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On May 04 2017 22:09 AtlasMeCHa wrote: This is proof that overlords were suppose to have some kind of offensive capability to them because of how this is all suppose to work legitimately.
Overlords were originally supposed to be able to burrow. I know this for a fact because you start with 4 drones but only 3 larvae, so this is the only possible explanation.
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Another thing that is quite bothersome when you consider it is how the hydralisk gets + 1 attack damage per upgrade of attack which is exactly what the marine gets while the vulture and the dragoon get +2.
If classification of damage type had anything to do with damage per upgrade as it should then this would mean that the hydralisk should do normal damage just like the marine since it only gets +1 damage per upgrade while STILL COSTING GAS.
But no.... it does explosive damage like the tank or dragoon yet doesn't get any more then +1 damage per upgrade like the marine and still costs gas....
This only proves that I'm right about this as a completely failed design point of the game and that either the hydralisk was suppose to get more then 1 damage per attack upgrade or simply doesn't have the right damage type classification.
The bottom line is that it is one or the other....
I mean you know for a fact that they tried to solve this problem in sc2 with the roach which you don't even want to hear my opinion on.
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On May 05 2017 12:04 AtlasMeCHa wrote: Another thing that is quite bothersome when you consider it is how the hydralisk gets + 1 attack damage per upgrade of attack which is exactly what the marine gets while the vulture and the dragoon get +2.
If classification of damage type had anything to do with damage per upgrade as it should then this would mean that the hydralisk should do normal damage just like the marine since it only gets +1 damage per upgrade while STILL COSTING GAS.
But no.... it does explosive damage like the tank or dragoon yet doesn't get any more then +1 damage per upgrade like the marine and still costs gas....
This only proves that I'm right about this as a completely failed design point of the game and that either the hydralisk was suppose to get more then 1 damage per attack upgrade or simply doesn't have the right damage type classification.
The bottom line is that it is one or the other....
I mean you know for a fact that they tried to solve this problem in sc2 with the roach which you don't even want to hear my opinion on.
I don't want to hear your opinions on anything
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On May 05 2017 12:04 AtlasMeCHa wrote: Another thing that is quite bothersome when you consider it is how the hydralisk gets + 1 attack damage per upgrade of attack which is exactly what the marine gets while the vulture and the dragoon get +2.
If classification of damage type had anything to do with damage per upgrade as it should then this would mean that the hydralisk should do normal damage just like the marine since it only gets +1 damage per upgrade while STILL COSTING GAS.
But no.... it does explosive damage like the tank or dragoon yet doesn't get any more then +1 damage per upgrade like the marine and still costs gas....
This only proves that I'm right about this as a completely failed design point of the game and that either the hydralisk was suppose to get more then 1 damage per attack upgrade or simply doesn't have the right damage type classification.
The bottom line is that it is one or the other....
I mean you know for a fact that they tried to solve this problem in sc2 with the roach which you don't even want to hear my opinion on.
Now, consider this: what if Zerglings had an upgrade that allowed them to be catapulted into the air by an ultralisk so they can rip apart air units?
This makes sense because when you spend gas, you invest in gas-based things. Therefore, the zergling should have a psionic storm ability. If you do the math, each Zergling costs 25 minerals, and each High Templar costs 25 minerals. This is an indisputable fact.
Now, let's switch gears and go back to the evolution chamber, which should be able to have an attack that drains all shields from Protoss units but causes the evolution chamber to go down to half-health.
These changes make sense because I have the mind of a small child.
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On May 05 2017 12:26 starkiller123 wrote:Show nested quote +On May 05 2017 12:04 AtlasMeCHa wrote: Another thing that is quite bothersome when you consider it is how the hydralisk gets + 1 attack damage per upgrade of attack which is exactly what the marine gets while the vulture and the dragoon get +2.
If classification of damage type had anything to do with damage per upgrade as it should then this would mean that the hydralisk should do normal damage just like the marine since it only gets +1 damage per upgrade while STILL COSTING GAS.
