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All of the special abilities that the units have are a wash. Burrow movement is completely useless because detection is so easy to get now. Corruptor corruption web or whatever it is called is kinda useful. But it is hardly going to swing the game in your favor.
I was initially resisting bringing back the lurker but now it looks like they don't intend to bring back anything at all, so hell a lurker is better than nothing.
I believe that a tier 2.75 lurker would be at the very least useful. Yeah sure, there is detection, but if the stats are good enough they could be brought out on the field and massed about the same time banshees with cloak come out. As long as their stats are good enough that they can be used with support, that'll have to do.
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wasn't this always the case in bw as well?
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I was thinking and counting this as I went to bed last night and it really struck me as odd.
Diversity wont really spawn from fixing the Infestor I'm afraid.
I really miss lurkers, and I dont wanna turn this thread into "fix the game" thread - because I love it and I think it's great already but I also belive that if they increased the collisionsize abit will make certain things and units more viable and more diverse in general in this game, and maybe it could bring back the Lurker in some way
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On March 16 2010 06:40 SLush wrote:Show nested quote +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.
im not and 1 baneling killed 16 marines in a game i played today gg banelings retarded as hell
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On March 16 2010 06:53 azndsh wrote: wasn't this always the case in bw as well? Yeah, and I guess that's the only reason I can see it as beeing valid designwise, but in BW it worked alot diffrently. Maybe we will see transitions between techs that effect gameplay when things are figured out more, who knows.
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On March 16 2010 06:12 Scorch wrote: 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.
I actually agree with this post. And even the roach is just an combat unit, until you upgrade its tech and only them it becomes more strategic. So that makes 5 units that only fight and have no good abilities.
Corruptors and broodlords are cool units with useful and interesting abilities, but the corruptor is too situational and the broodlord is a late game unit.
On the other side, I also feel Zerg lack one unit and especially a unit like the lurker or the lurker itself.
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Hmmm, I do tend to agree a little bit. However as a Zerg player in Sc2 Beta, I like the units I have now. I'm totally fine with the amount of units the Zerg has. I know what each unit's purpose is, what units they counter, and how they should all be utilized.
The only addition I'd like to see is a caster unit to replace the defiler, and possibly a siege unit like the lurker.
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On March 16 2010 06:58 Paperkat wrote:Show nested quote +On March 16 2010 06:40 SLush wrote: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. banelings retarded as hell
I agree with this, even if I don't lose to them I just don't like them or the concept.
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United States7166 Posts
yeah when you compare the races..
zealots have Charge, stalkers Blink, sentries have Force Field which is the coolest ability ever, along with Guardian Shield and Hallucination, templars have feedback/psi storm/form archon, phoenixes have graviton beams, void rays a cool mechanic, warp-in, immortals have hardened shield, colossuses walk up and down cliffs are are super awesome, dark templars are permanently invisible ninjas, mothership has cloak mass recall and nether void or whatever
marines have stim, marauders have stim and slow units with their shots, reapers jump up and down cliffs and have cool weapons and mechanics, ghosts can EMP / Snipe / Calldown Nuke / Cloak, hellions are super speedy vultures with flamethrowers, siege tanks have siege mode, Thors have special cannon abilities and are badass, vikings transform, banshees cloak, medivacs Heal, Ravens have 3 totally sweet abilities (turret/defense drone/HSM), and finally Battlecruisers are sweet and have yamato
all zerg ground can Burrow, but this is pretty boring. zerglings have nothing, banelings explode which is cool but not nearly as fun as Lurkers are for both players in the game, roaches regen when burrowed which is just ok, hydras have nothing, mutalisks have nothing and cant be microed like in BW, Queens can spread more creep and heal stuff, boring, corruptors can disable buildings for a short time (pretty boring as it only applies to buildings, not nearly as cool as Graviton Beam), infestors spawn useless infested terrans, neural parasite is cool, fungal growth is decent (roaches/infestors can move while Burrowed, mildly interesting), Broodlord spawn broodlings on attack which is..ok, ultralisks have no special abilities but are badass.
zerg also lacks a single unit that can attack while invisible, now that Lurker was strangely removed. I don't know why blizzard is so against these units, but at least other races have DTs, mothership cloak all units/buildings, banshees, and ghosts.
so yeah zerg is really lacking in terms of abilities and also unit diversity and unit numbers. yes it's probably because zerg, unlike terran/protoss, lack any sort of technology, but cant they have cool biological/evolved abilities? pretty lacking right now
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Banelings are about as expensive as roaches and can only explode once and have 30 hp :/ If you die to mass baneling, either you did something totally wrong, or the zerg player caught you nicely off guard (or was able to contain you fairly well).
There really isn't much option imo. Although it feels we have some options (hydra+roach, roach+ling, ling+muta, massmuta, muta+roach, hydra+ling and banelings/infestors for good measure with ultras and broodlords to finish it off), I still think its somewhat limited as pretty much every unit is 'get them pretty close to enemy'. Of course I have to elaborate this thought: lurkers were a more unique playstyle, defilers made it fairly possible to get up closer. Atm its nothing but "get a mass army and get them to attack the enemy' and not so much 'quick harass with a unit' (dark templar/ghost) or 'have to be stationary to deal some nice dmg' (siege tanks). Of course this is the zergs playstyle, but the lack of lurker/defiler makes it even more straightforward.
