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Zerg and Tier 1 Upgrades - Page 4

Forum Index > SC2 General
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casualman
Profile Joined April 2010
United States1198 Posts
September 06 2010 00:57 GMT
#61
Glial reconstitution from hatchery please.
GuMiho <3
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 06 2010 00:58 GMT
#62
these seem like really fair, and really good changes. please post this on the battle.net forums.

well written, good job.
Cyclon
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-09-06 01:06:27
September 06 2010 01:01 GMT
#63
On September 06 2010 09:15 MythicalMage wrote:
Show nested quote +
On September 06 2010 09:14 Cyclon wrote:
Overlord speed upgrade is the one I most favour. That ridiculously long period of completely no scouting combined with the 1001 different units Terran can tech to is killer.


On another thought, how about giving all Zerg units burrow innately without research as long as they are on creep? I think it would lead to some extra early game defensive strategies and help Zerg stave off early aggression.

The issue with that would be that it would make Zerg effectively immune to early game harass, without detection. It's not entirely bad, it stops mining time and whatnot, but it seems pretty abusable.


Zerg would never be immune to harass. If you needed X amount of Zerglings to beat Y units at Z time, and the inherent burrow made them 2x as effective, Zerg players would have the chance to make Y/2 units instead and get an economy boost. Most would probably end up doing this. Its also chancy, Reapers could just never go over them and Hellions are fast enough that you have to time it well.

If you are thinking of Drones being able to burrow, it wouldn't happen since Drones are hover units that don't get any effect from creep anyway.

On September 06 2010 09:40 MythicalMage wrote:
Wall ins stop mutalisks? Wall in stop banshees? Wall ins stop reapers? Wall ins stop void rays? /sigh. It amazes me how much people LOVE mentioning the wall in. If there was ANY way for me to win/function without a wallin, I would.(I play random, but I've been favoring Terran and Protoss recently, due to my sucking at zerg mechanics.) I avoid them entirely in the other matchups, but I HAVE to not die to speedlings.


Well, muta/banshee/void rays all aren't exactly early game harass. Furthermore, the T1 mineral-only unit counters all of them while Zerg has to tech up to T2 to get a reliable unit to shoot air. Reapers are fail against terran because, again, marines. Zerg is really vulnerable to marines. So yes, the wall in pretty much makes you immune to effective early game harass as long as you make a relatively small amount of forces.
OnbeygiR
Profile Blog Joined April 2010
Turkey12 Posts
September 06 2010 01:05 GMT
#64
give zerg Tier 1 borrow so that they can have baneling mines
0neder
Profile Joined July 2009
United States3733 Posts
September 06 2010 01:07 GMT
#65
Give them burrow in tier 1, lets them be offensive a bit.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
September 06 2010 01:10 GMT
#66
On September 06 2010 09:40 MythicalMage wrote:
Show nested quote +
On September 06 2010 09:36 AssuredVacancy wrote:
On September 06 2010 09:15 MythicalMage wrote:
On September 06 2010 09:14 Cyclon wrote:
Overlord speed upgrade is the one I most favour. That ridiculously long period of completely no scouting combined with the 1001 different units Terran can tech to is killer.


On another thought, how about giving all Zerg units burrow innately without research as long as they are on creep? I think it would lead to some extra early game defensive strategies and help Zerg stave off early aggression.

The issue with that would be that it would make Zerg effectively immune to early game harass, without detection. It's not entirely bad, it stops mining time and whatnot, but it seems pretty abusable.


Hmm immune to early game harass. Sounds a lot like terran to me, and I don't remember anyone saying nerf wall ins because they prevent early game harass.

Wall ins stop mutalisks? Wall in stop banshees? Wall ins stop reapers? Wall ins stop void rays? /sigh. It amazes me how much people LOVE mentioning the wall in. If there was ANY way for me to win/function without a wallin, I would.(I play random, but I've been favoring Terran and Protoss recently, due to my sucking at zerg mechanics.) I avoid them entirely in the other matchups, but I HAVE to not die to speedlings.


