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IdrA Speaks On: Patch 1.1 - Page 19

Forum Index > SC2 General
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Severedevil
Profile Blog Joined April 2009
United States4839 Posts
September 24 2010 19:01 GMT
#361
If I had to balance Zerg, I would let extractors mine 5 gas per load instead of 4. I think the investment required to build sufficient gas units is really cockblocking them.
My strategy is to fork people.
virusGoatfish
Profile Joined September 2010
United States2 Posts
September 24 2010 19:02 GMT
#362
I love IdrA but I wish he would stop complaining.
QuanticHawk
Profile Blog Joined May 2007
United States32130 Posts
September 24 2010 19:06 GMT
#363
On September 25 2010 02:52 Damaskinos wrote:
Show nested quote +
On September 25 2010 02:05 Hawk wrote:
I was expecting the famous Idra rage, but actually got good insight. He pretty much nailed what the patch will effect, though didn't offer much about how to fix any of the issues. The only thing he really touched on in that dept. was scouting with zerg, but didn't really say what to do.

On September 24 2010 23:58 awesomoecalypse wrote:
...
2.) Buff Overlord speed - Overlords are slow as hell, and even after the speed upgrade are still slower than medivacs. This makes them ineffective, both as scouts, and as dropships. If Overlords were faster--say, as fast unupgraded as they currently are with the speed upgrade, and faster than medivacs if they did get the upgrade--it would vastly improve both scouting and mobility. Early game scouting wouldn't necessarily requiring sacrificing an Overlord, as they would be fast enough to get in and get out before being shot down by a single marine. And late game scouting, while it would likely require sacricicing an Overlord, at least that Overlord would be fast enough to get deep into the base to see valuable information.

Zerg is reactive race. Thats fine, except they need the ability to get that information in order to react. Buffing Overlord speed would fix that.
...


I actually really, really like these buffs. Very minor, but solves a lot of issues with minimal consequences.


I am not quite sure if 20 fast 0-supply-drophships are actualy a good idea.
Maybe this is better: Make Overlords faster, remove the transport ability and give it to Overseers, increese the supply-cost of Overseers to 1, increase contaminate cost to 100 Energy.

On IdrA's post:
As some posters allready said, it would have been better, if he had proposed more concrete changes. I guess it's well known, that there is something wrong with Zerg in the early game. And I believe that this is not siege tanks... Maybe something like the change to Overlords above?

My 5 cent.


Yeah, all things should be considered there.

I also see I clipped half of the other buffs... bleh.
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
SpiDaH
Profile Joined March 2010
France198 Posts
September 24 2010 19:08 GMT
#364
On September 25 2010 03:56 vectorix108 wrote:
Terran is still a bit strong at the moment, but I think think this patch is on it's way to truly balancing SCII


Well one thing is for sure, if you're gonna patch the whole thing to get it perfectly balanced (or as close as you can get) then addressing small issues like the ones of this patch is totally a start. On a side note, me playing zerg, I still feel like not much has changed. Also, since the zvt changes are for early game (aside from the tanks but I don't feel the difference since I never go hydra) I guess that we do not need more than one week to really see how things have or have not changed.

I try to be positive about this, patching shows that blizzard wants to get it right. Their map changes on desert oasis show that will as well, they would have never touched the map if they didn't care. It's going to take some time and patience, but I'm sure it will get better on the long run. For the time being, ill try not to rage too much when I go on a loose streak in ladder and can't reach 1kdiamond because I end up playing 6t's in a row :p
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-09-24 19:16:29
September 24 2010 19:15 GMT
#365
A way to adress Zerg lategame could be related with their total supply. 200/200 Zerg is the inferior. Even though zerg can replenish units quickly, i find it insuficient. Besides, units need to be low supply if we are to expect them to be a swarm. The zergling is probably the only unit that fits the Zerg swarmish feel with their 0.5 supply per unit. Either that or increase Zerg's supply to 225 or so.
Kao
Profile Joined July 2010
24 Posts
Last Edited: 2010-09-24 19:18:14
September 24 2010 19:15 GMT
#366
think about it... how u can give Stimpack + Slow + dropship + healer + Anti Air with only 3 units...
EnderCN
Profile Joined May 2010
United States499 Posts
September 24 2010 19:23 GMT
#367
On September 25 2010 04:01 Severedevil wrote:
If I had to balance Zerg, I would let extractors mine 5 gas per load instead of 4. I think the investment required to build sufficient gas units is really cockblocking them.



