On January 19 2014 07:27 aZealot wrote:
3. Swarmhost, I think. I'd put Muta in there as my third, but that's just racial hatred speaking. So, the SH is third. I get the idea behind the unit, but it was implemented badly. Worse, the locusts just block out your units from engaging. They are super annoying to play against when in numbers, and watching lots of SH is not much better.
swarmhost had a very poor implementation. stuff like locusts blocking your ultras from attacking is absolutely ridiculous. upgraded locusts also pop right as the old ones wear off, which is also a little bit excessive.
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I'd go with Best 3. Brood Lords: slow, yet surprisingly sensitive to good micro and kiting. They're essentially artillery units, and very expensive, so positioning and proper support is critical to their usage (except during the dark days of infestor-BL). Well-timed stutter stepping can give them nearly double their default firepower, thanks to the broodling recharge rate, so they perform far differently in the hands of a skilled player than those of a lazy player. Honestly, I'd love to see them reduced in health to maybe 150, and be able to spawn up to three broodlings.
2. Infestors: while it is perhaps somewhat problematic to have fungal growth root instead of slow, it's still a very exciting spell, now that it's a projectile, instead of an insta-cast. Personally, I'd like to see it at 50 energy and have the root aspect entirely removed. Infested terran eggs can be used to trigger mines and sponge seige tank shots, the infested terrans themselves can clear out a mineral line, or add a teeny bit of firepower to an army (although they could probably use an extra point of attack damage), and they can even be used to hold a watchtower or just provide an armed sedentary scout for a little bit of time. Neural Parasite is an amazingly cool spell, and if it were range 9 instead of a fucking melee spell or whatever, I'm sure it would get more use.
1. Banelings: They can suck, they can be amazing, or they can be a mixture of both over an incredible 20-minute long series of exchanges.
Worst 3. Hydras: They're slow and unmaneuverable, they fire too fast and with too late of a front swing to be micro'd, and they're expensive and supply-heavy, so players are loathe to take risks with them and play them in any context other than a well-defended DPS turret. It would only take a few changes to make them a diverse, exciting unit, but sadly, this has not happened.
2. Swarm Hosts: Remove Enduring Locusts upgrade, and this unit is instantly more exciting. Having an effectively constant stream of free units doesn't give your opponent the chance to make smart plays against them and outmaneuver the hosts. Perhaps if both swarm hosts and locusts had a greater creep speed bonus, they'd be used more to dash around, sending waves at the opponent from different locations, rather than just sit in place and slow the game down, Firecake-style.
1. Corruptors: These things are so poorly-designed, gameplay-wise. It makes me sad, since they're probably my single favorite zerg unit visually. The larva mechanics makes any effective dedicated AA zerg flyer too powerful, since it can just be mass-produced and clear the skies, but the Corruptor is made too weak in compensation. It's designed to counter massive units, such as the battlecruiser and the carrier, both of which are exciting, but doesn't even succeed against truly problematic units for zerg, primarily the rather boring Void Rays. If it was made more powerful, and forced to morph from a previous unit, the balance problems would be taken care of, although it would still be a bit of a stale unit. Corruption is a lackluster spell in serious need of redesign.
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