But no.... it does explosive damage like the tank or dragoon yet doesn't get any more then +1 damage per upgrade like the marine and still costs gas....
This only proves that I'm right about this as a completely failed design point of the game and that either the hydralisk was suppose to get more then 1 damage per attack upgrade or simply doesn't have the right damage type classification.
The bottom line is that it is one or the other....
I mean you know for a fact that they tried to solve this problem in sc2 with the roach which you don't even want to hear my opinion on. I don't want to hear your opinions on anything
That wouldn't be because you haven't developed your own opinion on classification failure points of game design would it?
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On May 05 2017 14:18 ninazerg wrote:Show nested quote +On May 05 2017 12:04 AtlasMeCHa wrote: Another thing that is quite bothersome when you consider it is how the hydralisk gets + 1 attack damage per upgrade of attack which is exactly what the marine gets while the vulture and the dragoon get +2.
If classification of damage type had anything to do with damage per upgrade as it should then this would mean that the hydralisk should do normal damage just like the marine since it only gets +1 damage per upgrade while STILL COSTING GAS.
But no.... it does explosive damage like the tank or dragoon yet doesn't get any more then +1 damage per upgrade like the marine and still costs gas....
This only proves that I'm right about this as a completely failed design point of the game and that either the hydralisk was suppose to get more then 1 damage per attack upgrade or simply doesn't have the right damage type classification.
The bottom line is that it is one or the other....
I mean you know for a fact that they tried to solve this problem in sc2 with the roach which you don't even want to hear my opinion on. Now, consider this: what if Zerglings had an upgrade that allowed them to be catapulted into the air by an ultralisk so they can rip apart air units? This makes sense because when you spend gas, you invest in gas-based things. Therefore, the zergling should have a psionic storm ability. If you do the math, each Zergling costs 25 minerals, and each High Templar costs 25 minerals. This is an indisputable fact. Now, let's switch gears and go back to the evolution chamber, which should be able to have an attack that drains all shields from Protoss units but causes the evolution chamber to go down to half-health. These changes make sense because I have the mind of a small child.
I was thinking more like that the spawning pool would actually HOLD the collective hp pool of all overlords that are out on the field that any zerg units can drink from in order to heal their life while the nearest overlord loses life down to 1 hp at which point the next nearest overlord takes over and loses its life, drained in to the spawning pool for the recovery of warrior or drone hp at the spawning pool. The lord heals from above, albeit sacrificial.
This way it justifies why overlords occupy larvae and can now be recognized as worthy of occupying larvae instead of drones just mutating in to overlords outright.
Do not make "units" unless you are going to "USE" them.... and the overlord IS a UNIT that simply doesn't get its USE ... FULFILLED.
If it does not, then we will have to correct the game design and function that drones mutate in to overlords instead of larvae. But you guys would probably do that just to shut me up and fail at the aspiration of beautiful creative and balanced game design.
At least common sense game design
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Overlords occupy larvae, and therefore, drones should be able to morph into a Krogoth Gantry with an already-completed Krogoth, or possibly remove Protoss from the game and replace them with Brotherhood of Nod. Then it would be such a beautiful and balanced game that brings tears to my eye.
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On May 05 2017 23:31 ninazerg wrote: Overlords occupy larvae, and therefore, drones should be able to morph into a Krogoth Gantry with an already-completed Krogoth, or possibly remove Protoss from the game and replace them with Brotherhood of Nod. Then it would be such a beautiful and balanced game that brings tears to my eye.
What are Krogoths ? Or a Krogoth Gantry ?
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Hey, here's a concept for a race....
Zerg with parallel production
Good at winning or dominating in battles but horrible at winning wars
You might as well start zerg off with 2 hatcheries at 2 bases and cut the hit points of hatcheries in half
Still start with 4 drones at main hatchery
And so zerg still start with 300 minerals worth of buildings 150 + 150
This is the reason why hatcheries start off with 1 larva instead of 3
And why overlords occupy larva
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You have to admit though, that if there was a philosophy of "doing good" with zerg it would be all about using damage upgrades on enemy units that are attacking 2 armor sunken colonies and that would be the pure defining aspect of how zerg legitimately win.
