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Here's the Twitter question in case anyone hasn't seen it yet.
+ Show Spoiler +Q. Do you agree that the Zerg currently suffers from a lack of diverse army composition, and if so what are your plans to fix it?
A. Yes, we are looking at the Zerg diversity issue. We are working to make the Infestor a more core part of more match-ups. We will continue to moniter the use of Banelings, Roaches, Hydras, Zerglings, Mutalisks and Corruptors to make sure the Zerg army remains diverse in each match-up.
Aside from balance problems, I think there may be another reason why Zerg's army isn't quite diverse enough.
Let's look at the number of combat units for each race.
Protoss: 12 + Show Spoiler +Zealot Stalker Sentry High Templar Dark Templar Immortal Colossus Archon Phoenix Void Ray Carrier Mothership
Terran: 12 + Show Spoiler +Marine Marauder Reaper Ghost Hellion Siege Tank Thor Viking Medivac Raven Banshee Battlecruiser
Zerg: 9 + Show Spoiler +Zergling Baneling Roach Hydralisk Infestor Ultralisk Mutalisk Corruptor Brood Lord
Zerg has three fewer fighting units than the other races. It seems like this is at least partially why Zerg seems to not have many options. I'm not saying Zerg's underpowered, although people will no doubt gloss over this post and say that I am, instead I'm saying that Zerg's very constrained strategy-wise. It's not only that they have distinct units that are always a better choice than other units, it's that they simply don't have as many units as the other races. This isn't good for the game from a viewers' perspective either. Hydras are great, but watching them fight is just okay, and will likely get boring after seeing them in pretty much every matchup. At the same time this isn't exactly easy to fix, you can't just throw units at Starcraft II and hope they stick. Personally I think Blizzard's going to need to add at least another unit if they want to improve army diversity.
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You forgot the queen, that makes it 11
And since an overlord can be used as dropship, dropping creep spell you could count him as 12
Ofcourse that would give the zerg 3 non-combat units, 2 of them wich are basicly upgraded supply depot's so to say, so your point still holds.
And if you add the overseer to zerg, also put the observer with protoss, wich puts them at 13
edit nvm, didn't see the the "combat units" in the post.
But if you don't add the observer to protoss then also don't add the overseer to the zerg, since they both fill the same role basicly, and changeling isn't exactly a combat spell. (so that makes it 12-12-9 actually)
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Maybe they plan to add 3 new Zerg units in the first expansion and only one to Terran and Protoss?
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On March 16 2010 06:00 FictionJV wrote: You forgot the queen, that makes it 11
And since an overlord can be used as dropship, dropping creep spell you could count him as 12
Ofcourse that would give the zerg 3 non-combat units, 2 of them wich are basicly upgraded supply depot's so to say, so your point still holds.
And if you add the overseer to zerg, also put the observer with protoss, wich puts them at 13 Queen helps against small rushes, but I think it's obvious why nobody actually uses them with their army past the four minute mark. This is why I didn't count them, they're not really a combat unit, they're the macro mechanic (and some other spells).
Didn't count Overseers because I didn't count Observers. Didn't count Overlords because I didn't count Phase Prisms. None of these units fight.
So yeah, that's why they weren't mentioned.
EDIT: didn't realize I put Overseer in there. Editing the main post.
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i wouldnt count the queen as a combat unit zergs wont ever use the queens out on the battlefields cause they r slow low hp dmg and their healing spell cost 50 xd
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then you should edit your post, because the overseer is in your zerg list
It is that that caused my confusion, so with the overseer gone the zerg list goes to 9
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I think the main problem is that Protoss and Terran have more spell caster units. Protoss have one at tier one and one at tier two, Sentry and High Templar. Terran have one at tier two and tier three, Ghost and Raven.
Zerg technically have two, but the Queen never leaves the base and rarely uses its spells in combat anyway. It's more of a mirror of the other races macro mechanics than it is of their spell casters.
Basically I think the Zerg need another spell caster unit that plays more of a defensive support role.
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On March 16 2010 06:06 KhaosKreator wrote: I think the main problem is that Protoss and Terran have more spell caster units. Protoss have one at tier one and one at tier two, Sentry and High Templar. Terran have one at tier two and tier three, Ghost and Raven.
Zerg technically have two, but the Queen never leaves the base and rarely uses its spells in combat anyway. It's more of a mirror of the other races macro mechanics than it is of their spell casters.
Basically I think the Zerg need another spell caster unit that plays more of a defensive support role. Starts with a D...
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its ok dude u can win by just making banelings all game you dont need more units
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I don't think the problem is the number of units, but the abilities. While other races' units can do cool stuff like blink, cliffjump, transform ground-air, stim, cloak etc., most of zerg's fighting units are just that: fighters. Zerglings, hydras, mutas and ultras can't do anything fancy other than attack.
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Currently infestors are a defensive spell caster imo because of lack of range and spells they use i wouldn't use them in an offensive setting as they'll just die but wheni can set them up on a cliff or at a choke they can be used.
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i think its cuz the lurker was removed JUST before the beta, and they didn't really have time to put in a unit that substituted its role. i honestly foresee it being put back in.
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IMHO 3 is still a big difference weather Zerg lacks cool ablility or not.
Yeah, I know it is redundant, but they should've found a way to at least keep the lurkers..
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just throwing it out there: it'd be cool to see drones have an ability to morph into a new unit, perhaps a tier 1.5 or 2 ability. Perhaps even an additional building that could come to life when a number of additional drones entered it. This would work beautifully with overlords' creep creation. I don't have a beta, so I'll let experienced players elaborate this idea if they like it.
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Decreasing range on Parasite also made it so that fungal bloom is basically the only spell you'll use them for. It does no good trying to parasite a collossus when I have to come well within the range of his entire army to hit him. The infestor would work well if it was really rugged, or really long range, or stealthy, or quick, or cheap, but it is none of those. It's not worth losing 1.5 mutalisks or 3 hydralisks for an infester unless you know straight up that your opponent is massing zealots or marines.
With the way that NP works now, it should be permanent, non channeled.
Zerg unit selection is boring in general. You have 4 core units (ling, roach, hydra, muta) all of which just do and take damage. Then a few specialist/"finisher" units (and you generally can't afford to mix them, since they all cost so much for the building and basic upgrades).
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Canada135 Posts
If this has been answered before I am sorry, but does anyone know why the lurker was removed? I heard it was because "no one was using them" but that does not seem like much of a reason. Anyone have more concrete insight?
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On March 16 2010 06:23 Razamataz wrote: If this has been answered before I am sorry, but does anyone know why the lurker was removed? I heard it was because "no one was using them" but that does not seem like much of a reason. Anyone have more concrete insight?
That's the reason.
For some reason they made lurkers T3 (but gave them siege tank range) and for some reason were surprised when every one chose Broodlords or ultralisks instead of lurkers. They've talked about "working" on lurkers (and another unit that was removed, but I can't recall what it was) and putting them back into the game once they've been polished a little.
Zerg are really missing out on lurkers, scourge, and defilers though.
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best option is to town down the hydralisk put in lurkers (tier 3) and introduce maye a light armor tier 2 unit
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On March 16 2010 06:09 Paperkat wrote: its ok dude u can win by just making banelings all game you dont need more units
And you're in copper division right?
That's what i thought.
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On March 16 2010 06:40 r4j2ill wrote: best option is to town down the hydralisk put in lurkers (tier 3) and introduce maye a light armor tier 2 unit
Why? T3 lurker was removed because it's useless to get lurkers as an end game "finisher" unit, and what purpose do you imagine for a "light armor tier 2 unit"? Can you explain your reasoning?
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