|
On March 20 2011 14:49 jere wrote: You mean you cant 1A your Zergling Hydra or speed Roach Hydra army. Since units move at different speeds. Kinda like Protoss can not 1A Zealot Stalker, the Stalkers get there too fast and are killed, then the Zealots show up and die. Every Protoss knows that the Zealots need some room infront to move with the Stalker.
It's not just not being able to 1-A (which no good Zerg does anyway, you really need to flank to get good results), it's the fact that Hydras cannot retreat or chase down enemies off-creep. And spreading creep isn't enough of a solution, considering how easily it can be razed.
Fun fact Roach is also 2.25 without speed.
|
I want to say that I deeply regret hydra not being as useful as it could be because the things that changed from sc1 to 2 about this unit were very interesting IMO.
The fact that it became a very creep dependant unit was a very good idea, there had to be more of these than just the queens. Obviously the queen is a defense/macro unit wich make the hydra the only attack unit that absolutely needs a very good creep spread to be fully efficient. That allows zerg to choose between muta/ling wich doesn't require creep and allows harass and map control, or a strong force of deadly hydras that forces them to spread creep throughout the game. that was a great gameplay idea ! I wish they actually developped more that aspect of the hydras, making them even faster on creep and even slower off.
Making hydras a armor piercing unit make them very interesting to use, very "context sensitive" too, so satisfying to see them shred armored units that seemed impossible to get rid of with other units.
But one thing we can agree on is the fact that they cost too much. I would accept having them nerfed in hp if they could a least be cheaper, as it is the zerg's trademark to be cheap and fragile. It is also not fair that they are only useful vs protoss and zergs. I personally don't like zvp and zvz because I love using ling/bling/muta and it is only good vs terran. If the hydras where more fun to use (faster on creep) I would enjoy those matchups a lot more. Hydras don't "feel" like slow units, they are cool aerodynamic alien/snakes after all !
Hydras are the symbol of starcraft for me, don't let them die Blizzard !
|
Things to help make Hydras viable again without breaking the game: -Decrease gas cost by 25 Either -Speed upgrade to 3 on/off creep OR -Default range 7, upgrade to 9. Puts them in line with Collossi while not being overly powerful. Prob be a Hive tech upgrade at 200/150.
|
On March 21 2011 00:24 the9thdude wrote: Things to help make Hydras viable again without breaking the game: -Decrease gas cost by 25 Either -Speed upgrade to 3 on/off creep OR -Default range 7, upgrade to 9. Puts them in line with Collossi while not being overly powerful. Prob be a Hive tech upgrade at 200/150.
You kidding me? Max range of 7 would be HUGE buff to hydra and you say 9 xD It would completely break the game.
|
-Default range 7, upgrade to 9. Puts them in line with Collossi while not being overly powerful. Prob be a Hive tech upgrade at 200/150.
Wow, I'm glad Blizzard is the one doing the balancing. I'm a Zerg player but that is such a ridiculous suggestion, this would completely break the game.
|
On March 21 2011 00:26 Alpina wrote:Show nested quote +On March 21 2011 00:24 the9thdude wrote: Things to help make Hydras viable again without breaking the game: -Decrease gas cost by 25 Either -Speed upgrade to 3 on/off creep OR -Default range 7, upgrade to 9. Puts them in line with Collossi while not being overly powerful. Prob be a Hive tech upgrade at 200/150. You kidding me? Max range of 7 would be HUGE buff to hydra and you say 9 xD It would completely break the game.
No it wouldn't, although 9 is a bit ridiculous, I'd say 6+2 but a minimum of 6+1. Hydras would still be slow and easy to chase down with Terran or Toss core units, tanks would still shred them apart, HTs would still shred them, Collosus would still shred them, FFs would be slightly nerfed, and it would fit their glass-cannon theme.
A unit with weak defense and low HP, as a matter of intuitive design, MUST have either: long range, incredible burst-damage (picture snipe for the ghost or DT's attack), or increased speed (I personally lean towards speed over range or damage being the most important). I don't know of a single combat unit in any game that has weak defense, low hp, slow movement speed, and low to average range, that can actually be used with success. I'm interested to know if there are any, but every time I put the question to people who claim the hydralisk is fine, no one takes me up on the challenge.
|
On March 19 2011 20:59 Subversion wrote:Show nested quote +On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. Sigh when people make this argument I just facepalm. The units you're talking about, which make up the core army, like zealots and marines and marauders, have UPGRADES TO MAKE THEM FASTER. That is what we want for a Hydra - a speed upgrade. We don't just want speed for free. We want what every other races core units have available to them. You can't count spellcasters and siege units like tanks and colossi, thats just silly. Isnt that upgrade called "creep"? I just facepalm when people want everything without paying for it. Terran bio have to pay with health (and a click to activate from the player and some more control for Medivacs) and Protoss have their blink-micro. Why is it too much to ask the Zerg to position some creep spewing Overlords or plant creep tumors in time?
