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I make this thread in hopes of bringing back that feeling, something that was lost from BW. Everyone knows that the Terran in sc2 is more swarmy then Zerg. I don't want to Nerf that feeling for Terran but achieve the same or more of that feeling towards the Zerg swarm as it should be.
This is just a cool idea someone had - it is not meant to address any balance issues or anything.
Give an upgrade at the hive called 'mitosis' which gives zerglings the mitosis ability. When you use this ability on a zergling, the zergling morphs into an egg, and 20 seconds later, it hatches into two zerglings. It costs 25 minerals.
It basically makes it so you can make lots of zerglings late game without using larva.
The ability feels very zergy to me. The lings can multiply their population exponentially (assuming you have the minerals and food). 4 zerglings could become 32 zerglings after 3 generations (1 minute). You can truly 'swarm' with lings
Another cool idea is to make an active ability for the roach that lasts 5-10 sec. If the roach dies during that time it spawns to roachlings, this won't be the same as HoTS campaign since you have to activate the ability and its not passive.
If the enemy avoids killing the roach, you get extra shots... If you want to make the roach spawn roachlings you would have to target your own unit. In a battle this would matter alot, getting more shots or some little lings.
If you lack micro you will waste the ability on certain low life roaches that just wont be targeted.
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A good way to make Zerg feel Zergy is to make Nydus Worms very cheap, instant production (no building time), like in the Campaign.
Nydus are still vulnerable when they are unloading units, and when they die, they produce a lot of little critter units.
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Banelings, upon successful detonation with an enemy unit, should spawn 2 more smaller banelings that do half damage ... that would be super swarmy :D
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I am in favor of making Zerg more swarmy. I'd like to see the Zerg play style distinguished a little bit more from the other 2 races instead of adding new things like infestor abilities to counter Templar.
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BW already figured this out.
Give Zerg a 1 supply general purpose unit, and make it so Toss and Terran normally produce 2 supply units.
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On July 07 2015 02:33 TMagpie wrote: BW already figured this out.
Give Zerg a 1 supply general purpose unit, and make it so Toss and Terran normally produce 2 supply units.
Roach is too strong for 1 supply. They'd need to adjust it accordingly but I think it could work. Maybe bring Hydras down?
These are big changes though. We'd need Protoss Gateway unit stats buffed and better splash options for T I think. (EDIT NVM Terran would just make Tanks)
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Bisutopia19033 Posts
My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV.
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On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV.
The OP simply really enjoyed the campaign is my main guess for the "logic" of his suggestions.
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Ok, but make lategame upgrade for terran so the mules cost 10 energy, and for protoss so chronoboost affects all structures at once. If one race doesn't need macro, others shouldn't as well.
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On July 07 2015 02:37 DinoMight wrote:Show nested quote +On July 07 2015 02:33 TMagpie wrote: BW already figured this out.
Give Zerg a 1 supply general purpose unit, and make it so Toss and Terran normally produce 2 supply units. Roach is too strong for 1 supply. They'd need to adjust it accordingly but I think it could work. Maybe bring Hydras down? These are big changes though. We'd need Protoss Gateway unit stats buffed and better splash options for T I think. (EDIT NVM Terran would just make Tanks)
Well, the specific units is up for debate (I don't really care actually) I was just talking about the natural progression of army ratios from a game design perspective.
For example:
In TvZ
Terran spams marines (1 supply) + support units vs Zerg spamming zerglings/banes (1/2 supply) + support units. Result? Zerg feels swarmy.
If you make one race spam 2 supply units, and the other spam 1 supply units-- the player with 1 supply units will feel more swarmy.
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On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV.
Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels.
If you think creep spreading feels swarmy and certain compositions, then yeah you have no idea what your talking about on the subject of a swarmy race.
1. Lings would increase their number allowing the zerg to make other units from larva and feel swarmy instead of just remaxing all the time cuz that isnt swarmy. 2. The abiliy could have a cooldown effect to prevent spamming.
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I don't know in which dimension you live or what game you play but Zerg feels very swarmy. This "not-swarmy" circlejerk needs to be rethought, because when someone posted it X years ago he wasn't thinking much or played at very low level.
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Bisutopia19033 Posts
On July 07 2015 03:13 ZergLingShepherd1 wrote:Show nested quote +On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. Are you trolling me? I'm brood war staff. Read every article written over the past couple years. I cast SSL twice a week... /sigh
No what man, instead of throwing out accusations, take the time to respond to me with a well thought out reply. I didn't insult you. I was constructive and voiced a personal opinion. This opinion has nothing to do with my knowledge of Brood War, but instead deals with the facts. That facts are this is SC2 and all ideas have to be a way to elevate SC2's swarmyness. The opinion I brought was that your ideas don't address this issue in the best manner possible and that I believe alternative solutions would better help this issue.