If you count muta/banshee/void rays harass as "early game" by all means.. And you want to discredit stopping all drone mining as a form of harassment, then I don't know what game you're playing. Honestly you're downplaying A LOT on how important the wall in is. The ability to stay inside a wall and tech while having 2 units is incomparable than your so called stopping harass by 'abusing' burrow with drones.
We spend our youth attaining wealth, and our wealth attaining youth.
birdkicker
Profile Blog Joined August 2010
United States752 Posts
September 06 2010 01:20 GMT
#67
No offense but MythicalMage u seem very biased.
eH
Profile Joined May 2010
88 Posts
Last Edited: 2010-09-06 01:40:56
September 06 2010 01:38 GMT
#68
On September 06 2010 09:40 MythicalMage wrote:
Show nested quote +
On September 06 2010 09:36 AssuredVacancy wrote:
On September 06 2010 09:15 MythicalMage wrote:
On September 06 2010 09:14 Cyclon wrote:
Overlord speed upgrade is the one I most favour. That ridiculously long period of completely no scouting combined with the 1001 different units Terran can tech to is killer.


On another thought, how about giving all Zerg units burrow innately without research as long as they are on creep? I think it would lead to some extra early game defensive strategies and help Zerg stave off early aggression.

The issue with that would be that it would make Zerg effectively immune to early game harass, without detection. It's not entirely bad, it stops mining time and whatnot, but it seems pretty abusable.


Hmm immune to early game harass. Sounds a lot like terran to me, and I don't remember anyone saying nerf wall ins because they prevent early game harass.

Wall ins stop mutalisks? Wall in stop banshees? Wall ins stop reapers? Wall ins stop void rays? /sigh. It amazes me how much people LOVE mentioning the wall in. If there was ANY way for me to win/function without a wallin, I would.(I play random, but I've been favoring Terran and Protoss recently, due to my sucking at zerg mechanics.) I avoid them entirely in the other matchups, but I HAVE to not die to speedlings.



Nobody is blaming terran for walling in to avoid speedling runbys, its the smart thing to do. The point is that people say its completely fine for terran to be immune to early game harass (like zerg has many options for it anyway) but zerg should always be essentially wide open to it (and theres so many different forms it can take from terran). Not really a good standard.

And lets be honest, mutalisks are not early game harass, not even close. Zerg has like 3 options for early game harass. Speedlings (shut down by wall, obv), banelings (generally pretty allin and easily stopped) and early roaches (which will get hosed by a little bit of repair with a bunker behind the wall).

I don't personally agree with innate burrow, but I dislike the idea that terran is immune until zerg can get to spire.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
September 06 2010 01:47 GMT
#69
How about making roaches smaller so more of them can hit things or giving them a +1 range upgrade with the roach speed?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Vedreth
Profile Joined July 2010
Australia38 Posts
Last Edited: 2010-09-06 02:07:41
September 06 2010 02:02 GMT
#70
On September 06 2010 09:15 MythicalMage wrote:
Show nested quote +
On September 06 2010 09:14 Cyclon wrote:
Overlord speed upgrade is the one I most favour. That ridiculously long period of completely no scouting combined with the 1001 different units Terran can tech to is killer.


On another thought, how about giving all Zerg units burrow innately without research as long as they are on creep? I think it would lead to some extra early game defensive strategies and help Zerg stave off early aggression.

The issue with that would be that it would make Zerg effectively immune to early game harass, without detection. It's not entirely bad, it stops mining time and whatnot, but it seems pretty abusable.


This would give the zerg a good chance to be early harass resistant (not immune), similar to the terran / protoss wall.

Additionally, you could slow the pace of it by breaking burrow into 2 seperate upgrades:

- Creep-only burrow - 50min 50gas from hatch

- Upgraded (regular) burrow - 50min 50 gas from lair

This would allow early-ish defensive banelings / drone safety etc.

Also, take away the passive burrowed roach regen but keep the upgraded regen rate the same - can't abuse this defense early but remains unchanged for later game.