This is why zerg defense needs progressive enhancements to the sunken colony that come naturally with lair and hive tech.
Such as "Taunt" ability
I don't care if you have to make the fricken sunken colony concussive damage so that they can have such abilities, comparable to the fantastic abilities of the vulture that is also concussive damage.
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Actually this would have worked well enough with the +1 armor of queens in sc2 as you would probably see a line of queens spread out, dotted and burrowed between zerg and their enemy for the sake of setting up "taunt bombs" so that zerg could make the most out of their attack upgrades on units that are attacking plus 1 armor queens.
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Guardians should shoot smaller guardians out. Then Zerg could start with 10 supply and all Protoss units would do concussive damage. This transdimensional tridirectional paradigm would make it so Zerg isn't forced to go 6 hatch, 7 pool every game against Protoss and oh god my cat is stepping on my keysgfkjnsdgjnkjrugiwhersflvjnaerifgoel
Okay, got the cat down. Crisis averted. Anyhow, where was I? All air units should shoot a blue laser I mean oops wrong game we should make it so ghosts can burrow and Zerg needs cloaks, like literal cloaks to cover their naked bodies.
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On May 06 2017 11:33 ninazerg wrote: Guardians should shoot smaller guardians out. Then Zerg could start with 10 supply and all Protoss units would do concussive damage. This transdimensional tridirectional paradigm would make it so Zerg isn't forced to go 6 hatch, 7 pool every game against Protoss and oh god my cat is stepping on my keysgfkjnsdgjnkjrugiwhersflvjnaerifgoel
Okay, got the cat down. Crisis averted. Anyhow, where was I? All air units should shoot a blue laser I mean oops wrong game we should make it so ghosts can burrow and Zerg needs cloaks, like literal cloaks to cover their naked bodies.
Does not even remotely come close to explaining what Krogoth is/are. And since I dont want to Google it, then I rely entierely upon you to enlighten me.
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On May 06 2017 11:33 ninazerg wrote: Guardians should shoot smaller guardians out. Then Zerg could start with 10 supply and all Protoss units would do concussive damage. This transdimensional tridirectional paradigm would make it so Zerg isn't forced to go 6 hatch, 7 pool every game against Protoss and oh god my cat is stepping on my keysgfkjnsdgjnkjrugiwhersflvjnaerifgoel
Okay, got the cat down. Crisis averted. Anyhow, where was I? All air units should shoot a blue laser I mean oops wrong game we should make it so ghosts can burrow and Zerg needs cloaks, like literal cloaks to cover their naked bodies.
And also consider that 16 zerglings equals 8 food and 1 overlord occupying larva so if there would have been 3 zerglings per larva....
2 ( 1 4-( 2 6-( 3 8-( 4 + = 100
Then it would add up to 100 minerals worth of excess lings and therefor makes up for the 100 mineral overlord occupying larva
So they should really consider 3 lings per larva for 75 mineral cost
Also because every hatchery has 3 larva....
This completes the Macro and Micro Fractal Design Alignment
Of parallel production and concept design
For the sake of the zerg philosophy of "react and swarm"
That the units zerg makes, THEY USE... because its enough to potentially hold the opponents army from running back like a coward.
Therefor zerg does not completely fail on the goal and point of "not making units unless they use them"
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do you have a generator for your posts or something?
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On May 06 2017 17:37 SkrollK wrote:Show nested quote +On May 06 2017 11:33 ninazerg wrote: Guardians should shoot smaller guardians out. Then Zerg could start with 10 supply and all Protoss units would do concussive damage. This transdimensional tridirectional paradigm would make it so Zerg isn't forced to go 6 hatch, 7 pool every game against Protoss and oh god my cat is stepping on my keysgfkjnsdgjnkjrugiwhersflvjnaerifgoel
Okay, got the cat down. Crisis averted. Anyhow, where was I? All air units should shoot a blue laser I mean oops wrong game we should make it so ghosts can burrow and Zerg needs cloaks, like literal cloaks to cover their naked bodies. Does not even remotely come close to explaining what Krogoth is/are. And since I dont want to Google it, then I rely entierely upon you to enlighten me.