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On July 07 2015 03:18 BisuDagger wrote:Show nested quote +On July 07 2015 03:13 ZergLingShepherd1 wrote:On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. ...instead of throwing out accusations...
Read his other posts, this is pretty much all he does and I was caught in the same trap. Trying to put my time into argumented comment, just to get wrecked by a one-liner: "I guess you play avilo-style mech".
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On July 07 2015 03:18 BisuDagger wrote:Show nested quote +On July 07 2015 03:13 ZergLingShepherd1 wrote:On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. Are you trolling me? I'm brood war staff. Read every article written over the past couple years. I cast SSL twice a week... /sigh No what man, instead of throwing out accusations, take the time to respond to me with a well thought out reply. I didn't insult you. I was constructive and voiced a personal opinion. This opinion has nothing to do with my knowledge of Brood War, but instead deals with the facts. That facts are this is SC2 and all ideas have to be a way to elevate SC2's swarmyness. The opinion I brought was that your ideas don't address this issue in the best manner possible and that I believe alternative solutions would better help this issue.
I didnt insult you or throwed any accusations, i just said my opinion to. I think insulting you would mean ugly words or smart words that is disguised as an insult. I dont know if you are a Brood War staff but your opinion has no relation with the idea of being swarmy, my argument was based around the fact of Zerg BW that felt swarmy. I also cant take you seriously when you say creep spread and certain compostions are swarmy cuz that clearly shows that you have no idea what swarmy was back in BW.
On July 07 2015 02:47 _indigo_ wrote: Ok, but make lategame upgrade for terran so the mules cost 10 energy, and for protoss so chronoboost affects all structures at once. If one race doesn't need macro, others shouldn't as well.
This a trolling argument cuz my OP has nothing to do with this. Also MULES already are very abusable in late game.
On July 07 2015 03:22 _indigo_ wrote:Show nested quote +On July 07 2015 03:18 BisuDagger wrote:On July 07 2015 03:13 ZergLingShepherd1 wrote:On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. ...instead of throwing out accusations... Read his other posts, this is pretty much all he does and I was caught in the same trap. Trying to put my time into argumented comment, just to get wrecked by a one-liner: "I guess you play avilo-style mech".
I guess you have multiple accounts cuz you just admited something that i said to someone else. Didnt know it was allowed to have more accounts.
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On July 07 2015 03:30 ZergLingShepherd1 wrote:Show nested quote +On July 07 2015 03:18 BisuDagger wrote:On July 07 2015 03:13 ZergLingShepherd1 wrote:On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. Are you trolling me? I'm brood war staff. Read every article written over the past couple years. I cast SSL twice a week... /sigh No what man, instead of throwing out accusations, take the time to respond to me with a well thought out reply. I didn't insult you. I was constructive and voiced a personal opinion. This opinion has nothing to do with my knowledge of Brood War, but instead deals with the facts. That facts are this is SC2 and all ideas have to be a way to elevate SC2's swarmyness. The opinion I brought was that your ideas don't address this issue in the best manner possible and that I believe alternative solutions would better help this issue. I didnt insult you or throwed any accusations, i just said my opinion to. I think insulting you would mean ugly words or smart words that is disguised as an insult. I dont know if you are a Brood War staff but your opinion has no relation with the idea of being swarmy, my argument was based around the fact of Zerg BW that felt swarmy. I also cant take you seriously when you say creep spread and certain compostions are swarmy cuz that clearly shows that you have no idea what swarmy was back in BW. Show nested quote +On July 07 2015 02:47 _indigo_ wrote: Ok, but make lategame upgrade for terran so the mules cost 10 energy, and for protoss so chronoboost affects all structures at once. If one race doesn't need macro, others shouldn't as well. This a trolling argument cuz my OP has nothing to do with this. Also MULES already are very abusable in late game. Show nested quote +On July 07 2015 03:22 _indigo_ wrote:On July 07 2015 03:18 BisuDagger wrote:On July 07 2015 03:13 ZergLingShepherd1 wrote:On July 07 2015 02:45 BisuDagger wrote: My TLDR: I do not like the ideas.
