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Zerg ideas

Forum Index > Closed
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astuce
Profile Joined April 2010
United States4 Posts
April 20 2010 01:51 GMT
#1
I don't have a beta key, but from the VODs I've seen and from what I've heard, the Zerg seem less fun to play than the other two races. I don't know if these ideas would work, but I thought I'd put them out there.

1. Create an upgrade for zerglings that would allow them to climb cliffs, like reapers and colossi. It would require lair or hive tech. I think it would be amazing to watch a horde of zerglings swarm up a cliff and demolish an enemy base.

2. Have roaches do bonus damage to mechanical, not biological units. This would make them more of a niche unit and would make for greater variety in ZvZ. Against the other races, it seems like it would create a allow role for the baneling, since most biological units are also light.

3. Move hydras back down to hatchery, reintroduce the lurker aspect upgrade with hive.

4. Remove the dropship upgrade for overlords and make overseers more of a combat spellcaster, with a mind control spell. (Come on, if any unit should have mind control, shouldn't it be an overlord?) This would help limit some of the insane mobility that zerg would gain with cliff jumping zerglings. If overlords had mind control, infestors would have to be changed somewhat, but I'm not sure how exactly. There are plenty of infestor ideas bouncing around on this site, and some of them should work.

I think these ideas would give zerg some more depth. Hopefully, they are balanceable. Any thoughts?
HeyitsClay
Profile Joined April 2008
Canada336 Posts
April 20 2010 01:55 GMT
#2
Zerg is pretty boring unit wise ill admit, But im not sure there is much u can do about it. i think we are all just missing killing 999999999999999 marines with lurker hold and epic dark swarm low unit count ZvT's

any changes u mentioned would kill the balance, but it would help them be more interesting for sure
NoNoNoNoNyoron
Profile Joined April 2010
United States78 Posts
April 20 2010 01:55 GMT
#3
You can't seriously expect to balance cliff-climbing zerglings. Reapers and colossi are okay because they are hardly massable or are very expensive. You get 80 lings in an army and if they could bypass any choke to get into the main, there is nothing you can do to stop it.

Hydras are now extremely powerful, to move them to Hatchery tech, you'd need to nerf them heavily. Lurkers are probably not going to be introduced, as they aren't mentioned in lore.

Neomu banjjak banjjak nooni booshuh
studmac
Profile Joined March 2010
United States22 Posts
April 20 2010 01:55 GMT
#4
1. Would probably have to be hive tech. That kind of ability with speedlings on lair tech would be far to Over powered. cool idea though.

2. I say leave roach alone and change the baneling a bit.

3. This cant be done with the current tech trees of the 3 races. Would make banshees void rays and vikings next to useless against Z.

4. I agree to give the overseer a new move, but not mind control.

Overall good post/ideas, however, there are already tons of threads about this and yours is likely to be closed. Just post your ideas in someone elses threads. Grats on your first post though.
Born to Fast Expand...
smore
Profile Joined February 2010
United States156 Posts
April 20 2010 01:57 GMT
#5
great post
i hope blizzard implements all these ideas and completely changes the game before release.
petered
Profile Joined February 2010
United States1817 Posts
April 20 2010 01:59 GMT
#6
I am all for tweaking the zerg to add more depth to their gameplay, but I am not sure these are the way to do it.

1. How is lategame cliff hopping for the cheapest unit in the game strategic? It would simply be a-move your zerglings into his base once he moves out. It might be cool to watch, but it doesn't really add depth.

2. So you want the roach to be exactly like the maurader? because that would be almost the exact same role.

3. Lurkers are an amazing unit, but I am really hoping for something new. Also, tier 1 hydras(SC2 hydras) could be quite OP, since you could have a huge roach hydra army without ever even getting lair!

4. I like the idea of making overseers have a greater role in a battle, but giving them the same ability as the infestor probably isn't the answer

sorry to be harsh, didn't mean to shoot down everything you offered up. Just giving my thoughts.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
zJayy962
Profile Blog Joined April 2010
1363 Posts
April 20 2010 02:00 GMT
#7
On April 20 2010 10:57 smore wrote:
great post
i hope blizzard implements all these ideas and completely changes the game before release.

i lol'd
Icx
Profile Blog Joined November 2009
Belgium853 Posts
April 20 2010 02:00 GMT
#8
the cliffwalking for lings, it makes so much sense in terms of "reality" and it would be so "swarm"like, but seriously, it would be so imbalanced lol.


SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
April 20 2010 02:06 GMT
#9
After watching Zotac 8 and 7 reps and playing random my self ive noticed zerg is really in need of an early anti air unit besides the queen
www.izhere.webs.com Starcraft 2 Clan Website
Rucky
Profile Joined February 2008
United States717 Posts
April 20 2010 02:18 GMT
#10
the only thing i like is the overseer having mind control ability of some sort and changing the infestors.
Beyond the Game
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 20 2010 02:21 GMT
#11
Quite the bad suggestions :\

1) No thanks... Cliffwalking speedlings would be absolutely impossible to stop.

2) Roaches would be completely useless then. Can't be used in ZvZ, would be quite overpowered in ZvP, and in ZvT it would also be so weak since the bulk of the terran army is usually m&m&m.

