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One of the distinct features of the Zerg is their fast movement, quick reactions and their large numbers. With the newest changes to the StarCraft II build these attributes are bound to reinforced once more.
Here are a couple of changes to the Zerg:
* Zerg units except Drones can now move 30% faster on creep * Creep Tumors are smaller and burrowed
These changes will have a big impact on Zerg strategy, since covering terrain with Creep will now be very important. We will see Overlord rushes with mass spewing of creep and Zerg fast micro on creep. The burrowed Creep Tumors will force the other races to get quick detection to push back the Zerg Creep and take their fast movement. I personally love the whole Zerg moving faster on creep thing.
Source: http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1769533
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Well that solves the "Overlords are obsolete" issue. 30% speed up is A LOT, still it is nice that Creep will be more than just the Zerg counterpart to Protoss Pylons.
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Remember when Starcraft was being made there was that little joke how it was not Warcraft is space? Yeah...I don't know about that anymore...
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Hurray for undead blight? ffs
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yea, faster surrrounds on the creep
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Blight gave increased HP-regen of undead units and was spread by building Zigguraths which doubled as supply-buildings.
The increase in movement speed on creep was already in the game for some units (like the Queen). Widening the concept should help to diversify the races even more, what's not to like?
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I like the idea. I've always thought that there should be some advantage to zerg for spreading their creep for and wide, and this is a reasonable start.
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On September 16 2008 03:59 Ozarugold wrote: Remember when Starcraft was being made there was that little joke how it was not Warcraft is space? Yeah...I don't know about that anymore... lol, there are a lot more similarities between wc2 and starcraft than wc3 and starcraft 2...
Blight is not like creep at all except that both is needed if you want to build structures. Blight do not block enemy structures, do not get destroyed if the building which spawned it is destroyed, instead it is only removed with dispel spells and by builing other structures on it and it activates the undeads health regen, the other races only regen either during the night/day while undead only regens on creep.
So it is only to build structures on and that undead do not regen outside of it, nothing else, it is roughly as fun as pylon power.
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So are creep tumors units or do drones turn into them? Do they move? ehhh.....
Also, does creep only come from creep tumors? Do they still come from hatcheries/other buildings? Does creep still hurt enemy buildings?
All those factors count for how much this new mechanic will work, but overall I like the idea of creep management (adds a bit to macro too).
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On September 16 2008 04:36 Ideas wrote: So are creep tumors units or do drones turn into them? Do they move? ehhh.....
Also, does creep only come from creep tumors? Do they still come from hatcheries/other buildings? Does creep still hurt enemy buildings?
All those factors count for how much this new mechanic will work, but overall I like the idea of creep management (adds a bit to macro too). Karune, post 9:
Also, don't forget that Overlords (with the prerequisite of Lair) can spread creep, and creep that touches enemy (non-Zerg)buildings, damages those buildings.
http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1769533
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I was just thinking about how enemy units should have a movement penalty while on the creep, it made sense, but i think this is better because the Zerg have always been the fast offensive race.
I have to say l like this change, because its gonna be a lot more fun going ovie hunting now that they are more useful to the Zerg.
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Seems kind of dumb to me the way they phrased it, not nearly enough background information. How fast are zerg units right now relative to the other races? If it's the same as Starcraft, then they don't need more speed. Do other races even have a means to remove creep? Does it cost anything on top of the initial investment in the upgrade (to dump it from ovies)?
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On September 16 2008 04:54 CrimsonLotus wrote: I was just thinking about how enemy units should have a movement penalty while on the creep, it made sense, but i think this is better because the Zerg have always been the fast offensive race.
I have to say l like this change, because its gonna be a lot more fun going ovie hunting now that they are more useful to the Zerg. I like the idea of having a penalty for non-Zerg units, but to keep it still fair I think it shouldn't be as high as the 30% markup for Zerg units. Maybe something like a 10% markdown.
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Overlords has just became awesome :o
Depending on how the balance works out, this will have huge effects on how Zerg uses the map. The first few overlords may become a critical unit for many strategies (zergling run by, for example) if the ability comes early enough. A "creep highway" will probably be important for map control reasons. A creep highway, incidentally, is easiest in a place of good poor ground access as some cheap AA unit can keep the ovies safe, when such narrow pathways have historically be the bane of Zergs. Tactically, this ability is similar to darkswarm and would probably be dealt with the same way. (in the sense backing off is the counter)
A great special ability similar to phase prism with warpgate.
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On September 16 2008 07:31 SWPIGWANG wrote: Overlords has just became awesome :o
Depending on how the balance works out, this will have huge effects on how Zerg uses the map. The first few overlords may become a critical unit for many strategies (zergling run by, for example) if the ability comes early enough. A "creep highway" will probably be important for map control reasons. A creep highway, incidentally, is easiest in a place of good poor ground access as some cheap AA unit can keep the ovies safe, when such narrow pathways have historically be the bane of Zergs. Tactically, this ability is similar to darkswarm and would probably be dealt with the same way. (in the sense backing off is the counter)
A great special ability similar to phase prism with warpgate. That creep highway idea sounds imba to me D=
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On September 16 2008 08:12 Grobyc wrote:Show nested quote +On September 16 2008 07:31 SWPIGWANG wrote: Overlords has just became awesome :o
Depending on how the balance works out, this will have huge effects on how Zerg uses the map. The first few overlords may become a critical unit for many strategies (zergling run by, for example) if the ability comes early enough. A "creep highway" will probably be important for map control reasons. A creep highway, incidentally, is easiest in a place of good poor ground access as some cheap AA unit can keep the ovies safe, when such narrow pathways have historically be the bane of Zergs. Tactically, this ability is similar to darkswarm and would probably be dealt with the same way. (in the sense backing off is the counter)
A great special ability similar to phase prism with warpgate. That creep highway idea sounds imba to me D= Not a chance, you would have to upgrade several overlords to overseers and have them in stationary positions to do this. Not only is that expensive but the overlords are sitting ducks while they are spewing creep.
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no overlords can themselves spread creep now only with upgrade to lair tech, no individual upgrading to overseer required.
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Ok that's imbalanced. We'll probably see that removed in less than a month and it will be made an individual upgrade at lair tech.
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i love zerg but 30% sounds a little imba. i'm a fan of the idea that instead of making the zerg faster, the creep would make all other units slower by a degree. It's hard to say which would be the better option, I think.
I also think that the creep could offer a dark swarm-esque buff to zerg, as in making it tougher for enemy units to hit them. Not to the extreme that DS does, practically eliminating ranged threats, but just a small -hit vs all zerg units on creep.
It may make the enemy rethink their strategies for busting nats and expo sniping.
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The problem is that overlords drop the creep way too fast (at least from what has been seen in some videos), if the change it to make it slower it may not be as imbalanced, as it would take a long time to create such "highway" giving the oponent enough time to stop or counter it.
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