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iNcontroL
USA29055 Posts
On March 17 2010 06:24 Louder wrote:Show nested quote +On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all.
Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3
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hmm, you know these interviews can sometimes take days/weeks to be "finalized" or what ever, so alot of what he said is due to it being abit late :D.
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protoss are imba but they cant even reach top 10 in zotac cup... why? ;D
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On March 17 2010 07:27 {88}iNcontroL wrote:Show nested quote +On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore.
Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed.
It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg.
What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress.
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Moondragons says there isn't enough micro, but anything that doesn't involve zerg has seemed very micro intensive to me. I don't see a lack of micro being a problem in the future of SC2.
I have to concur with him on the Roach comment though; they're everywhere and the answer to almost everything.
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Dominican Republic825 Posts
On March 17 2010 06:24 Louder wrote:Show nested quote +On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all.
i think u have the word
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On March 17 2010 07:39 Virtue wrote:Show nested quote +On March 17 2010 07:27 {88}iNcontroL wrote:On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore. Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed. It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg. What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress.
Its still impossible on most maps to use cannons to expand, due to the nat being too open/having too many points of entry/ destructible rock back entrance. so it wouldnt solve the problem completely. And decrease in nexus/CC cost? really? Its not the fact that the expansion costs 400, its that its impossible to defend against a zerg who plays agressively when you expand, seeing as zerg can outproduce a terran/toss REALLY hard early on
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i see where mondragon is coming from. Mondragon is an aggro zerg used to press action, not a macro and defend zerg. and zerg doesnt have any effective offensive cop abilities right now.
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Tbh the only reason P can't compete early on is because of roaches, roaches are just awesome against anything, and if you do a zealot rush banelings will cream them.
All P is doing now is wall in and tech to immortal to have a roach counter, or attempt a FE.
Tbh, it doesn't seem like it's harder for one race to beat the other, allthough i'm slightly biased against Zerg, i'd just really like to see some way of competing against the zerg early on, could involve making stalkers actually beat Roaches - and to the people who say stalkers beat roaches with micro, hum, no not really, maybe in larger numbers, but early on - no.
So, why not make the stalker a more viable unit, and decrease damage of Immortals and have immortals keep their tank role.
Right now Immortals are not just insane tanks they also deal out SO much damage - 3 shots, GG Marauder.
Stalker really should be 10+10 as the marauder is, only thing is these units would seemingly mirror each other too much. Nerfing Immortals down a bit would also open up more tech choices, protoss seems forced into robotics in all matchups at the moment.
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Russian Federation132 Posts
for all who didnt get it, this interview was taken prepatch. All what mondi said about toss was right and was fixed in the next patch.
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On March 17 2010 08:30 TheAntZ wrote:Show nested quote +On March 17 2010 07:39 Virtue wrote:On March 17 2010 07:27 {88}iNcontroL wrote:On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore. Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed. It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg. What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress. Its still impossible on most maps to use cannons to expand, due to the nat being too open/having too many points of entry/ destructible rock back entrance. so it wouldnt solve the problem completely. And decrease in nexus/CC cost? really? Its not the fact that the expansion costs 400, its that its impossible to defend against a zerg who plays agressively when you expand, seeing as zerg can outproduce a terran/toss REALLY hard early on :p just because you can make scv doesn't mean you should i rather opt for a quick expo as terran followed up by a fast plat fortress and build up forces tvz rather then get some quick scv on my minerals. saving minerals counts early on just becuase most zerg go sdzzzzzzzzzzzz for their production either making all attack or all gathers doesn't mean you should produce one of each just because you could either.
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On March 17 2010 09:07 Sfydjklm wrote: i see where mondragon is coming from. Mondragon is an aggro zerg used to press action, not a macro and defend zerg. and zerg doesnt have any effective offensive cop abilities right now. 1 hatch roach is still pretty dam effective i don't use it but i've played aganist zergs who do.