None of the speed upgrades for the other two races are "permanent" ... so the "creep speed upgrade" should be good enough and a permanent speed upgrade would be too good.
|
On March 21 2011 00:45 Rabiator wrote:Show nested quote +On March 19 2011 20:59 Subversion wrote:On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. Sigh when people make this argument I just facepalm. The units you're talking about, which make up the core army, like zealots and marines and marauders, have UPGRADES TO MAKE THEM FASTER. That is what we want for a Hydra - a speed upgrade. We don't just want speed for free. We want what every other races core units have available to them. You can't count spellcasters and siege units like tanks and colossi, thats just silly. Isnt that upgrade called "creep"? I just facepalm when people want everything without paying for it. Terran bio have to pay with health (and a click to activate from the player and some more control for Medivacs) and Protoss have their blink-micro. Why is it too much to ask the Zerg to position some creep spewing Overlords or plant creep tumors in time?
No, that upgrade is not called creep. Zerg can't cancel out 10 minutes worth of your upgrades with a single overseer in 10 seconds or less. Toss and Terran can cancel out an entire game's worth of creep with a single scan, raven, or observer.
If you'd bother to read the thread and not decide to troll it up herpaderp style. You would have already seen the creep argument dealt with multiple times.
The Hydra needs an upgrade that increases it's speed off-creep, and it's light status should be removed in place of the hydra simply being "biological". That's the best and most intuitive choice that can be made to increase its usefulness.
|
if the queen receives an upgrade in T2, that bring her more dps/range and allows queen spawning from larvas then the hydra can be removed of the game.
|
On March 19 2011 18:19 Alzadar wrote:Show nested quote +On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast.
right but some of those units don't reqiure speed to be effective or have other movement ablities
Hydra off-creep: 2.25 Zealot: 2.25 has a speed upgrade Sentry: 2.25 have force field to engage or run away Marine: 2.25 has stim Marauder: 2.25 has stim Colossus: 2.25 can walk over cliffs Immortal: 2.25 Siege Tank: 2.25 has seige Void Ray: 2.25 can fly Ghost: 2.25 can be invs
how about giving hydras moving while burrowed
|
In this post I tried analyzing unit roles in relation to their tactical roles. The problem is that the Hydralisk is a damage dealer, but offers very little of anything else for the Zerg army, which is based on mobility, harassment and punishing the other army for mistakes. They work well with Roaches, but unfortunately, Roach/Hydra just dies to higher tech Protoss and to Terran in general.
Generally speaking, as a (relatively) slow unit, they need to be good at territorial control or breaking defenses. They are bad at both, hence Infestors are a much more efficient way (both for price and per supply) for Zerg to bolster their armies.
|
If burrow animation length was decreased, hydras could be used for ambushes. It should be nearly instant.
|
On March 20 2011 23:45 Elevencyan wrote: The fact that it became a very creep dependant unit was a very good idea, there had to be more of these than just the queens. Obviously the queen is a defense/macro unit wich make the hydra the only attack unit that absolutely needs a very good creep spread to be fully efficient. That allows zerg to choose between muta/ling wich doesn't require creep and allows harass and map control, or a strong force of deadly hydras that forces them to spread creep throughout the game. that was a great gameplay idea ! I wish they actually developped more that aspect of the hydras, making them even faster on creep and even slower off.
You cant possibly be serious. it was the dumbest idea ever, do you realise what it does exactly? It makes zerg as immobile as terran mech. you can only advance as fast as your creep does. Zerg units are not built to play like that, by the time they reach thier opponents base its gonna be well defended. What then? A-move into a much more effective army?
