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I made this account just to make this post, i lurked here along time...
I'm a zerg player on sc2 since early beta, and I have now stopped playing. I have 2 acc, diamond zerg and platinum protoss. I wanted to say that first so no one had to ask ofc zerg is my stronger race..
the reason I am not playing right now is because of all the reasons the guys here talk about. It is too hard to win games with zerg. Most terran players are dumb and predictable and it feels like the only way you can win is lucky scouting or playing on the guy making a fuckup.... I have a pretty high APM but ofc, that doesnt always matter but is the only other reason i think i win most of my actual win games which is just fucked up. I say I probably win 40% of my games or less.
anyway, i wondered if anyone had thought about some ideas i had:
- drop ships require a significant amount of energy to actually make pickups/drops. (I dont have much problem vs drop ships myself, but i know others think they are a little OP..) - Increase standard overlord speed by enough to escape marines (probably would make them OP but I donno for sure? since terran has so many opening it is vital to scout and almost impossible. and no way in hell for 99% of games can I afford the price of fast overlords until mid-late game unless the opponent is shit) - make creep spread hatch tech.. creep tumour is to fucking slow and need more lava if the reapers are coming.. - hydralisks are crap. Cost less or give more strength. In 200 games I have not used hydra more than %10.... - roach health decrease, and build time/supply count back to how it was in beta. I think it will help a lot early game.... - give zerg better options for scouting. This is most important and almost the only way to win vs good terran players right now.. maybe faster overlords? I dunno..
sry for my terible english. I may return when the future patches fix the problems, but not right now. Back to other games for a while ^_^ but would be nice to see what others thought. one last thing to edit into the post - what the fuck is wrong with the zerglings when attacking a unit which is being repaired. If you attack a unit attending another unit it should make the AI attack the repairing units the same priority in the ai code. Instead, the zerglings run around like idiots..? seems odd to me.
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On September 27 2010 09:47 starcraft911 wrote:Kinda funny that despite zerg being underpowered he keeps winning in glorious fashion. Show nested quote + New to the scene are we?
Day9 is a pro BW player. He's an A/A+ player on ICCUP.
I thought it was pretty funny when I was watching one of the GSL games and tasteless referred to himself and artosis as pro gamers. The meaning of a "pro" gamer certainly has fallen hard. By his deffinition I and everyone I custom would be on that level. In my mind pros for BW were the koreans who regularly competed i.e. osl/msl. "pro gamer" is becoming one of those terms that has lost its meaning like metagame.
i agree although i feel as long as you are sponsored to play at a high end level for money you are pro regardless of how skille dyou are compared to other pros. so because tasteless and artosis are on sponsored teams that play in league to get money i'd consider them pros because pro means professional and they play at a professional level so thats just my opinion on it.
Day9 however awesome would not be a pro in my opinion simply because of the fact that he isn't sponsored to play from what i know anyways.
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i think a pro gamer is anyone who makes their money from playing games.
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On September 27 2010 08:37 Gackt_ wrote:Show nested quote +On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying.
1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11
Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens.
Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker
So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal.
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On September 27 2010 10:40 malaan wrote: I say I probably win 40% of my games or less. You can look yourself up on SC2Ranks and see your W/L.
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Zerg has issues yes, but this unit comparison B.S. is getting old. This is how it was in BW and things were fine, people need to stop picking at straws for reasons why they can't win with Zerg. Honestly, in most cases, it's you'r own fault and alot of the things posted here are so far off it's sickening. This is why Blizzard is taking so long because of the validity of the community is 0, stuff is thrown around left and right that is absurd. I play Zerg so that whole argument against what I am saying is invalid, seriously if you are leaving a game because you think things are THAT bad, no one will miss you or feel sorry for you. It's not THAT bad and never was unless were talking high level play and even then it isnt what it's made to seem by some people.
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On September 27 2010 13:10 Chronicle wrote:Show nested quote +On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal. What? Lol? That's horribly skewed. Templars are definitely a combat unit. Psi storm > attack. Infestor was already included in the original 9.
And why do you get to randomly discount the mothership?
On September 27 2010 13:16 ckw wrote: This is how it was in BW and things were fine Reading this statement makes me think you never played BW.
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On September 27 2010 09:47 starcraft911 wrote:Kinda funny that despite zerg being underpowered he keeps winning in glorious fashion. Show nested quote + New to the scene are we?
Day9 is a pro BW player. He's an A/A+ player on ICCUP.
I thought it was pretty funny when I was watching one of the GSL games and tasteless referred to himself and artosis as pro gamers. The meaning of a "pro" gamer certainly has fallen hard. By his deffinition I and everyone I custom would be on that level. In my mind pros for BW were the koreans who regularly competed i.e. osl/msl. "pro gamer" is becoming one of those terms that has lost its meaning like metagame.
