I really really hope they'll make those Zergs fucking creepy and scary that'd freak out every other unit, hell even make them to the point that kerrigan wouldn't have them in her dreams.
God.
Please.
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RaiZ
2813 Posts
I really really hope they'll make those Zergs fucking creepy and scary that'd freak out every other unit, hell even make them to the point that kerrigan wouldn't have them in her dreams. God. Please. | ||
Blacklizard
United States1194 Posts
On February 23 2008 07:55 FrozenArbiter wrote: No way in hell is the lurker going anywhere, would be pretty silly to remove the scourge (hrm maybe they could make lings mutate into scourges since they already mutate into groundbased scourges anyway) and if the defiler is gone I predict consume+swarm moving to a new unit. I see guardians, queens and devourers getting the sack, then there's the useless infested terran taking up a zerg ground unit slot so they can add in something new without really taking anything away. I just got a minute to catch up on this post. I hope you are right... if those 4 are gone (the only one I question is the guardian), then that might leave enough room to keep the others. Now that I think about it though, somehow I thought I read a hint way back when that scourges were out due to design reasons and air being reworked. Ah well, I hope they are all in SC2 in some form. | ||
iNcontroL
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USA29055 Posts
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GeneralStan
United States4789 Posts
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TheOvermind77
United States923 Posts
I have been waiting to hear about the Zerg for SO DAMN LONG! | ||
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Liquid`Jinro
Sweden33719 Posts
On February 26 2008 02:10 Blacklizard wrote: Show nested quote + On February 23 2008 07:55 FrozenArbiter wrote: No way in hell is the lurker going anywhere, would be pretty silly to remove the scourge (hrm maybe they could make lings mutate into scourges since they already mutate into groundbased scourges anyway) and if the defiler is gone I predict consume+swarm moving to a new unit. I see guardians, queens and devourers getting the sack, then there's the useless infested terran taking up a zerg ground unit slot so they can add in something new without really taking anything away. I just got a minute to catch up on this post. I hope you are right... if those 4 are gone (the only one I question is the guardian), then that might leave enough room to keep the others. Now that I think about it though, somehow I thought I read a hint way back when that scourges were out due to design reasons and air being reworked. Ah well, I hope they are all in SC2 in some form. Yeah, the guardian is pretty unique as far as SC units go, so it doesn't make too much sense to remove it. The same goes for scourge tho, but even more so. | ||
BlackStar
Netherlands3029 Posts
Some of them just have to go. Be it the hydralisk or lurker. Same for others. As long as they fix the strategy in ZvZ, among other things. I am actually surprised no on opened a topic about this. We have so much expertise right here on this forum. | ||
Cheerio
Ukraine3178 Posts
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eugen1225
Yugoslavia134 Posts
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Funchucks
Canada2113 Posts
You can tell that when it was envisioned it was supposed to have a bigger role in the game. I'm sure zerglings were the original broodlings. Overlord: unit (not building!) for "food" Queen: unit (not building!) for unit production See also: Valkyrie. The only Terran combat unit without a special secondary command (siege mode, spider mine, stim) or alternate attack (goliath air missiles vs. ground machine gun, yamato cannon). It was supposed to have a speed boost, but they didn't like the overlord-hunting cheese it enabled, so they took it out and never gave it anything else (like cluster bombs or defensive chaff) to make it interesting again. I think an incomplete concept is a good reason to leave an unsatisfying unit out of Starcraft 2. + Show Spoiler + Don't let the Nomad be an incomplete concept! Do SOMETHING with it to make it conceptually consistent, or replace it, or it will suck! | ||
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Liquid`Jinro
Sweden33719 Posts
On March 01 2008 22:15 eugen1225 wrote: I personally would like to see the queen remain, only rework some of the spells, that parasite spell is useless, spawn broodlings as well 150 energy is to much, it gets wasted by iradiate before it can kill even 1 unit. Ensnare is cool, i like how it makes invisible units visible, it only sux its not the default queen spell and needs to be researched, all in all, i woould love to see a reworked Queen in SC2. I think parasite might be the best zerg spell.. It's close. On February 26 2008 04:28 BlackStar wrote: They are going to remove cool zerg units and add new cool zerg units. Some of them just have to go. Be it the hydralisk or lurker. Same for others. As long as they fix the strategy in ZvZ, among other things. I am actually surprised no on opened a topic about this. We have so much expertise right here on this forum. The hydra is going to be in the game 99%, I mean it's already been shown in concept art and it's like, 2nd most iconical zerg unit. Removing the lurker means taking away the awesome marine medic vs lurker micro, and that's backwards thinking since it is, and has been for the better part of a decade, one of the most exciting situations in SC. | ||