Unlike certain people that will not be named, I can actually explain what I'm talking about:
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Actually, if philosophy is in fact "the discovery of the obvious" http://www.spaceandmotion.com/simple-science/truth-reality-discovery-of-the-obvious.htm
And 2 zerglings for 50 minerals do a total of about 28 dps
And 1 marine for 50 minerals does 9 dps
Then it should in fact be obvious that the 100% irrefutable fact of zerg design failure lies in the inability to switch between
2 zergling per egg and 1 drone per egg
and
1 zergling per egg and 2 drones per egg
Which would prove and in fact does prove that zerg are a "situational and directional" race
We all see that 2 zerglings per egg for 50 minerals is in fact over powered, but being overpowered in the offensive direction when the enemy can easily cause you to make units that you have to use but will not use is merely a set up for failure.
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No it's not.
Then it should in fact be obvious that the 100% irrefutable fact of zerg design failure lies in the inability to switch between
2 zergling per egg and 1 drone per egg
and
1 zergling per egg and 2 drones per egg
You're assuming there already is a "design failure", which there is not.
Which would prove and in fact does prove that zerg are a "situational and directional" race
Meaningless and unfounded conclusion based on ridiculous opinions.
We all see that 2 zerglings per egg for 50 minerals is in fact over powered, but being overpowered in the offensive direction when the enemy can easily cause you to make units that you have to use but will not use is merely a set up for failure.
I would explain to you, in detail, why you're totally wrong, but you seem to be incapable of responding to critique and resort to changing the subject when confronted by evidence.
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On May 08 2017 10:58 ninazerg wrote:No it's not. Show nested quote + Then it should in fact be obvious that the 100% irrefutable fact of zerg design failure lies in the inability to switch between
2 zergling per egg and 1 drone per egg
and
1 zergling per egg and 2 drones per egg
You're assuming there already is a "design failure", which there is not. Show nested quote + Which would prove and in fact does prove that zerg are a "situational and directional" race
Meaningless and unfounded conclusion based on ridiculous opinions. Show nested quote + We all see that 2 zerglings per egg for 50 minerals is in fact over powered, but being overpowered in the offensive direction when the enemy can easily cause you to make units that you have to use but will not use is merely a set up for failure.
I would explain to you, in detail, why you're totally wrong, but you seem to be incapable of responding to critique and resort to changing the subject when confronted by evidence.
Just give up, this guy is hopeless
probably just trolling
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On May 08 2017 13:19 starkiller123 wrote:Show nested quote +On May 08 2017 10:58 ninazerg wrote:No it's not. Then it should in fact be obvious that the 100% irrefutable fact of zerg design failure lies in the inability to switch between
2 zergling per egg and 1 drone per egg
and
1 zergling per egg and 2 drones per egg
You're assuming there already is a "design failure", which there is not. Which would prove and in fact does prove that zerg are a "situational and directional" race
Meaningless and unfounded conclusion based on ridiculous opinions. We all see that 2 zerglings per egg for 50 minerals is in fact over powered, but being overpowered in the offensive direction when the enemy can easily cause you to make units that you have to use but will not use is merely a set up for failure.
I would explain to you, in detail, why you're totally wrong, but you seem to be incapable of responding to critique and resort to changing the subject when confronted by evidence. Just give up, this guy is hopeless probably just trolling
He's been doing this for at least the last 8 years, I want to know why. Is he trolling? Mentally deranged? An AI?
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Actually, has anyone ever proposed that plague heals zerg units when cast on them by the same rate and amount that enemy units would be life drained by plague casts?
And since ultras are immune to spells, at least in sc2
then that would mean it is immune to the effect?
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Or here is a thought, how about spawn broodlings spawns broodlings based on how many hatcheries you have.....
2 more broodlings per every additional hatchery.... or 1
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