3) Too many 'bring back lurker' suggestions..... Also, lair tech doesn't take long to get to, so hydras are in a pretty decent spot now. Zerg shouldn't be able to get such a huge variety of units out so quickly.

4) Would take away some of the few harassment opportunites zerg has (baneling drops). Overseers are so mobile that giving them mind control would be pretty cheap. Just think about an overseer heading over to an expansion and stealing a probe or scv.
goswser
Profile Blog Joined May 2009
United States3548 Posts
April 20 2010 02:30 GMT
#12
1) No thanks... Cliffwalking speedlings would be absolutely impossible to stop.


Haha that would be pretty awesome though , except remember dimaga's baneling build. Cliffwalking zerglings would make it unstoppable :D.

I think they should have some kind of unit which hops like a mutated frog, and yes the zergling does kind of hop, but I was picturing bigger, hoppier hops.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 20 2010 04:25 GMT
#13
zerg rly doesnt need to have anything changed tbh. all they need is lurkers put back or some lurker type unit. banelings should also get maybe a damage upgrade at hive or something because there usefulness in late game and even mid game is just not there at all. of course you can use them as semi reaver drops and drop them at a mineral line and just destroy a eco near instantly which is always good.
Hemlock
Profile Joined April 2010
United States9 Posts
April 20 2010 04:29 GMT
#14
I don't know if it feels like zerg has a hole to be filled with a unit, or we need to be more creative filling the hole with things that already are in the game.

-Hemlock, once filled a hole. No body in it...swear.
Theatretech37
Profile Joined March 2010
United States17 Posts
April 20 2010 04:32 GMT
#15
Just wait until the sc2 editor...im sure cliffwalklings will be possible :D
Jibba
Profile Blog Joined October 2007
United States22883 Posts
April 20 2010 04:35 GMT
#16
What if Roaches could propel themselves up cliffs by spitting downward like Mario Sunshine?
ModeratorNow I'm distant, dark in this anthrobeat
seRapH
Profile Blog Joined April 2009
United States9805 Posts
April 20 2010 04:36 GMT
#17
On April 20 2010 13:35 Jibba wrote:
What if Roaches could propel themselves up cliffs by spitting downward like Mario Sunshine?


they'll have to have energy, and consume zerglings to do it (or maybe banelings?)
boomer hands
ColdFire89
Profile Joined April 2010
35 Posts
April 20 2010 04:37 GMT
#18
I feel like the zerg needs something between hydralisk and ultras as far as ground units are concerned. I just feel like something should fill the role of a lurker even if it isn't a lurker.
Having sex in a jacuzzi, upside, filled with barracudas, jumping out of a plane, surrounded by parrots, that are on fire, and not really parrots but phoneixs, and tap dancing giraffes
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 20 2010 04:41 GMT
#19
On April 20 2010 10:55 HeyitsClay wrote:
Zerg is pretty boring unit wise ill admit, But im not sure there is much u can do about it. i think we are all just missing killing 999999999999999 marines with lurker hold and epic dark swarm low unit count ZvT's

any changes u mentioned would kill the balance, but it would help them be more interesting for sure

Zerg is boring because Hydra/Roach is the only viable midgame army composition. Because of the increased DPS in SC2, melee units are much less viable because ranged units reach a critical mass faster. Plus, Zergling DPS is horrendous, even with the crack upgrade, and they have no units to complement them in an army (i.e. a tank like an ultralisk). Lurkers wouldn't work well in SC2 TBH because the majority of units in Terran and Protoss mid/lategame army compositions are ranged and have a lot of hit points. It would be like fighting mech or mass dragoons with lurkers, except the DPS and auto-targeting would quickly kill off lings as well.

To make the Zerg army less "boring," Blizzard has to let Zerg have other options, preferably with melee units (right now, Zerg has a grand total of two melee units not including the Baneling, and one if them requires hive tech). Making the roach melee and increasing its movement speed would be really nice, because then they could tank for the Zerglings and allow for a more eye-pleasing Roach/ling/baneling. But first, they have to make Zergling viable. The attack speed DEFINITELY needs an increase, and maybe have some upgradeable +armor or soemthing.

The bottom line is, I think Blizzard lost focus of what ranged units "should" be as they're bringing in all of these ranged tanks into the picture. And this becomes a huge problem as we want to see army diversity, but melee units are almost obsolete.
Khanz
Profile Joined April 2010
France214 Posts
April 20 2010 05:34 GMT
#20
I was thinking about the queen. Zerg do have many units with low hp average, the heal ability of the queen may only affect zerg structures at the moment imho; as low hp units considerably chase down micro.
Why not add a heal-over-time with/or a heal-zone spell to this same queen, that could decrease a little the actual heal amount and make it more units to heal. Plus that would allow to use queens more offensively, which is rare to see a zerg player going for 2-3 queens&few roachs push/harass, i think i saw it once or twice from the top replays.
If she could heal, she could heal much more like a nova (WC3 Undead Lich Hero skill) where units will have to regroup to get more chances to be healed for instance. Instead of a lightning heal (WC3:FT Witch Doctor skill) that would be probably too lame and/or too op, but still its an idea.
Don't worry, zombies eat brains. You're safe
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