[SC2B] Zerg: The Evolution (or Devolution) - Page 12
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Optimator
United States53 Posts
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ohN
United States1075 Posts
muta micro defilers lurkers scourge dark swarm+ultras They're all nonexistent in sc2. Although tbh, banelings and brood lords are pretty cool. :D The infestor/roach though are meh. =/ | ||
Ayestes
United States106 Posts
Roachs used to quite the interesting bunch as an example, but now it really seems like they are a bland ranged tanking unit. Too many upgrades that just arn't worth the investment most of the time. Could really use the burrow movement as a standard built-in package. Likely a Hit Point nerf. Heck the Zerg could really use just one more unit eeked out before release. Infested Terran just don't count. It doesn't need to be a Tier 3 spellcaster, I personally think a burrow move, burrow attacking, anti-armor melee unit in the Lair Tech would be add something new to what the Zerg have. I've seen some wonderful ideas around here. Simple creative things, that would likely require some rebalancing afterwords (I'm no balancing genius, only looking at adding something else), would give a lot of the units more creativity. Corrupters could really use a better ability, perhaps have it be a "Growth" that slowly damages and disables the structure until the "Growth" is destroyed. Give Ultralisks the ability to step over non-massive units. The Infestor could really use a boost, perhaps changing Neural Parasite altogether into mid-duration debuff that grants vision and causes any energy used to "feedback" in an aoe around the user (Giving all three races a mild form of energy control). Make Infested Terran have a quicker hatch timer and move Fungal Growth into a research while giving it a mild boost in damage to Armored Units. I haven't thought of all the repercussions of these ideas, but I'm simply looking to add some more interest to the Zerg. Just a bit of mind dribble, but hopefully you get the idea without me sounding too silly here. | ||
Laerties
United States361 Posts
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Rah
United States973 Posts
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lowbright
308 Posts
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IdrA
United States11541 Posts
On April 22 2010 06:23 Wintermute wrote: The problem I have with roaches as "generic ranged unit" is that hydras are/were already the "generic ranged unit." Roaches and hydras are basically just variants of each other. Roaches emphasize being meaty and hydras emphasize being dangerous, but in the end the combination of roach/hydra servers exactly the same purpose as mass hydra in SC1. You've got an extra unit that exists just to be an extra unit. Either you have weak roaches that act like Hydralisk Jr or you have roaches that are much stronger than what we have now, and they they basically act as a replacement for ultralisks. In general, doesn't it seem like ranged DPS units are overdone in SC2? Terran went from marines to marines + marauders. Zerg went from hydras to hydra + roach and protoss went from dragoon to stalker + sentry + immortal. At least in the case of protoss they all have some unique abilities to differentiate them. When it comes down to it, can you express a functional reason for the existence of roaches? Do they really bring an element to the game that SC1 hydras didn't? The only thing I can think of is that they make zerg more vulnerable to early air, which they wouldn't necessarily be with a more functional general purpose hydralisk. hydras and roaches serve very very different purposes. hydras are pure damage dealers that die if you look at them funny while roaches are much more sturdy with better harass value, but not nearly as good at dealing damage in a fight cuz of lower attack speed and much lower range. | ||
blahman3344
United States2015 Posts
personally, i like what they did w/ zerg. The whole idea of needing to spread creep throughout the map for a mobility advantage adds a whole new element to the game. | ||
Archerofaiur
United States4101 Posts
On April 22 2010 10:09 blahman3344 wrote: great post, yo personally, i like what they did w/ zerg. The whole idea of needing to spread creep throughout the map for a mobility advantage adds a whole new element to the game. Lol if they didnt include the creep innovation could they even call it Starcraft 2? | ||
Ideas
United States7964 Posts
On April 22 2010 10:13 Archerofaiur wrote: Lol if they didnt include the creep innovation could they even call it Starcraft 2? lol good point | ||
Neoattitude
Guam172 Posts
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systemA
95 Posts
On April 22 2010 10:23 Neoattitude wrote: Though I'm not a big fan of Zerg because they are evil!! But the post was awesome. Def. a quality post. Good Job man. bro. we're just trying to make a killin' bro. | ||
commanderchobo
Canada53 Posts
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Talic_Zealot
688 Posts
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TheTuna
United States286 Posts
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Sosha
United States749 Posts
I mean ya.. some goods and bads of Zerg, like the muta micro thing I will admit (as a Protoss player) it does suck that something as influencial and game-changing as that is kinda all but gone. Then again, I think the same could be said about storm, because its not nearly as useful as it was from Bw. My main complaint is that, on the description of the thread, Why is Zerg our most beloved alien race!? As a Protoss player, I take offense to that --v | ||
Saracen
United States5139 Posts
On April 22 2010 10:56 Sosha wrote: My main complaint is that, on the description of the thread, Why is Zerg our most beloved alien race!? As a Protoss player, I take offense to that --v That's what I first noticed as well! +1 for the swarm | ||
BattleSheen
United States58 Posts
I agree with your thoughts on lurkers and why they don't fit into the fighting style of sc2. But most importantly, I feel that T3 zerg is just not worth it when Ultras can be owned by mauraders and immortals. Broodlordss are great and I'll eventually get them but it's lame that T3 zerg is so empty. I would like to see a new armor type for Ultralisks which doesn't take extra damage from anything but late game units like the battle cruiser/raven missle7 or archon/carrier/voidray. I also think zerg needs a t3 caster. I'm willing to leave the crappiest spell in the game, infested terrans, alone if zerg gets the ability to mutate queens into a badass flying spellcaster at hive tech. I have no idea what spells she could have, maybe some sort of "Mass Transfusion" where she can heal zerg units in a small radius. That would sure help against late game protoss with storm and Colossus. Of course the values could be adjusted as to not be too powerful. And maybe she can have a "Silence" type skill which would stop enemy units from casting spells for a short period of time. This would help against late game ravens with point defense drone and that AOE missle, since point defense drone owns zerg ranged. and maybe third she can have a "Mass creep Aura" which keeps a radius of creep around her constantly, dunno how useful that would be. anyways, just some ideas. But right now I'm disappointed at the limited unit choice of my favorite race. It almost seems like Blizzard didn't put as much time into Zerg as the other races. | ||
AllFear
44 Posts
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QibingZero
2611 Posts
..but, you know, something stuck out a bit. As a B level zerg in BW, does that really quantify you as 'not a very good player'? I've been overrating myself when I use that same description, apparently! | ||
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