I disagree with this very strongly. Zerg are so heavy on gas because roach+hydra isn't viable and would be a much more reasonable gas combination of units.

Zerg does not have heavier gas usage than other races, just they have holes in the usefulness of their lower gas units.
theriv
Profile Joined August 2010
United States149 Posts
September 24 2010 19:27 GMT
#368
i remember watching a report from blizz that zerg was op :/

i wish i could remember how.
YueY.
Profile Joined July 2007
United States18 Posts
September 24 2010 19:35 GMT
#369
I was a zerg player in bw and I feel that zerg is almost exactly the same way in sc2 than it is in bw. I mean he is complaining about zerg being hard countered by a lot of things when you go early hatch at your natural, well it was the same way in bw..you could get cheesed or all inned 50 different ways vs p or t, it all comes down to your drone count really, knowing when to make drones at X time and when to make lings or a spine crawler early on. I mean yeah its really annoying because if you don't scout it fast enough or at all you just have to guess which is retarded, but when you play enough and learn the game more you then have to guess less and more doors are closed as to what he is doing and you can narrow it down pretty quickly. I don't really know the mid game at all zvt because I don't play z in sc2 ,but that is just my thought for the early game zvt.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
September 24 2010 19:52 GMT
#370
I think Hydra ought to be a base unit as opposed to a support unit, which would give Zerg more strategic options. Give Hydra a researchable speed upgrade that is decent off creep, increase their HP, and decrease their DPS enough to not be OP. This, as well as a base and upgraded overlord speed increase would really make zerg a lot more stable I think. Just my 2 cents.
Graven
Profile Joined June 2010
United States314 Posts
September 24 2010 20:07 GMT
#371
In response to the Reaper nerf: "All other terran aggression, hellions, hellion drops, banshees, bio allins, tank allins, thor allins, remains mostly untouched. The balance problems in early game ZvT come down to the fact that terran is simply stronger and much more diverse early on, zerg has to rely on hard counters to have any chance to survive, but cant scout in time to implement them. Blizzard, by nerfing the reaper, only addresses one of the many builds terrans can do instead of the underlying problem and as long as they approach it like this the matchup will remain imbalanced." - IdrA

Zerg players have been saying this for over a month...it's so painfully obvious that I'm tired of even talking about it. Blizzard needs to address the issue asap or things are going to keep getting worse. The matchup, at high levels, is so disheartening right now.
BluRa
Profile Joined August 2010
United States29 Posts
September 24 2010 20:10 GMT
#372
On September 25 2010 04:35 YueY. wrote:
I was a zerg player in bw and I feel that zerg is almost exactly the same way in sc2 than it is in bw. I mean he is complaining about zerg being hard countered by a lot of things when you go early hatch at your natural, well it was the same way in bw..you could get cheesed or all inned 50 different ways vs p or t, it all comes down to your drone count really, knowing when to make drones at X time and when to make lings or a spine crawler early on. I mean yeah its really annoying because if you don't scout it fast enough or at all you just have to guess which is retarded, but when you play enough and learn the game more you then have to guess less and more doors are closed as to what he is doing and you can narrow it down pretty quickly. I don't really know the mid game at all zvt because I don't play z in sc2 ,but that is just my thought for the early game zvt.

I disagree that they are the same, but even if they were the same thats the problem, terran and protoss got better, but zerg stayed the same.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 24 2010 20:13 GMT
#373
On September 25 2010 04:02 virusGoatfish wrote:
I love IdrA but I wish he would stop complaining.


You made an account just to post this?

Idra's right, of course. His main point is that Blizzard is responding to things that happened weeks ago, when builds are dynamic on even the hour time scale. And the changes that were made are largely irrelevant; Hydras are still awful ZvT, Terran hard counters are too hard, Tanks are still really good, and TvP is still made of lols. He's not complaining so much as putting Blizzard's nose in their own poop.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 24 2010 20:14 GMT
#374
On September 25 2010 04:02 virusGoatfish wrote:
I love IdrA but I wish he would stop complaining.


A lot of other pro Zerg are complaining as well.
Bommes
Profile Joined June 2010
Germany1226 Posts
September 24 2010 20:17 GMT
#375
On September 25 2010 04:15 Apolo wrote:
A way to adress Zerg lategame could be related with their total supply. 200/200 Zerg is the inferior. Even though zerg can replenish units quickly, i find it insuficient. Besides, units need to be low supply if we are to expect them to be a swarm. The zergling is probably the only unit that fits the Zerg swarmish feel with their 0.5 supply per unit. Either that or increase Zerg's supply to 225 or so.