EDIT: Thinking about this more, this would make terran have a certain 'risk' when going for relatively safe pushes with loads of marines or the now popular reapers.
glhg
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 06 2010 02:43 GMT
#71
Moving Pneumatized carapace to tier 1 is one of the best Z-fix ideas I've ever heard. Ever.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-09-06 03:14:49
September 06 2010 03:00 GMT
#72
Out of the three you suggested, only the Baneling upgrade can be researched without breaking the game. Roach Upgrade would shut down early harass from toss or terran. You could only do all inish timing pushes.

Overspeed gives zerg far too much scouting power, basically having a t1 flying scout that cannot be killed unless the opponent has massed marines or stalkers. This is intrinsically not balanceable. If the cost and timing is low enough that zerg players will always get it before lair, then zerg early game scouting is far too OP. If the cost and timing were increased so that there is confliction with lair, then no zerg would ever use it because overseers build extremely quickly.

This could be rectified again by nerfing overseers, but then people would just stop using overseers, and zerg would actually, all in all, be nerfed.

The remaining upgrade would be almost useless in T1. It only makes a huge difference once t approaches critical mass bio armies (or mech), neither which happen early game. The gas cost would always be worse then simply getting SIX more banelings until midgame.

imo I think they should make roach moveburrow/burrowed regen just a default ability. Its probably one of the most reactive, niche, researches in the game, and it currently costs 2 upgrades, one which interferes with the crucial roach speed upgrade.


Hmm immune to early game harass. Sounds a lot like terran to me, and I don't remember anyone saying nerf wall ins because they prevent early game harass.


different races are different. more news at eleven.

these seem like really fair, and really good changes. please post this on the battle.net forums.


roach and baneling speed on t1 = great.

I really cant see the justification roach speed is t2. Baneling i can see argument for.


lol.

This is why I always laugh whenever people criticize blizzards inability to game design.

Too Busy to Troll!
KrUtiAL
Profile Joined April 2010
United States41 Posts
September 06 2010 03:34 GMT
#73
I like the idea of OV speed being moved to hatchery tech
I think banelings should be moved to t2
Hydras should be moved to t1
Hydras and roaches should be 1 supply with small damage and hp nerfs
crms
Profile Joined February 2010
United States11933 Posts
Last Edited: 2010-09-06 03:40:23
September 06 2010 03:37 GMT
#74
On September 06 2010 07:47 MythicalMage wrote:
Show nested quote +
On September 06 2010 07:44 crms wrote:
roach and baneling speed on t1 = great.

I really cant see the justification roach speed is t2. Baneling i can see argument for.

The argument is pushes. I'd imagine that Terran literally couldn't expand with tier one roach speed.



you mean zerg aren't allowed to have an upgradable answer to units that can jump up/down cliffs, units that can upgrade slow, and stim (all on t1 mind you) yeah sorry that justification doesn't work for me.


and to half, care to elaborate on what's so 'lol' about my first post? Please justify roach speed at t2, when almost the entire issue with zerg is dealing with early game harass/abuse.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 06 2010 04:06 GMT
#75
On September 06 2010 11:43 Ndugu wrote:
Moving Pneumatized carapace to tier 1 is one of the best Z-fix ideas I've ever heard. Ever.


I really don't think this will help Z much at all...

There are several reasons for this assumption:

1) Ovi Speed costs 100/100, that's almost a liar tech - what does scouting stuff help if the Z then can't tech fast enough to get the right counter-units?
2) Zerg-builds are very very tight early on in every MU - you will have a hard time defending early rushes/pressure if you invest so much ressources into something that doesn't contribute to your army-strength.
3) If the Opponent has Marines/Stalkers or sth. in the right position or hides his tech somehwere on the Map, you won't even be able to scout the stuff you need to see to make the investment pay off.
4) By the time you are at a confortable position and held off the reapers/hellions or anything and could actually drone up or tech, which you definitely need to, you'd invest ressources into this upgrade. By the time it's finished, you could have liar-tech almost done and an overseer could be used to scout.
5) Slow-Overlords can be used to scout as well. It's not guaranteed to work, but if you simply peak in with an ovi, you might just see everything you need to.