Artosis was in the GSL RO64. That's about as progamer as you can get in SC2
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On September 27 2010 13:22 Tsagacity wrote:Show nested quote +On September 27 2010 13:10 Chronicle wrote:On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal. What? Lol? That's horribly skewed. Templars are definitely a combat unit. Psi storm > attack. Infestor was already included in the original 9. And why do you get to randomly discount the mothership? Show nested quote +On September 27 2010 13:16 ckw wrote: This is how it was in BW and things were fine Reading this statement makes me think you never played BW. His point is probably that the Mothership is so impractical that basing comparisons around it is pointless.
I don't know if I agree entirely, but it's certainly not a standard unit that impacts gameplay to a large degree.
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I'd say that the easiest way to start approaching a fix to this mess is to simply reverse what creep does. Right now it forces zerg to play defensive because instead of giving them a defensive advantage it really gives them an offensive disadvantage (compared to BW obvs). To fix this, simply have zerg units move at the same speed everywhere, and have P/T units move more slowly on creep. This kind of "everything balanced at a baseline, if something needs tweaking we dont mess with the baseline we deal with specific cases" is why BW has remained more balanced. Trying to add lots of little things here and there is a whole lot harder than getting everything right in some arbitrary space and then subtracting away when there is a problem.
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On September 27 2010 13:22 Tsagacity wrote:Show nested quote +On September 27 2010 13:10 Chronicle wrote:On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal. What? Lol? That's horribly skewed. Templars are definitely a combat unit. Psi storm > attack. Infestor was already included in the original 9. And why do you get to randomly discount the mothership? Show nested quote +On September 27 2010 13:16 ckw wrote: This is how it was in BW and things were fine Reading this statement makes me think you never played BW.
L2 Read. Without Tech HT cannot attack so you can't count psi storm. They are not a combat unit in this game or any other, they are a support unit. Infestors are not counted twice, but you cannot not count Infested Terrans or Queens. You can discount the mothership because it is a 1 off high tech super unit that does hardly anything.
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On September 27 2010 14:34 Hyperion2010 wrote: I'd say that the easiest way to start approaching a fix to this mess is to simply reverse what creep does. Right now it forces zerg to play defensive because instead of giving them a defensive advantage it really gives them an offensive disadvantage (compared to BW obvs). To fix this, simply have zerg units move at the same speed everywhere, and have P/T units move more slowly on creep. This kind of "everything balanced at a baseline, if something needs tweaking we dont mess with the baseline we deal with specific cases" is why BW has remained more balanced. Trying to add lots of little things here and there is a whole lot harder than getting everything right in some arbitrary space and then subtracting away when there is a problem.
That's actually a very good suggestion. Hmm, nice.
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On September 27 2010 13:10 Chronicle wrote:Show nested quote +On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal.
this post was just ridiculous. you remove high templar from the protoss list, but you don't remove infestors from the zerg list? And counting infested terrans... wow are you kidding me. OK, well lets include auto turret for Terran then. Seems fair to me.
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On September 27 2010 16:13 Subversion wrote:Show nested quote +On September 27 2010 13:10 Chronicle wrote:On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal. this post was just ridiculous. you remove high templar from the protoss list, but you don't remove infestors from the zerg list? And counting infested terrans... wow are you kidding me. OK, well lets include auto turret for Terran then. Seems fair to me.
and Hunter seaker missile. Yeah that was kind of a weird post lol "high templar don't count, mothership dont' count, Infestors count, queens count, Infested terrans count" lol thats just kinda funny.
But I wouldn't go saying the amount of units is why some players struggle .
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We all know zerg strats havent envolved as fast at for the easy terran strats and protoss. They may be a bit underpowered but they will just be so fucking op directly when a patch boost them. With the right tactics zerg aint that bad. Infestors counter Bio, roaches reapers and roaches is fucking op because of the really good hp/damage with the very fast making time.
Im actually loosing alot of TvZ battles right now.
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On September 24 2010 04:15 kickinhead wrote:Show nested quote +On September 24 2010 04:10 Lefnui wrote:On September 24 2010 04:09 kickinhead wrote:On September 24 2010 04:06 Endorsed wrote:On September 24 2010 04:05 Toxigen wrote:On September 24 2010 02:25 Odds wrote: I really don't understand Blizzard's intense fear of somehow making Zerg 'too strong'. Is it somehow worse than having either of the other races far too strong- as is currently the case with Terran? This isn't what Blizzard fears. Blizzard fears that they'll make a race "underpowered" in every patch cycle. Let's say that they come out with a huge balance patch in 1.2. This patch, for the sake of argument, magically fixes all Zerg's issues with Terran with a roach buff. But since Zerg doesn't have the same sorts of issues with Protoss as they do with Terran, let's say that Zerg is slightly overtuned now against Protoss in the early/midgame. So, Blizzard makes a couple minor changes to Protoss in 1.3 to give Protoss parity with Zerg by making immortals easier to get in larger numbers earlier to fight off the "improved" 1.2 roaches. But now, immortals are too easy to get and COMPLETELY nullify marauder pushes. Overly effective 1.3 zealot/immortal timing pushes now become standard PvT and Terran is now UP v Protoss even though they've finally become balanced against Zerg in 1.2 ... and around and around it goes. Indeed, people need to realize how FUCKING HARD it is to balance a RTS. There's a reason only Blizzard has succeeded at delivering good RTS games. In BW it was Luck and WC3 is neither balanced nor good..... Clearly you know nothing about WC3. Played thousands of games but what do I know... Played UD - why do I have such bad luck with races?