This creep mechanic is the worst thing that happened to zerg in SC2.
|
On March 21 2011 04:04 Zeroes wrote:Show nested quote +On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. right but some of those units don't reqiure speed to be effective or have other movement ablities Hydra off-creep: 2.25 Zealot: 2.25 has a speed upgrade abilitySentry: 2.25 have force field to engage or run away abilityMarine: 2.25 has stim abilityMarauder: 2.25 has stim abilityColossus: 2.25 can walk over cliffs passive abilityImmortal: 2.25 Siege Tank: 2.25 has seige abilityVoid Ray: 2.25 can fly air unitGhost: 2.25 can be invs abilityhow about giving hydras moving while burrowed
As I said pages previously, what the Hydra needs is not anything done to it's stats, but an ability which can be used to enhance it's movement, offence or defence. Since it's meant to be a glass cannon, it would be best to buff their movement and/or offence, what exactly with though I wouldn't be sure.
Burrowed movement doesn't really seem to fit their style, but I think something that can be used for movement would be good. Can't think of anything specifically suited for it. Was thinking of an ability with cooldown called "backstep" which is like a backwards charge, but it's very specific for retreat whereas other ranged units (marines, stalkers, etc) get an ability useful for advancing and retreating.
|
On March 21 2011 13:01 bittman wrote:Show nested quote +On March 21 2011 04:04 Zeroes wrote:On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. right but some of those units don't reqiure speed to be effective or have other movement ablities Hydra off-creep: 2.25 Zealot: 2.25 has a speed upgrade abilitySentry: 2.25 have force field to engage or run away abilityMarine: 2.25 has stim abilityMarauder: 2.25 has stim abilityColossus: 2.25 can walk over cliffs passive abilityImmortal: 2.25 Siege Tank: 2.25 has seige abilityVoid Ray: 2.25 can fly air unitGhost: 2.25 can be invs abilityhow about giving hydras moving while burrowed As I said pages previously, what the Hydra needs is not anything done to it's stats, but an ability which can be used to enhance it's movement, offence or defence. Since it's meant to be a glass cannon, it would be best to buff their movement and/or offence, what exactly with though I wouldn't be sure. Burrowed movement doesn't really seem to fit their style, but I think something that can be used for movement would be good. Can't think of anything specifically suited for it. Was thinking of an ability with cooldown called "backstep" which is like a backwards charge, but it's very specific for retreat whereas other ranged units (marines, stalkers, etc) get an ability useful for advancing and retreating.
the hydra needs a passive ability to fit in with the zerg race, and that would be best as a movespeed or range buff, because an active ability on the hydras as out of place as the active ability on corruptors Hydra off-creep: 2.25 Zealot: 2.25 too slow without charge, made more annoying when youve got it but its on cooldown Sentry: 2.25 prevents fleeing/chasing Marine: 2.25 goes above 3 on stim Marauder: 2.25 goes above 3 on stim Colossus: 2.25 long ranged Immortal: 2.25 hardened shield, very buff Siege Tank: 2.25 long ranged Void Ray: 2.25 flying Ghost: 2.25 requires detection to hit
|
the ability that hydralisk needs is to generate creep when is static, in a more small radius that the overlord does, if hydra is dependent of creep, hydra must collaborate in the spread of the creep.
sry for bad english.
|
On March 21 2011 00:49 Nemireck wrote:Show nested quote +On March 21 2011 00:45 Rabiator wrote:On March 19 2011 20:59 Subversion wrote:On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. Sigh when people make this argument I just facepalm. The units you're talking about, which make up the core army, like zealots and marines and marauders, have UPGRADES TO MAKE THEM FASTER. That is what we want for a Hydra - a speed upgrade. We don't just want speed for free. We want what every other races core units have available to them. You can't count spellcasters and siege units like tanks and colossi, thats just silly. Isnt that upgrade called "creep"? I just facepalm when people want everything without paying for it. Terran bio have to pay with health (and a click to activate from the player and some more control for Medivacs) and Protoss have their blink-micro. Why is it too much to ask the Zerg to position some creep spewing Overlords or plant creep tumors in time? No, that upgrade is not called creep. Zerg can't cancel out 10 minutes worth of your upgrades with a single overseer in 10 seconds or less. Toss and Terran can cancel out an entire game's worth of creep with a single scan, raven, or observer. If you'd bother to read the thread and not decide to troll it up herpaderp style. You would have already seen the creep argument dealt with multiple times. The Hydra needs an upgrade that increases it's speed off-creep, and it's light status should be removed in place of the hydra simply being "biological". That's the best and most intuitive choice that can be made to increase its usefulness. Oh so you want a bonus because you are too lazy to spread creep and too lazy to argue with the point that the other races need to micro as well? You are even ignoring the fact that you could also use a "mobile creep spreading unit" to give Hydras situational speed boosts just like bio units and stalkers? Just get a few extra Queens to spread your creep with more than one tumor per highway and it goes quick enough and will definetely not take 10 minutes.
