Zerg is stale - Page 3
Forum Index > SC2 General |
cuteFayth
Canada1167 Posts
| ||
Savio
United States1850 Posts
| ||
Chen
United States6344 Posts
TL needs to learn how to IP-ban anyways the only problem imo is that zerg just doesnt have a spellcaster worth a shit right now. spellcasters naturally played a huge in all the matchups (except zvz, cause that matchup is just stupid) and those spellcasters more or less defined the races. Zerg lost the defiler, and got it replaced with... the infestor.... which im sure everyone agrees is absolute shit. That and in comparison to protoss, where EVERY unit has an ability/special function, zerg units are retardedly one-dimensional. zerglings, hydras, mutas, ultras, ie the staple units, have no function other than attack units. | ||
Monokeros
United States2493 Posts
Seriously though, everything you said is true to a point, moreso that its NOT true because its beta and it's going to be fixed. If it isnt, then SC2 is just going to waddle along its own way. The only problem with your complaint about Zerg is that people will overlook every complaint about Z thanks to their magnificent tier 1 boy wonder the roach. If you'll look at the poll currently going on right now, no one thinks Zerg has a reason to complain about anything. To be more specific, no Protoss want to hear Zerg whining as long as they have mutalisks and roachs, Terran could care less. It's like SC1 all over again for me, I see Z and P players calling 'imba' or trying to work it differently but when it comes to down to it its the same thing. 'Your race is better than mine' while all Terran players are neutral because they have a nice solid answer to everything. | ||
Captain Peabody
United States3010 Posts
Due to your carefully-documented and argued thesis, I have changed my position on all these issues and now agree 100% with you on absolutely everything. Thank you. Either get the best unit in the game or get buffed guardians that will probably die to 1 anti-air unit just like in SC1 but you don’t even have scourge to try to defend them better (I will admit right now though that this is just my impression of broodlords as I have only used them once in a game that was already over and have rarely ever seen them used, which perhaps speaks of their usefulness already) | ||
Plexa
Aotearoa39261 Posts
| ||
wintergt
Belgium1335 Posts
http://www.mediafire.com/file/rgmyjn4w3zz/2010-02-28_MinD_vs_LaLuSh_(Replay_Game_3_LaLuSh).sc2replay | ||
Insane
United States4991 Posts
| ||
chocoed
United States398 Posts
On March 02 2010 13:54 Insane wrote: Phoenixes are amazing units in general. Incorporating them into PvZ helps a lot, and they also double as mobile (they are REALLY fast, Mutas look sluggish ) defense against Mutalisks. I agree here. I love using Phoenixes because of their mobility. Like Insane wrote, they are pretty damn fast and you can use them to pick off overlords or bang up some mutalisks. Unfortunately, massing phoenixes vs mass mutalisks doesn't work since zerg can pump them WAY faster. In some instances, I've used some phoenixes as support to CC (crowd control) important units in smaller battles. For example, pushing Zerg, I would use the Gravity ability to freeze the queen or any other units so my ground can kill them faster. | ||
HowardRoark
1146 Posts
I made almost the exact same post a while back http://www.teamliquid.net/forum/viewmessage.php?topic_id=113875 Perhaps even Blizzard feel the same and will do a total overhaul of the SC2 Zerg. I feel that is their only option, and fire the war3dev guy that is in charge of development of SC2 Zerg. | ||
Railz
United States1449 Posts
1aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa I kid I kid... No, honestly, I feel like as of right now Sentry's are truly limited Zerg's ability to play the early game into mid game as they completely Nullify (Get it, their original name!) any sort of small Bio army. Roaches need to destroy shields like they did in SC1 if zerg is to get any sort of early breathing room. As for late game, I feel like you're just under estimating the unit comp that zerg has. Granted, your late game caster blows, but a zerg could probably keep up punch for punch with protoss if they used banelings/fungal growth/neural parasite correctly - although, I'm not sure - does fungal growth stop massive units like the colossus | ||
[Leo]Se7en
United States50 Posts
| ||
wintergt
Belgium1335 Posts
On March 02 2010 21:16 [Leo]Se7en wrote: The one worry i have is Blizzard just patching sc2 up constantly as an answer to people QQing about IMBA. I say let the creative players find a way to counter builds, plz dont patch every 3 weeks like friggin WoW, thank u Blizzard is probably smarter than you think with regards to balance. Sometimes I think like you do but when I read some interviews or general information they release then it appears they are very much on top of things. | ||
