerglings now hatch four per egg. Morph to Zergling will cost twice as much and take 50% longer to train.

It wasn't enabled in the beta, so it's likely that they decided against it after their internal tests.
I'll call Nada.
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