Krzycho
Poland442 Posts
![]() btw. it's still not confirmed, is it? | ||
Funchucks
Canada2113 Posts
On March 02 2008 00:45 FrozenArbiter wrote: Show nested quote + On March 01 2008 22:15 eugen1225 wrote: I personally would like to see the queen remain, only rework some of the spells, that parasite spell is useless, spawn broodlings as well 150 energy is to much, it gets wasted by iradiate before it can kill even 1 unit. Ensnare is cool, i like how it makes invisible units visible, it only sux its not the default queen spell and needs to be researched, all in all, i woould love to see a reworked Queen in SC2. I think parasite might be the best zerg spell.. It's close. Best in what sense? Pros never seem to use it. | ||
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Liquid`Jinro
Sweden33719 Posts
On March 02 2008 01:08 Krzycho wrote: A fact is , that every zerg units is iconical, so if u want to have a new game with new ideas , you have to remove them (not all of them), i think in game should be ling / hydra/ over /drone / mutalisk and new units should take the rest of place ![]() btw. it's still not confirmed, is it? Queen never used, not iconical. Devourer used a little but not interesting. Infested terran, never used, just takes up space. The baneling is a much more interesting unit! Dunno if the broodling takes up a unit spot for zerg, but if it does, bam, boom, straight to the moon. The guardian is sort of a tweener, but I wouldn't be TOO sad if it went away, even though it's pretty unique in BW, being the only flying siege unit. | ||
a11
Germany300 Posts
On March 01 2008 22:57 Funchucks wrote: + Show Spoiler + Don't let the Nomad be an incomplete concept! Do SOMETHING with it to make it conceptually consistent, or replace it, or it will suck! Well, it's not easy to judge that out of the distance, but to me the Nomad looks quite useful. Just looking at the new Defmatrix (if it's still in the game), 50% less damage in the core area of your push might be something you don't want to let pass by. Besides that, you get mines you don't run out of and that seem to be at least as good as the old vulture mines, plus something you might be able to do eco raids with, where you can't have crazy eraser action anymore. | ||
Funchucks
Canada2113 Posts
On March 02 2008 02:21 FrozenArbiter wrote: Oops, I meant best QUEEN spell, my bad. When pros do use queens I think shuttles being parasited etc is pretty common. It's a good spell, but I think it's mostly used because it's free. I think ensnare would be the best if you didn't have to pay and wait for it. It could be awesome vs. DT, observers, and medic/marine with sci vessels, but you don't want to pay for it until you need it, and once you need it, it takes too long to research. I'm not a fan of spell research or general upgrades. Research marginalize spellcasters; most of the spellcasters are near-useless. The way weapons and armor upgrades are split between flying and ground (and between terran infantry/metal) marginalizes air units. Stuff like wraith cloak, zealot speed, vulture mines, etc. are great to have as upgrades. They make good units better in interesting ways. I don't think the others add much to the game. They just reduce unit diversity, forcing players to mass one type of upgraded unit or see their upgrade expenses wasted. I'm sure some people like it, but I find it boring. | ||
Funchucks
Canada2113 Posts
On March 02 2008 02:31 a11 wrote: Show nested quote + On March 01 2008 22:57 Funchucks wrote: + Show Spoiler + Don't let the Nomad be an incomplete concept! Do SOMETHING with it to make it conceptually consistent, or replace it, or it will suck! Well, it's not easy to judge that out of the distance, but to me the Nomad looks quite useful. Just looking at the new Defmatrix (if it's still in the game), 50% less damage in the core area of your push might be something you don't want to let pass by. Besides that, you get mines you don't run out of and that seem to be at least as good as the old vulture mines, plus something you might be able to do eco raids with, where you can't have crazy eraser action anymore. It's not that it's not useful, it's that it doesn't make any kind of consistent sense. Why would a mobile engineering vehicle have detection and a d-matrix spell? That's like putting medic heal into siege tanks. | ||
joohyunee
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Korea (South)1087 Posts
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Loverman
Romania266 Posts
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maybenexttime
Poland5409 Posts
http://www.gamereplays.org/starcraft2/portals.php?show=news&news_id=345104 | ||
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