SubtleArt
2710 Posts
On March 02 2010 12:25 Ideas wrote: I was actually a little hesitant to put that in because I've heard this (although never experienced it or seen it happen) but then later I heard sentries are just a super strong counter to them? And then i still see threads saying zvp is too hard etc. I admit i havent played the beta nearly enough for many facts such as "mutas are useless" to be true yet, but i guess its just I they seem to me right now. Because sentries suck to everything else | ||
7mk
Germany10156 Posts
Roach seems to be a very useful unit, but it doesnt have the same flair as hydras, it just doesnt look cool and the attack animation is boring too. Although gameplay wise I do like them alot with moving while burrowed and awesome regeneration. But the But still, meanwhile protoss have such cool additions, sentries with their awesome shields and force fields, colossi, warp gates, void rays. and Zerg? I guess they just have the roach and banelings as decent new units. Brood lords after all is just a pimped guardian and while it might be very powerful it just looks really really weird with the attack animation, shooting living creatures from the sky... when your some squishy low health unit like the broodling I would imagine it would be dead after getting shot from way up high by some flying creature with like 100mph. Zerg just has imo no unit that makes you go "man that unit is just so cool" It all really makes me think I'll have to switch races when SC2 comes out, even though I love zerg :/ Not that I'm worried about balance, I'm sure that blizzard will balance the game nicely at some point in the future. | ||
sysrpl
United States222 Posts
My suggestions... Infestor: Scrap all current spells. Add "toxic cloud" spell. This spells casts a ground based projectile which emits a toxic cloud. The cloud expands along the linear path of projectile and around its final resting place (a tear shaped pattern). The cloud consists of billions of tiny Zerg micro organisms which attack any foreign unit inside the cloud. The effects are growing damage over the longer time and growing slow rate against foreign units. Foreign units which spend too much time in the cloud will be completely immobilized. Lasts 30 seconds or until projectile is destroy + time to dissipate the cloud. Add "obscuring mist" spell. This spell casts a large puff of mist hiding all units, both allied and unallied, in the mist. All units in the mist,s, both allied and unallied, are invisible to the enemy. This means you can make enemy units disappear to enemy. When the enemy's units are invisible they cannot attack and do not issue warnings or other sounds/messages. They can be selected while invisible and moved, but they will not be able to attack or issue notification unless a detector is near. Add "consume". This spell allows the infestor to eat a unit to add energy. Allow infestor to cast spells while burrowed Roach: Allow the roach to heal at the same rate both above and below ground. Increase move speed. Reduce hit points, armor, and cost. Hydra: Keep at tier 2, but reduce the attack strength and lower by 1 its supply limit. Reduce the cost. Add speed upgrade option. Zergling: Increase the attack rate of adrenal gland upgrade. Increase speed upgrade. Burrow: Move burrow to tier one upgrade Remove move while burrowed from all units Mutalisk: Allow for fast response from commands, perhaps increase movement speed. Increase attack speed, perhaps lower attack damage. | ||
Zoler
Sweden6339 Posts
On March 02 2010 12:16 Ideas wrote: Protoss is IMBA I agree! Good day sir | ||
Senx
Sweden5901 Posts
| ||
onmach
United States1241 Posts
That said, they are missing units. Their spell casters (infestor and overseer) suck and are one dimensional, and they are missing mid/late game units. Also hydras are too slow and have no depth anymore because they only have one upgrade and no upgrade path into lurker. Movement while burrowing showed promise but is a disappointment because detection comes out way too fast for the other races. Terran now has guaranteed comsat what 2.5 minutes into the game? And since it isn't an addon, it's unsnipeable. Protoss seems to always go robo bay against zerg for obvious reasons and has observers out optionally within 6 minutes. Between that, static defense, and wallins any serious investment into burrow movement is essentially wasted. Muta are effective but boring and also have no upgrade path anymore, same as hydras. Corruptors are even more boring. They are so generic I can't even describe it. Roaches really really suck from a gameplay perspective. I'm glad marauders and immortals hard counter them, so that I don't have to use them in those matchup. ZvZ really sucks. I haven't even played that many, but I already hate it. I really hope their next patch will focus on zerg. | ||
wintergt
Belgium1335 Posts
| ||
| ||