My history with Zerg and what makes it unique is larva management. That is one of the gimmicks to playing zerg. Manage your larva better and in return your economy and army thrive. Zerg is swarmy late game if you are 1. Injecting consistently, 2. Expanding 3. Creating macro hatcheries 4. Aren't supply blocked. Based on that information let's address your ideas:
1. Zerglings morph into more zerglings at the cost of 25 minerals: - In this case no larva is being used. Macro is being spent on morphing zerglings individually just to gain 1 more instead of at the cost of 50 gaining two more. If your larva is managed right it's much easier to build more zerginglings through the larva available. Zerglings with speed are already built pretty easily and in abundance. There is no need to add an ability that would improve this somehow.
2. Roaches dieing turn into more roachs - Even if this cost just the slightest bit of micro, why not just constantly spam this ability during an attack and get lucky - Hasn't everything about HoTS shown you that free unit zerg is not liked by the community. How happy will opponent be to see a roach rush where marines in small numbers kill off roaches that amazingly spawn new ones. So Free Units = Bad
What makes Zerg swarmy then? 1. Army compositions that don't consist of slow moving Broodlords constantly being babysat. 2. For ground: A mixture of lings/roaches/hydras/ultras + some spell casters 3. For air: Mutas+Corrupters 4. For Harrasment: Lurkers drops and swarm host hit squads 5. Creep Spread: Having creep spread everywhere is extremely swarmy.
All of the above exist already and in fact are made better in LoTV. I feel like the swarm aspect is there already and all the OP is really requesting is an ability to mass more tier 1 units which in my opinion is not zerg. Maybe the improvement of nydus canals as mentioned in an above post can help. But the added overlord upgrade was a real nice step forward. Different types of creep tumors could maybe be something cool but not necessary. I firmly believe once the infestor abilities have been settled Zerg looks to be in a really good position for LoTV. Yeah you missed the point by a long shot. Guessing you didnt play BW at all to know what swarmy feels. ...instead of throwing out accusations... Read his other posts, this is pretty much all he does and I was caught in the same trap. Trying to put my time into argumented comment, just to get wrecked by a one-liner: "I guess you play avilo-style mech". I guess you have multiple accounts cuz you just admited something that i said to someone else. Didnt know it was allowed to have more accounts.
Hold on buddy!
If you're going to troll, it has to be slow, steady, and sneaky. If you waste it all in one post people will catch on too quick. Take it back a notch, this was starting to get interesting.
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I guess you have multiple accounts cuz you just admited something that i said to someone else. Didnt know it was allowed to have more accounts.
Oh, is that so?
On July 04 2015 20:58 ZergLingShepherd1 wrote:Show nested quote +On July 04 2015 08:07 _indigo_ wrote: Maybe 9 worker start (middle ground between HotS and LotV) would be a good start. I feel starting Barracks and Gateway on 15 supply vs Zerg's unchanged options is also a reason those early aggressions are hard to stop.
This post shows pretty much that your afraid of a faster pace and macro.. 12 workers is perfect. Are you a turtle player cuz you sound like a mech turtle player style like avilo... ?
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On July 07 2015 03:36 _indigo_ wrote:Show nested quote + I guess you have multiple accounts cuz you just admited something that i said to someone else. Didnt know it was allowed to have more accounts.
Oh, is that so? Show nested quote +On July 04 2015 20:58 ZergLingShepherd1 wrote:On July 04 2015 08:07 _indigo_ wrote: Maybe 9 worker start (middle ground between HotS and LotV) would be a good start. I feel starting Barracks and Gateway on 15 supply vs Zerg's unchanged options is also a reason those early aggressions are hard to stop.
This post shows pretty much that your afraid of a faster pace and macro.. 12 workers is perfect. Are you a turtle player cuz you sound like a mech turtle player style like avilo... ?
My bad then i confused you with another poster.
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On July 07 2015 02:14 parkufarku wrote: A good way to make Zerg feel Zergy is to make Nydus Worms very cheap, instant production (no building time), like in the Campaign.
Nydus are still vulnerable when they are unloading units, and when they die, they produce a lot of little critter units.
Also want to add that there should be some kind of incentive for using Nydus right in front of the Terran army instead of hidden-cheesy method. For example, giving nearby Zerg units speed bonus from the nearby creep for example.
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Bisutopia19033 Posts
I dont know if you are a Brood War staff but your opinion has no relation with the idea of being swarmy, my argument was based around the fact of Zerg BW that felt swarmy. I also cant take you seriously when you say creep spread and certain compostions are swarmy cuz that clearly shows that you have no idea what swarmy was back in BW. If you can't take me seriously, then we can't have a discussion. This is a conversation of opposing opinions. This sort of thing occurs when two people engage each other with different views on a topic. This can't happen if one person just laughs off the other person. Do you want this to be a discussion or are you just looking for people to agree with you?
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