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Zerg and Tier 1 Upgrades - Page 5

Forum Index > SC2 General
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DoomSpirit
Profile Joined August 2010
France46 Posts
September 06 2010 11:41 GMT
#81
My biggest problem with zerg upgrades is that they are boring for the biggest part.
Ling: + speed
Roach: +speed
Baneling: +speed
Hydra: +1 range
Ultra: +2 armor
The move burrow roach is something more interesting.

Terran upgrades feel more different, you really upgrade an unit to something else.
stim pack
concussive shell
cloak
250mm canon
yamato canon
siege tank
pre igniter
And the funny thing is that the most controversed terran unit is the one with a speed upgrade namely the reaper.

Toss is half boring, half funny:
chargelot is a speed upgrade but more dynamic with his pros and cons
blink
+3 range on colossi feels more interesting strategicly than a +1
But for otehr units you have the same awful zerg pattern:
warp prism: +speed
void rays: +speed
observer: +speed


Boring upgrades = less gameplay/strats.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
Last Edited: 2010-09-06 11:43:35
September 06 2010 11:41 GMT
#82
On September 06 2010 07:37 Slipspace wrote:
Show nested quote +
On September 06 2010 07:35 kickinhead wrote:
burrow to tier1 and make blings able to move underground.

Burrowed blings are good, but rely too much on the opponent making mistakes.

and overseers should be available on t1 as well, then Z could actually stay on t1 longer without autoloss 2 cloaked banshees and they'd have decent scouting-options.


i definitely don't think those would be good changes

Thanks a lot for sharing your view, your arguments are outstanding.

Banelings moving underground would be a bit too sick, overseers to t1 would really really help because at the moment I feel I just have to rush to lair vs T, otherwise I autolose to banshees (which is the flavour of the week/month -.-) Burrow to t1 is also pretty good, some builds might force terran to get a raven out before they can push out (burrowed banelings working like lurkers in BW)
Anyhow, something like this def. needs to happen because im pretty sure the current listed 1.1 changes aren't enough.
no dude, the question
woowoo
Profile Joined May 2010
France164 Posts
Last Edited: 2010-09-06 12:05:58
September 06 2010 11:56 GMT
#83
I'd like to see this: creep tumors provide invisibility to small ground units in a small area around them as long as those units aren't moving/attacking.

The creep tumor could be upgraded at the hatchery to provide an active spell with cooldown, I would call this ... Dark Swarm ... but you couldn't use it anywhere, only on the creep tumor.

You build a spawning pool, a queen and upgrade tumors and you get an early defensive ability, you get the choice to either extend creep or stay hidden.

Against reapers, put this upgraded creep tumor inside mineral line, drones are safe.
wooooo
Competent
Profile Joined April 2010
United States406 Posts
September 06 2010 12:07 GMT
#84
On September 06 2010 07:21 Intropy wrote:
Just by itself moving overlord speed to Hatchery instead of Lair would solve SOOOO many of Zerg's problems.

The other two would be welcome though in order to add some more options for early Zerg other than macroing and defending in order to tech to viable upgrades at lair.



I know right then we wouldn't have to sac 100 mineral OL to see the enemy base compared to 270 that a terran has to sac.
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
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
September 06 2010 12:09 GMT
#85
On September 06 2010 21:07 Competent wrote:
Show nested quote +
On September 06 2010 07:21 Intropy wrote:
Just by itself moving overlord speed to Hatchery instead of Lair would solve SOOOO many of Zerg's problems.

The other two would be welcome though in order to add some more options for early Zerg other than macroing and defending in order to tech to viable upgrades at lair.



I know right then we wouldn't have to sac 100 mineral OL to see the enemy base compared to 270 that a terran has to sac.


Terran doesn't lose resources if they scan. That's a common mistake that is so wrong it's scary.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 06 2010 12:33 GMT
#86
On September 06 2010 12:00 Half wrote:
lol.

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



Don't be ridiculous. Blizzard's balancing has been nothing but laughable. The fact they've moved basically every zerg upgrade into tier 2 is the very reason zerg has such difficulty in the early game. Its a direct correlation, a no brainer. Also laughable is the fact blizzard has repeatedly removed, readded, or completely nerfed zerg abilities and units shows they have no idea how to properly balance the race in SC2. Compared to those of terran in which we only see cost and timing decreases, not increases.
starleague forever
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 06 2010 12:35 GMT
#87
On September 06 2010 21:07 Competent wrote:
Show nested quote +
On September 06 2010 07:21 Intropy wrote:
Just by itself moving overlord speed to Hatchery instead of Lair would solve SOOOO many of Zerg's problems.

The other two would be welcome though in order to add some more options for early Zerg other than macroing and defending in order to tech to viable upgrades at lair.



I know right then we wouldn't have to sac 100 mineral OL to see the enemy base compared to 270 that a terran has to sac.


1) scan can't be denied
2) T can scout constantly with reaprs
3) T can scout constantly with floating buildings


https://soundcloud.com/thesamplethief
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