If it was 50/50 again, I' could see it being more useful though, cuz those 50/50 make quite a difference that early on in the game. If it costs 100/100, I'd probably never research it before T2 anyways, just because as Z, I tech extremely fast anyways...
https://soundcloud.com/thesamplethief
Garaman
Profile Blog Joined April 2010
United States556 Posts
September 06 2010 04:17 GMT
#76
On September 06 2010 09:03 MythicalMage wrote:
Show nested quote +
On September 06 2010 08:57 Fantistic wrote:
On September 06 2010 08:08 MythicalMage wrote:
On September 06 2010 08:03 Fantistic wrote:
On September 06 2010 07:46 MythicalMage wrote:
On September 06 2010 07:34 Salvarias wrote:
On September 06 2010 07:33 MythicalMage wrote:
On September 06 2010 07:30 Salvarias wrote:
On September 06 2010 07:24 nafta wrote:
Personally I think roach speed should be tier 1 and roaches in general should be buffed.


You know im 99% sure that in phase 1 of the beta roach speed was hatchery tech, it got moved to lair with no reason, and I allways wondered why... but im really sure it was once hatchery tech, and it pissed me off ever since that it's not anymore.

there was 3 roach upgrades back then and im sure there was one for each tier...

The main complaint of Zerg players these days is the LACK of variety. Roaches in Phase 1 were the definition of an OP unit. While a buff may be in order, I think roaches are a LOT stronger than people give them credit for. The issue is that it requires really small timing windows, and we don't know the timing windows for every Terran build yet.

you mean the none existing window with a 25 second ultra cheap tech lap on a early barrack for marauders ?

I see new attacks ALL the time. Like every time I see a good zerg play, I'm amazed at the cute timings that exist. If you look at "oh he's got marauders, I'm screwed with roaches" mentality, then sure, zerg is UP. But if you say "Oh, I've got thirty roaches, and he has five marauders, I win." then you've got something powerful. These things exist, just people are often too afraid to try them out. You don't discover timings by macroing, you discover them by trying random attacks.
There's never going to be a situation where the Z has 30 roaches and the T has 5 Marauder.
Roaches are crap. They don't work. Trust me, I've tried. The only use they have is defending versus Reaper harass and even then Reapers outrun and out-range Roaches.
Because you're a pro player. I don't care about anecdotal experience. I care about what I have seen pro players do. Pros matter infinitely more to me than your opinion, and if a pro can do that push, then it works, to me. You opinion is apparently different.

Also of note: on creep, speed roaches are FASTER than speed reapers.


You're discarding my opinion because I don't get paid to play. 99% of the users on TL don't get paid either. Your loss.
Read what I'm saying and you'll learn something.

Also of note: on creep, speed roaches are FASTER than speed reapers.

By the time a Z can research the Roach speed upgrade, Reapers aren't being produced anymore anyway as they aren't worth the investment because they can't do anymore successful economical harassment damage. Therefore, Roach speed isn't worth the investment either unless the Z has overproduced them which he shouldn't have done in the first place.

I don't care what most of the people on TL think either. My primary concern is the competitive/esports scene of this game. You saying "X doesn't work" doesn't mean much when I've seen a pro player do it on several occasions. I can say "Templar are UP" because I suck at placing storms, and it means nothing. I can say "banelings are OP" because I suck at microing my infantry back, when in fact they're perfectly fine. And being paid to play wasn't exactly what I meant. I mean that you are at a pro level. Day9 is at a pro level, but isn't paid to play.


the competitive scene in this game is in its infancy.
you have an imbalanced game, not alot of time passed and pretty much cream of the crop players still on BW
newayz, i think this post started off with just regular play suggestions to give variety for the zerg player.
the only reason why things still work on sc2 competitive scene right now is the fact that nothing is standardized. pretty soon, it will come to the same conclusion that certain things are stupid to do, like over investing in goddamn roaches
Garaman
Profile Blog Joined April 2010
United States556 Posts
September 06 2010 04:20 GMT
#77
On September 06 2010 09:40 MythicalMage wrote:
Show nested quote +
On September 06 2010 09:36 AssuredVacancy wrote:
On September 06 2010 09:15 MythicalMage wrote:
On September 06 2010 09:14 Cyclon wrote:
Overlord speed upgrade is the one I most favour. That ridiculously long period of completely no scouting combined with the 1001 different units Terran can tech to is killer.