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mutas have splash damage, i might add
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On March 16 2010 06:02 Deviation wrote: Maybe they plan to add 3 new Zerg units in the first expansion and only one to Terran and Protoss?
I see what you did there In all seriousness, though, while that sort of promise doesn't make me feel better for now, you know that with all the depth the game already has (and what we see in beta doesn't include a great many things in the campaign seen at Blizzcon) I can't help but be excited to see what is to come in expansions, after this game sells 5 or 10 million copies on day 1. :>
Technically Zerg ha(s|d) some combat units the OP didn't mention. The Infested Terran (lulz, BLIZZARD IF YOU ARE READING please get rid of this ability, it makes no sense, and even though its situational usefulness as an anti-air option is reasonable, I'd much much rather the Infestor squirted out something other than an infested marine power suit hatched from an egg!), the Lurker (R.I.P), and the Broodling (spawned from destroyed buildings and Moustache Lords).
I see very very little spire usage nowadays, which is sad because Corrupters are really good if you take the time to fag up buildings continually with their spell. Muta+Corrupter with the Barracks all fagged up for several minutes while you whittle down his M&M until he has no more defenders and your mutas keep coming... Can you picture it? Vikings are a highly-microable anti-air counter though, with 9 ranged, and Corrupters aren't that great against them due to their shorter range and slower flight speed, but they also tend to stack up when being microed and so massed mutas beats Vikings cost for cost with the splash...
If Zerg was to gain a new unit I would put in something AA at tier 1, perhaps another sidegrade to the Zergling which can fire mini-hydra spines. The Hydraling :>
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I hope they nerf down to hydras to tier 1 again and bring back those lurkers.. as it was before.. :D
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On March 16 2010 08:10 Gedrah wrote: ...
If Zerg was to gain a new unit I would put in something AA at tier 1, perhaps another sidegrade to the Zergling which can fire mini-hydra spines. The Hydraling :> OR, maybe the solution is to add another unit called the superdrone. its special ability is "be 2 drones." it could cost about 2x a normal drone.
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On March 16 2010 08:18 OneBk wrote: I hope they nerf down to hydras to tier 1 again and bring back those lurkers.. as it was before.. :D
Putting hydras in tier 1 would be a buff, not a nerf. Also lurkers was removed because no one ever used them.
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Well the obvious point is that Roaches, Hydras, Zerglings, and Mutas are the answer to everything we're seeing in metagame ATM. What else do you need?
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On March 16 2010 08:30 baller wrote:Show nested quote +On March 16 2010 08:10 Gedrah wrote: ...
If Zerg was to gain a new unit I would put in something AA at tier 1, perhaps another sidegrade to the Zergling which can fire mini-hydra spines. The Hydraling :> OR, maybe the solution is to add another unit called the superdrone. its special ability is "be 2 drones." it could cost about 2x a normal drone.
that would be pretty op, i think it would get nerfed so it would cost 2 larvae as well
In serious though, i think zerg are lacking units. Yer were pretty good if we mass up the same units themselves, but its definatley a lot less fun.
Also someone mentioned corrupters being useless. I think muta/corrupter is an awesome combo, if you get air advantage early a corrupter can secure that air advantage for most of the game. Also if they haven't put cannon/turrets up yet you can just spam the currupters spell on any they try to build, in which time all of their workers are taken care of.
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I don't know about you guys. I've been playing only zerg; I've logged nearly 100 games. I love it. Their concept isn't to have "cool" abilities; they're the ZERG SWARM. They swarm their enemies with unrelenting and overwhelming numbers, infest enemy units and burst out of the very ground.
I just love it when I'm tightening the noose on my opponent and then finish him off with a massive onslaught of units to his front main, two nydus worms in his base, and 5 hatcheries fully injected with larvea with rallied lings.
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for unknowen reason bliz removed, the most fun stuff from bw, stacking muta micro agains marines, was so much fun ... if they just let the stucking with an overlord, it would be so much more fun to play zerg
they want make infestor usefull, but are nerfing it ... mindcontroll with range of 7??????? wtf you can controll from that range? a mariner zealot? ...
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What about a unit that can only live on creep (e.g. loses health quickly when not on creep) and basically can function as a sort of miniwall/grabber/pusher (i.e. stops them from moving thru, hold units in their place or pushes them to a certain direction). Their hitpoints being about 120, they move with the speed of an infestor, deal very low dmg (say 5-7) at a normal atttack rate (or leave dmg out), are a melee unit, have biological armor with 0 armor and count as a light unit (e.g. that hellion can deal fairly nice dmg to it). Cost 100 minerals. Tier2 tech and becomes available when you get lair and have a pool out.
The idea is that you can basically "catch infiltrators" in your base and move them towards your army.
A slightly different idea: a unit that is a eater. A fairly slow unit with a decent amount of hp that literally eats units. As an attack, this unit is able to spawn "grabbers" that can catch a unit when its low hp and bring it to the eater which will devour it. The grabbers will spawn similarly to the broodlings that a broodlord spawns, will last only for a short while, have 50 hp and move as fast as a roach or hydra. Once a unit is grabbed it will basically be immune to attacks or healing (which forces the AI, or the player to attack at a different unit). But, a grabber that caught a unit can be killed and when it dies the unit, that was caught, will return to the battlefield, with the hp it had when it was caught.
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