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On March 17 2010 09:48 Virtue wrote:Show nested quote +On March 17 2010 08:30 TheAntZ wrote:On March 17 2010 07:39 Virtue wrote:On March 17 2010 07:27 {88}iNcontroL wrote:On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore. Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed. It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg. What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress. Its still impossible on most maps to use cannons to expand, due to the nat being too open/having too many points of entry/ destructible rock back entrance. so it wouldnt solve the problem completely. And decrease in nexus/CC cost? really? Its not the fact that the expansion costs 400, its that its impossible to defend against a zerg who plays agressively when you expand, seeing as zerg can outproduce a terran/toss REALLY hard early on :p just because you can make scv doesn't mean you should i rather opt for a quick expo as terran followed up by a fast plat fortress and build up forces tvz rather then get some quick scv on my minerals. saving minerals counts early on just becuase most zerg go sdzzzzzzzzzzzz for their production either making all attack or all gathers doesn't mean you should produce one of each just because you could either.
If i understand you correctly, you mean players should cut workers to get a faster expo, which doesnt work out because it doesnt give you the eco to make the army that you need to take a safe expo (as protoss at least, not really sure about terran)
On March 17 2010 11:41 MoMaN- wrote: t>z p>z you=useless your opinion=baseless your post=worthless
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On March 17 2010 12:48 TheAntZ wrote:Show nested quote +On March 17 2010 09:48 Virtue wrote:On March 17 2010 08:30 TheAntZ wrote:On March 17 2010 07:39 Virtue wrote:On March 17 2010 07:27 {88}iNcontroL wrote:On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore. Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed. It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg. What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress. Its still impossible on most maps to use cannons to expand, due to the nat being too open/having too many points of entry/ destructible rock back entrance. so it wouldnt solve the problem completely. And decrease in nexus/CC cost? really? Its not the fact that the expansion costs 400, its that its impossible to defend against a zerg who plays agressively when you expand, seeing as zerg can outproduce a terran/toss REALLY hard early on :p just because you can make scv doesn't mean you should i rather opt for a quick expo as terran followed up by a fast plat fortress and build up forces tvz rather then get some quick scv on my minerals. saving minerals counts early on just becuase most zerg go sdzzzzzzzzzzzz for their production either making all attack or all gathers doesn't mean you should produce one of each just because you could either. If i understand you correctly, you mean players should cut workers to get a faster expo, which doesnt work out because it doesnt give you the eco to make the army that you need to take a safe expo (as protoss at least, not really sure about terran) you=useless your opinion=baseless your post=worthless tvz i've had limited success trying it haven't messed with toss as much but i'm sure i could get the sucess rate up higher if i played them more, I usually expo around 24 supply no matter what race.
I'm sure some sort of cannon and serenity build could show some promise.
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On March 17 2010 09:49 Virtue wrote:Show nested quote +On March 17 2010 09:07 Sfydjklm wrote: i see where mondragon is coming from. Mondragon is an aggro zerg used to press action, not a macro and defend zerg. and zerg doesnt have any effective offensive cop abilities right now. 1 hatch roach is still pretty dam effective i don't use it but i've played aganist zergs who do. not anywhere near platinum level.
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On March 17 2010 07:39 Virtue wrote:Show nested quote +On March 17 2010 07:27 {88}iNcontroL wrote:On March 17 2010 06:24 Louder wrote:On March 17 2010 05:30 Insane wrote:On March 17 2010 05:18 -orb- wrote: Lol what?
Gonna have to agree with inc on this one...