On another thought, how about giving all Zerg units burrow innately without research as long as they are on creep? I think it would lead to some extra early game defensive strategies and help Zerg stave off early aggression.

The issue with that would be that it would make Zerg effectively immune to early game harass, without detection. It's not entirely bad, it stops mining time and whatnot, but it seems pretty abusable.


Hmm immune to early game harass. Sounds a lot like terran to me, and I don't remember anyone saying nerf wall ins because they prevent early game harass.

Wall ins stop mutalisks? Wall in stop banshees? Wall ins stop reapers? Wall ins stop void rays? /sigh. It amazes me how much people LOVE mentioning the wall in. If there was ANY way for me to win/function without a wallin, I would.(I play random, but I've been favoring Terran and Protoss recently, due to my sucking at zerg mechanics.) I avoid them entirely in the other matchups, but I HAVE to not die to speedlings.


rofl since when is fucking banshees or mutalisks early game harass? are you retarded?
the wallin stops any zealot,zergling or other early game ground forces on TIER 1 tech to come and harass you.

wow. some of the most retarded posting ive yet to read
eth3n
Profile Joined August 2010
718 Posts
Last Edited: 2010-09-06 08:37:17
September 06 2010 08:34 GMT
#78
As long as it doesn't result in a clear advantage for one race or another, don't we all want to see the most creativity possible, especially in early game? I would love to see more abilities in general available for early game, where people are actually to sacrifice the early game 1a for more interesting tactics. Every game is 1a (toss and terran) or minimax defense (zerg).

For all those saying OL speed is overpowered, I think the OL is the only unit that will feasibly be able to solve the zerg scouting crisis (as much as we all love sac'n OLs for often useless information). Increase vision (at the cost of speed?), increase standard speed (at the cost of health?), I don't have the answer, but I think the answer lies somewhere with the OL.
Idra Potter: I don't use avada kedavra because i have self-respect.
Kokosaft
Profile Joined April 2010
Germany172 Posts
September 06 2010 11:27 GMT
#79
On September 06 2010 07:33 MythicalMage wrote:
The main complaint of Zerg players these days is the LACK of variety. Roaches in Phase 1 were the definition of an OP unit. While a buff may be in order, I think roaches are a LOT stronger than people give them credit for. The issue is that it requires really small timing windows, and we don't know the timing windows for every Terran build yet.


roaches definitely aren't bad, but you can't do timing pushes/early pressure with them, because they are horribly slow, you can use them for defending only, and even thats not working out too well without speed
imo the roach is too weak for an unit that becomes viable through t2 tech, but if speed would be t1 tech, they should be fine
TobZero
Profile Blog Joined March 2010
Germany493 Posts
September 06 2010 11:37 GMT
#80
i have to admit i had the same opinion some weeks ago.... but

the last days - especialy the last weekend i played a lot more tier1 based games and really didnt miss all the stuff. the idea behind this was that even when i love muta play its quit vulnerable to strong 1base counter pushes simply because u dont have much stuff.
i basicly stayed on t1 until i took my third (which was due to that quite fast) or i scouted voidray/banshee rush.

i had alot of good games and had to learn that 1gas2base sling/roach into 2gas2base sling/bling/roach is really really strong vs. all those 1base strats atm.

to make zerg early game a bit more interesting i would hope for tiny changes only. like blizz is going to do in the next patch anyway.

what i really think would be a great idea is:
- giving overlord spit creep at t1 through an upgrade

this would open up so many things without beeing to strong as they are slow as hell.

to balance the additional costs i would have the cost of overseer and ventralsacs cost/research time at lair reduced which again would lead to a lot of interesting play.

Zira
-= we are the swarm =-
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