Ultralisks are ridiculously strong and nydus is way underused in zerg lategame once it goes to 200/200 armies. I think Zerg is by far the best race lategame atm, it just doesn't matter because Zergs have a really hard time to transition into lategame without dying before. There have to come 1 or 2 more patches for sure, I think Banshees have to be weakened, maybe Marauders, who knows. But if Zerg lategame is the issue for you, then it's your fault or you went into lategame with big disadvantages, but zerg units at 200/200 compared to terran and protoss 200/200 are fine from my point of view.
stk01001
Profile Joined September 2007
United States786 Posts
Last Edited: 2010-09-24 20:22:55
September 24 2010 20:22 GMT
#376
On September 25 2010 04:02 virusGoatfish wrote:
I love IdrA but I wish he would stop complaining.


yea your right.. he should just sit back and happily continue to play the game he makes a living off of with a race that's without question currently imbalanced..


seriously.. his "complaints" are totally legitimite views on the current state of the game.. I mean do you have ANY idea what's going on? Do you realize that like 75-80% of all the top zerg players are complaining just as much if not more?? What a terrible first post..
a.k.a reLapSe ---
Flannman
Profile Joined September 2010
United States17 Posts
September 24 2010 20:29 GMT
#377
I feel like the biggest problem so far with Zerg, which has been mentioned multiple times, is the ability to scout in the early game. I am a Zerg player and that has been the most difficult thing to do in the early game until I am finally able to get my lair and overlord speed (which is much too late). It is the most reasons why I lose.

So right now in the early game there are only one option to scout, and that is to put your lings in the front of the choke at the enemy's base, moving in and out to see what their army composition is. For Terran it is easier to see what they are going because most of the time they will have their barracks/factories out in front. But this way you will be unable to gain any information about air units. Are they going banshees/vikings? I don't know because I can't see it. You can't use your slow ass overlords in the beginning because they WILL get killed before you will be able to scout any information at all (yet alone them taking several minutes just to arrive at the enemy's base.

Same thing happens against Protoss, though it is worse because they can go pretty much any build and you will not be able to see it...only those couple zealots blocking the choke point. And again...sacrificing slow overlords is dumb because you won't be able to see anything.

It is just guessing in the dark sucks...and most of the time you can only figure out their builds when their units are at your doorstep. I read some suggestions and I like to have them get implemented...regardless of which ones they are it just needs to let Zerg get fast overlords much quicker. I think getting rid of the lair tech prerequisite for the overlord speed and having only the spawning pool become the prerequisite, decreasing the value to either 50/50 or 75/75 (since it will be available that early in the game I think the cost should decrease a bit), and/or increasing the base speed of the overlord.

These are just some ideas but most of them have already been exposed. I just wanted to reiterate.
Flannman
Profile Joined September 2010
United States17 Posts
September 24 2010 20:31 GMT
#378
I think once Zerg has the ability to scout more freely like the other races then we can start focusing on other play, but I feel that is the first thing that needs to get reworked immediately.
Vz0
Profile Joined August 2010
Canada378 Posts
September 24 2010 20:33 GMT
#379
On September 25 2010 00:27 stk01001 wrote:
Show nested quote +
On September 25 2010 00:08 LeCastor wrote:
I don't see how blizzard can fix the zerg at high level, without make it overpowered in lower levels.

When you play in low leagues, terran players don't ever do helions harras, or go destroying your expands with 2 medivacs. So il will be hard time for them if zerg get meaningly buffed.



hate to say it but game balance can only truly be tested and defined at the highest levels of play.. it sucks for lower level players, but they just need to deal with it and improve their game..

high level play should not be sacrificed to help out the bronze/silver league players..
and you forget yes lower level terrans don't helion or dropship harass... but lower level zergs are not nearly as good at macro and expanding so it tends to even out anyway..

A game can never be completely balanced simply because humans can never play at 100% perfection. So I really don't care if the game is imbalanced at bronze or silver. Thats a fact of life. Nothings perfect. But for those that take this game seriously, I hope they get a slight bias in treatment (balance) for their dedication.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
September 24 2010 20:34 GMT
#380
People have to stop saying "if you don't like zerg switch races until they fix it"


This is not the answer we're looking for.
twitch.tv/lambnrice @LambNRice
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