Instead you simply call me a troll because that is easier than arguing with the points I am making.
Oh and the "remove the light status" (so it isnt vulnerable to any bonus damage anymore) argument tops off the argumentation.
|
This could all be fixed if overlords could drop creep whilst on the move. If that were the case u could just bring overlords with hydras and have a creep road being made as they moved.
|
On March 21 2011 13:37 Rabiator wrote:Show nested quote +On March 21 2011 00:49 Nemireck wrote:On March 21 2011 00:45 Rabiator wrote:On March 19 2011 20:59 Subversion wrote:On March 19 2011 18:19 Alzadar wrote:On March 19 2011 17:26 cuppatea wrote:On March 19 2011 17:16 Beabs wrote:On March 19 2011 17:13 Fingulfin wrote:GSL spoiler: + Show Spoiler +July loses game 5 because of the overall fragility and speed of the hydralisk. I think this game represents quite well the problem with the hydra and the role it is (supposedly) intended to fill in the zerg army. It is supposed to counter gateway units, but its insane cost and low speed make it a serious liability. Even if you could somehow afford roach+hydra vs 6 gate, that doesn't help the retreating problem. Hydras are the "best" unit the zerg has to deal with blink stalkers, except that stalkers are ridiculously fast and hydras are ridiculously slow.
Thats not to say that 6 gate blink stalker is OP or that zerg is UP or whatever, just that the hydra as a tech choice leaves a lot to be desired. Don't engage blink stalkers with hydra off creep? I'll never understand why Blizzard made them so ridiculously slow off creep. It's just impractical to cover the entire map in creep, especially with competitive maps becoming increasingly large. If you want to force an engagement with hydra it has to be off creep, otherwise you sit back and wait for the bulk of your army to be hard countered. It really bothers me how everyone talks about hydralisks being ridiculously slow off creep. They're not. They're the same speed as everything else. Hydra off-creep: 2.25 Zealot: 2.25 Sentry: 2.25 Marine: 2.25 Marauder: 2.25 Colossus: 2.25 Immortal: 2.25 Siege Tank: 2.25 Void Ray: 2.25 Ghost: 2.25 Hydralisks are not slow, they're regular speed units. They only appear slow in comparison to other zerg units, which are all very fast. Sigh when people make this argument I just facepalm. The units you're talking about, which make up the core army, like zealots and marines and marauders, have UPGRADES TO MAKE THEM FASTER. That is what we want for a Hydra - a speed upgrade. We don't just want speed for free. We want what every other races core units have available to them. You can't count spellcasters and siege units like tanks and colossi, thats just silly. Isnt that upgrade called "creep"? I just facepalm when people want everything without paying for it. Terran bio have to pay with health (and a click to activate from the player and some more control for Medivacs) and Protoss have their blink-micro. Why is it too much to ask the Zerg to position some creep spewing Overlords or plant creep tumors in time? No, that upgrade is not called creep. Zerg can't cancel out 10 minutes worth of your upgrades with a single overseer in 10 seconds or less. Toss and Terran can cancel out an entire game's worth of creep with a single scan, raven, or observer. If you'd bother to read the thread and not decide to troll it up herpaderp style. You would have already seen the creep argument dealt with multiple times. The Hydra needs an upgrade that increases it's speed off-creep, and it's light status should be removed in place of the hydra simply being "biological". That's the best and most intuitive choice that can be made to increase its usefulness. Oh so you want a bonus because you are too lazy to spread creep and too lazy to argue with the point that the other races need to micro as well? You are even ignoring the fact that you could also use a "mobile creep spreading unit" to give Hydras situational speed boosts just like bio units and stalkers? Just get a few extra Queens to spread your creep with more than one tumor per highway and it goes quick enough and will definetely not take 10 minutes. Instead you simply call me a troll because that is easier than arguing with the points I am making. Oh and the "remove the light status" (so it isnt vulnerable to any bonus damage anymore) argument tops off the argumentation.
please someone take starcraft 2 off this guy.
|
On March 21 2011 14:00 Attica wrote: This could all be fixed if overlords could drop creep whilst on the move. If that were the case u could just bring overlords with hydras and have a creep road being made as they moved.
OP ? I say yes
The thing is that hydra need to be used with timing pushes or counter to warpgates timing pushes not for a "All around unit" like the roach-stalker or the likes
|
|
|
|