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The Zerg Queen put in perspective - Page 2

Forum Index > SC2 General
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Konni
Profile Blog Joined February 2003
Germany3044 Posts
November 02 2021 18:25 GMT
#21
I was expecting a funny and clever visual comparison of a sc2 queen and some real life objects. I am disappointed
swarminfestor
Profile Joined September 2017
Malaysia2450 Posts
Last Edited: 2021-11-03 04:50:28
November 03 2021 04:48 GMT
#22
My thought was Queen should not be allowed walking out of creeps, but should be sufficient and reliable to counter the ranged air units like Liberators, Bcs and Void Rays to avoid early harassment.

This would prevent queen walks scenario, or what we called as German taxi from going into effect.
Rogue & Maru fan boy. ^^
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2021-11-03 07:48:57
November 03 2021 07:33 GMT
#23
On November 03 2021 13:48 swarminfestor wrote:
My thought was Queen should not be allowed walking out of creeps, but should be sufficient and reliable to counter the ranged air units like Liberators, Bcs and Void Rays to avoid early harassment.

This would prevent queen walks scenario, or what we called as German taxi from going into effect.


That was clearly the design intent but devs probably underestimated how much it would be worth just yoloing across the map anyway - and figures weren't updated for the modern game where there is more creep earlier.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2021-11-03 08:51:21
November 03 2021 08:40 GMT
#24
On November 02 2021 22:54 bela.mervado wrote:
Show nested quote +
On November 02 2021 22:01 deacon.frost wrote:
On November 02 2021 15:28 RogerChillingworth wrote:
.. zerg not having a 1-food unit in its arsenal (srsly, wtf?), etc.

Zergling costs 1 supply (technically half, but game doesn't do halves)

On November 02 2021 20:46 alpenrahm wrote:
on topic, we could give queens negative health regen while off creep so they lose a bit of their offensive potential and be less of a jack of all trades

Because at the early game the creep is everywhere and the enemy units are only on the creep. C'mon.


one zergling does cost 0.5 supply.
you are probably confused because they hatch in pairs. two at a time from one egg for a total cost of 1 supply. the game does count in halves, but displays supply rounded up.

the negative health regen would address the queen walk.
(i was thinking about the same solution, but zergs would probably get overlord speed and poop a creep highway in reaction anyways, maybe for an even stronger push, with faster reinforcements).


You can't spawn 0,5 supply thus it is just a technicallity

On November 03 2021 13:48 swarminfestor wrote:
My thought was Queen should not be allowed walking out of creeps, but should be sufficient and reliable to counter the ranged air units like Liberators, Bcs and Void Rays to avoid early harassment.

This would prevent queen walks scenario, or what we called as German taxi from going into effect.

Now you can't defend the third and on some maps you can't defend the main as the creep doesn't connect these. The issue is queen and if bend the game even more around the queen without changing the queen we're back at the mutalisk issue.

What is mutalisk issue? Zerg, Protoss and Terran were all buffed on many occassions because mutalisk was too strong. Phoenix, Mine, Thor, Spore. They may have reverted the regen and return to the good ol' muta from WoL which wasn't as big issue as was the HotS. but they haven't and continued bending around the muta problem. In the end it's "balanced" so it's fine, isn't it?

The queen is the issue because Zerg stands on the queen. You can't easily solve some of the queen issues because easy solutions won't work without any other changes. E.g. if you remove attack from the queen you have to solve the tankiness of queens(missing now) and the anti-air defense(missing). Also you have to solve the fact that you push Zerg directly to roaches in many cases as you can't defend with ling/queen now.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
bela.mervado
Profile Joined December 2008
Hungary408 Posts
November 03 2021 09:55 GMT
#25
On November 03 2021 17:40 deacon.frost wrote:
Show nested quote +
On November 02 2021 22:54 bela.mervado wrote:
On November 02 2021 22:01 deacon.frost wrote:
On November 02 2021 15:28 RogerChillingworth wrote:
.. zerg not having a 1-food unit in its arsenal (srsly, wtf?), etc.