Early zealot builds lol that will get stomped on by zerg with the warp gate nerf More like with the Gateway build time nerf, Zealot shield nerf, and warp gate nerf Playing aggressively early on against Zerg now feels so hard compared to when SC2 first came out, and it was like impossible for Zerg to stop lol. I feel like Z is completely broken in general. Queens break the game. Zerg's responsiveness is too fast and too overwhelming. The extra larva make it impossible to punish zerg for early greed - they can drone away and then instantly make 30 lings when you leave your base with a fast zealot immortal attack, for example - while still rushing lair units, with an expansion up. I also have to complain about the fact that Z units are retardedly cost effective. Roach, Hydra, Muta - INSANELY cost efficient units in small numbers and very difficult to deal with if you aren't VERY well prepared. It's frustrating that Z can make endless ling/baneling swarms to complement small groups of Protoss-like cost effective units, when the other races have no such combinations, or production advantages. It's similarly difficult as Terran, since z can make enough lings that you just can't attack at all with barracks units, and hydra are the only ground unit that shit on banshees so rushing air isn't always good - plus you have to deal with banelings. We've been bitching about Z being broken as fuck for a while on vent. The infestor nerf helped, but it's not nearly enough - or rather, it doesn't address the right problem at all. Don't worry david, browder has said in his latest commentaries that he will BUFF the z to make em more playable.. it's ok. They got our back <3 Well it's about perspective i think zerg looks imba becuase of a vastly different play style that occurs with a fast expanding and queen heavy play style it's about macro. While most toss and terran still run off that 1 base build which worked fine in sc1 when mining speeds and saturation worked differently but now with queens and better ai it doesn't work out so well anymore. Really the issue is earily game expansion is easy to hold due to zerg units being pretty even earily game but production for zerg being much higher then toss or terran so early game rushes don't work too well, although before the warpgate nerf 3warpgate zealot was ffs hard aganist someone that microed. It's about balancing the ability to punish early game expansion which i think terran and toss lack compared to zerg. What i'm thinking is that they can lower the cost of command centers and nexus by like 50 and give a small buff to cannons for toss along with a 50 gas cost reduction to planetary fortress. I like this guy. He's the only one so far that seems to notice this, too. Zerg is the only race that can FE and get away with it by keeping a formidable army against any T/P rush at the same pace. I've seen far too many Z players open up FE with roaches to defend, then mass lings to keep opponent occupied, and all the while using main and expo to hoard econ for at least a dozen mutalisks quick.
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response to up there ^ And zerg is able to do this because of the Queen. The queen just kills how zerg is played. Before larvae was a very key resource and spending it on a unit or a drone makes a huge difference. The abundance of larva by the queen's ability devalues this aspect of play. Before the larva is always used up, there is no such thing as i'll just store up larva and wait for enemy to push out before i mass with all my idle larva. idle larva did not exist.
From my previous post somewhere else: Think about this: In SC1 Z always had significantly less workers than T or P. Generally T/P has 2+ times min patches while Z has 1.5 or less times min patches (especially low econ zergs) Macro zerg has really been a fairly "new" trend in terms of 10 years. With this in mind, zerg units were cheaper than TorP units because that relatively low cost hurts or is felt by a zerg just as the much as a relatively higher cost is felt by a TorP. Producing a group of hydras that cost 75/25 felt like it took a lot of resources because zerg's resources comes in slowly. Now in SC2, producing 12 roaches of the same cost is nothing because zerg has just as much or MORE workers as the game progresses as TorP.
If Zerg had the same # of workers in sc1, zerg would also be extremely powerful. It is not that units in this game is that more powerful relative to sc1. In terms of strength a 75/25 hydra 80hp 10dmg is more cost efficient than a 100/50 hydra 90hp 12dmg. But the ability for zerg to create a high number of hydras in sc2 is easier than creating a high number of hydras in sc1. sc1 requires 7 minutes of macro on 3 bases before 5 hatch hydras start to pump. sc2 requires 2bases and2queens.
There should really be an analysis on how much a larvae is worth and what the queen's spawn 4 larvae ability is actually giving zerg. If a mule is worth 270minerals in 90 seconds, a single queen's vomit is worth more than that. The queen can vomit more often twice as often as one can mule.
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