I register just to response to your thread. First of all I think most of the warcraft 3 players will tell you that warcraft 3 is a good game. It is actually, except in only one match up, ud vs orc. The reason why ud is not seen as often in professional tournaments is that their advances are always stopped cold by orc, not because ud vs hu or ud vs elf is super imbalance. If you lose all your games to things other than orc, then it is pretty much your fault. By the way, bm is not the reason why orc vs ud is imbalance. It is actually the unit combination completely counters ud as orc vs ud has been imba since the farseer era.
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On September 27 2010 13:10 Chronicle wrote:Show nested quote +On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal.
u gotta be shitting me man? The HT is something u compare with the Infestor, it has abilities. It's not like the infested marine is a unit that lasts forever, its an ability that makes an temporary unit. The unit isnt permanent, which means it's not an actual "unit".
The point you made about the HT is just silly. It's a unit you use while attacking, even though it cant "auto-attack", you gottapress a button. The damage it makes is sick, and it definitley something u gotta compare with the Infestor. Otherwise I could say that "no the infestor doesnt count cuz it cant attack except if I click on a button". That would sound stupid. -.-
I know what you mean about the mothership, but it is actually an unit, it might be a unit to compare with the Queen. The queen is never used in 98% of the games while Attacking a base. On the other hand a Mothership could be used while attacking, but it is not used as much ingame, but the fact is still there that the unit can be used and attack.
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On September 27 2010 14:34 Hyperion2010 wrote: I'd say that the easiest way to start approaching a fix to this mess is to simply reverse what creep does. Right now it forces zerg to play defensive because instead of giving them a defensive advantage it really gives them an offensive disadvantage (compared to BW obvs). To fix this, simply have zerg units move at the same speed everywhere, and have P/T units move more slowly on creep. This kind of "everything balanced at a baseline, if something needs tweaking we dont mess with the baseline we deal with specific cases" is why BW has remained more balanced. Trying to add lots of little things here and there is a whole lot harder than getting everything right in some arbitrary space and then subtracting away when there is a problem. This sounds like a great suggestion. As it stands, creep spreading is a necessity and without it you're seriously disadvantaged. With your suggestion it becomes advantageous to spread creep, but not necessarily game breaking if you don't.
It's too logical. Blizzard won't do it.
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On September 27 2010 13:10 Chronicle wrote:Show nested quote +On September 27 2010 08:37 Gackt_ wrote:On September 27 2010 06:11 aztrorisk wrote: I think they should give zerg a new unit. I actually agree with this. Cuz Zerg got only 9 units that can be used while attacking and do damage (I dont count queen obviously..) Zergling, Baneling, Roach, Hydra, Infestor, Mutalisk, Corrupt, Broodlord, Ultras (yeah Im counting the useless and slow Hydra...even though it cant move outside the creep...) Terran is sitting with 11 units that can attack. Marine, Marauder, Ghost, Reaper, Hellion, Banshee, Viking, Battlecruiser, Tanks, Thor, Raven Protoss got 12 units that can be used while attacking. Zealot, Stalker, Sentry, Immortal, Collosus, Dark Templar, High Templar, Archon, Voidray, Phoenix, Carrier, Mothership. This is one of the major reasons why Zerg cant do shit early game, they dont have enough units/options, it's a fact. This suprises me still..I dont think people realize what 1-2 units extra could've done for the Zerg.. edit: notice how flexible the terran and protoss units are aswell compared to the zerg..the other races can get away from a battle easier than zerg..just saying. 1 - High Templar cannot attack, that brings it down to 11 units for protoss 2 - Mothership hardly counts, that brings it down to 10 3 - Queens are a staple zerg unit, that brings them up to 10. 5 - Infestors can pop Infested Terrans, that brings them up to 11 Also zerg is alot more flexable than protoss as they can spawn a mass of new tech near instantly provided they got the larvae. Also zerg have the same earlygame options the other races have, technically they have more because of Queens. Z T1 = ling / Roach / Bane T T1 = Marine / Mara / Reaper P T1 = Zealot / Sentry / Stalker So what are you smoking? Zerg do not need anything new and neither does Protoss for that matter, they just need it so what they have is as useful as a Terrans arsenal.
LOL, you can't even count to 5 dude how can you count units up to 11?
Edit: I've been all for it since beta, I really want to see the creep mechanic changed/removed. Zerg needs to play more like it did in BW.
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I just play straight to infestors now. Infestor pit pops out faster than spire, and if you research burrow when you land the pit you get burrow when your first infestor pops (around 8:30).
Timing is key, you can get more harras out of infestors, and they break turtles like a hot knife if you reach critical mass.
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