Zergling costs 1 supply (technically half, but game doesn't do halves)

On November 02 2021 20:46 alpenrahm wrote:
on topic, we could give queens negative health regen while off creep so they lose a bit of their offensive potential and be less of a jack of all trades

Because at the early game the creep is everywhere and the enemy units are only on the creep. C'mon.


one zergling does cost 0.5 supply.
you are probably confused because they hatch in pairs. two at a time from one egg for a total cost of 1 supply. the game does count in halves, but displays supply rounded up.

the negative health regen would address the queen walk.
(i was thinking about the same solution, but zergs would probably get overlord speed and poop a creep highway in reaction anyways, maybe for an even stronger push, with faster reinforcements).


You can't spawn 0,5 supply thus it is just a technicallity

Show nested quote +
On November 03 2021 13:48 swarminfestor wrote:
My thought was Queen should not be allowed walking out of creeps, but should be sufficient and reliable to counter the ranged air units like Liberators, Bcs and Void Rays to avoid early harassment.

This would prevent queen walks scenario, or what we called as German taxi from going into effect.

Now you can't defend the third and on some maps you can't defend the main as the creep doesn't connect these. The issue is queen and if bend the game even more around the queen without changing the queen we're back at the mutalisk issue.

What is mutalisk issue? Zerg, Protoss and Terran were all buffed on many occassions because mutalisk was too strong. Phoenix, Mine, Thor, Spore. They may have reverted the regen and return to the good ol' muta from WoL which wasn't as big issue as was the HotS. but they haven't and continued bending around the muta problem. In the end it's "balanced" so it's fine, isn't it?

The queen is the issue because Zerg stands on the queen. You can't easily solve some of the queen issues because easy solutions won't work without any other changes. E.g. if you remove attack from the queen you have to solve the tankiness of queens(missing now) and the anti-air defense(missing). Also you have to solve the fact that you push Zerg directly to roaches in many cases as you can't defend with ling/queen now.



OK
you are right one zergling costs 1 supply.
my bad!
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
November 03 2021 11:21 GMT
#26
i was thinking "is this about scarlett or kerrigan"...
Hmmm
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Serimek
Profile Joined August 2011
France2274 Posts
November 03 2021 16:26 GMT
#27
On November 03 2021 20:21 KalWarkov wrote:
i was thinking "is this about scarlett or kerrigan"...
Hmmm


I was expecting a nice essay about Scarlett myself :S
SC2 is the best game to watch and was the best to play before I grew old and slow...
Calliope
Profile Joined July 2018
297 Posts
November 03 2021 19:34 GMT
#28
I have to agree with OP. Not only are the queens too versatile (probably one of the main reason zerg has been the dominant race the past years), but I think the viewer experience suffers a lot from it. With their defensive strength, players will often drone up to at least 60 before any real action begins. I usually fast forward to the 5 minute mark because of this.
Clément 화이팅
KNUCKLEHEAD
Profile Joined December 2019
United States18 Posts
November 04 2021 14:13 GMT
#29
On November 04 2021 04:34 Calliope wrote:
I have to agree with OP. Not only are the queens too versatile (probably one of the main reason zerg has been the dominant race the past years), but I think the viewer experience suffers a lot from it. With their defensive strength, players will often drone up to at least 60 before any real action begins. I usually fast forward to the 5 minute mark because of this.


The QUEEN is the main reason zerg is a dominant race???? Holy moly what a take.....
Needless to say, every part of this comment seems overexaggerated and just not the case. The first 5 minutes Zerg is usually playing catchup in the worker count because of mules and chronoboost.
InfCereal
Profile Joined December 2011
Canada1759 Posts
November 04 2021 16:02 GMT
#30
On November 04 2021 04:34 Calliope wrote:
I have to agree with OP. Not only are the queens too versatile (probably one of the main reason zerg has been the dominant race the past years), but I think the viewer experience suffers a lot from it. With their defensive strength, players will often drone up to at least 60 before any real action begins. I usually fast forward to the 5 minute mark because of this.


Yeah, it's not because there's zero aggressive options for zerg before 6 minutes lol
Cereal
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