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Roach Burrow Movement? (Need Korean Translation)

Forum index > Starcraft 2 1 2 3 Next All
  Archerofaiur   November 08 2009 02:48. Posts 1118Profile 
Could a Korean translate this blue post? We think it says that Roaches lost burrow movement.

http://forums.battle.net/thread.html?topicId=20677676154&sid=3005


  danl9rm   United States. November 08 2009 03:20. Posts 101Profile 
mannnn.....

zerg is going to lose all their cool abilities before i get to play them
Zer0/Calm to join Hwaseung Oz! Zerg > skt1

  Assault_1   Canada. November 08 2009 03:35. Posts 187Profile 

On November 08 2009 03:20 danl9rm wrote:
zerg just lost its last cool ability


fixed..
gneeh

  lone_hydra   Canada. November 08 2009 04:36. Posts 316Profile 

On November 08 2009 03:20 danl9rm wrote:
zerg just lost one of their hacked ability



Truly Fixed

  larjarse   United States. November 08 2009 05:07. Posts 163Profile 
zerg lost it's phaux DT suicidal worker harass
since 98'

  Knee_of_Justice   United States. November 08 2009 05:24. Posts 36Profile 
Gentlemen, please, it hasn't even been translated yet. Not sure how I feel about this if they did lose burrow movement. Probably a good thing because now the infestor is more unique again. Still, roaches are pretty pathetic, so Im on the fence.
"Show me your moves!"

  Denzak   Canada. November 08 2009 06:00. Posts 33Profile 
I can't believe they are actually still called "Roach".
\\\"Never let your sense of morals get in the way of doing what\\\'s right.\\\" -Isaac Asimov

  FrozenArbiter   Sweden. November 08 2009 06:08. Posts 26833Profile Blog 

On November 08 2009 05:24 Knee_of_Justice wrote:
Gentlemen, please, it hasn't even been translated yet. Not sure how I feel about this if they did lose burrow movement. Probably a good thing because now the infestor is more unique again. Still, roaches are pretty pathetic, so Im on the fence.

More or less confirmed over at SCL.
tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey

  cerebralz   United States. November 08 2009 06:16. Posts 16Profile 
If they lost the ability i don't think any of us will miss it. I mean, its not like the roach is meant to be a hit and run type of unit.

We know that from the SC2 devs "it wants to be a tank." Also we know that being at tier 2 or whatever it is right now, it doesn't have the firepower to really help the zerg vs. t or p.

Now inspired from all the "i hate the Thor" threads, what better unit than the roach to have a "rebirth" ability? Say its regeneration continues even after it is killed. Opposing players must continually do damage vs. the regeneration rate to the corpse or after so many seconds, the roach pops back up and continues to regen.

This does a couple of things in big battles, it creates corpse walls which may impede progress of an advancing army. (at least for a few more seconds) It also will draw fire away from retreating/flanking troops. Because the roach is massable, it creates a big decision for the opposing player. Rebirth was bad on the Thor because there only will be a few on the field and the wreckage left behind was quickly dispatched. If you have say, 18 -24roach bodies on the ground all regenerating at 10hp/sec, it will take a good effort to get rid of them before they pop up again, meanwhile the zerg can be flanking you with hydra/ling/lurker or retreating to a more defensible position.

This idea hit me like a ton of bricks reading the OP, maybe too powerful? Idk, but it seems to me that it would be very "zergy" and "roach-like." Also it would give z a reason to make them and mass them.

  Archerofaiur   November 08 2009 06:21. Posts 1118Profile 

On November 08 2009 06:16 cerebralz wrote:
If they lost the ability i don't think any of us will miss it. I mean, its not like the roach is meant to be a hit and run type of unit.

We know that from the SC2 devs "it wants to be a tank." Also we know that being at tier 2 or whatever it is right now, it doesn't have the firepower to really help the zerg vs. t or p.

Now inspired from all the "i hate the Thor" threads, what better unit than the roach to have a "rebirth" ability? Say its regeneration continues even after it is killed. Opposing players must continually do damage vs. the regeneration rate to the corpse or after so many seconds, the roach pops back up and continues to regen.

This does a couple of things in big battles, it creates corpse walls which may impede progress of an advancing army. (at least for a few more seconds) It also will draw fire away from retreating/flanking troops. Because the roach is massable, it creates a big decision for the opposing player. Rebirth was bad on the Thor because there only will be a few on the field and the wreckage left behind was quickly dispatched. If you have say, 18 -24roach bodies on the ground all regenerating at 10hp/sec, it will take a good effort to get rid of them before they pop up again, meanwhile the zerg can be flanking you with hydra/ling/lurker or retreating to a more defensible position.

This idea hit me like a ton of bricks reading the OP, maybe too powerful? Idk, but it seems to me that it would be very "zergy" and "roach-like." Also it would give z a reason to make them and mass them.



Yah I like the idea of the roach regenerating when killed. Reminds me of Resident Evil bosses that just wouldnt stay down.

  Krikkitone   United States. November 08 2009 06:36. Posts 304Profile 
Well a "biological rebirth" that Didn't cost money is really just a X damage = incapacitation

ie... once a 200 hp roach is below 50 hp it is incapacitated..., but if it regenerates back, then the damage is taken away.

I'd say....
If the roach dies, it is replaced by a 50 hp 'roach corpse building' ie it loses hp off of Creep...,and possibly is burrowed. Only by spending Y minerals can the Roach come back to life.. and it comes back with the current number of hp the corpse building had.

Last edit: 2009-11-08 06:36:50

  meeple   Canada. November 08 2009 06:40. Posts 1519Profile Blog 

On November 08 2009 06:16 cerebralz wrote:
If they lost the ability i don't think any of us will miss it. I mean, its not like the roach is meant to be a hit and run type of unit.

We know that from the SC2 devs "it wants to be a tank." Also we know that being at tier 2 or whatever it is right now, it doesn't have the firepower to really help the zerg vs. t or p.

Now inspired from all the "i hate the Thor" threads, what better unit than the roach to have a "rebirth" ability? Say its regeneration continues even after it is killed. Opposing players must continually do damage vs. the regeneration rate to the corpse or after so many seconds, the roach pops back up and continues to regen.

This does a couple of things in big battles, it creates corpse walls which may impede progress of an advancing army. (at least for a few more seconds) It also will draw fire away from retreating/flanking troops. Because the roach is massable, it creates a big decision for the opposing player. Rebirth was bad on the Thor because there only will be a few on the field and the wreckage left behind was quickly dispatched. If you have say, 18 -24roach bodies on the ground all regenerating at 10hp/sec, it will take a good effort to get rid of them before they pop up again, meanwhile the zerg can be flanking you with hydra/ling/lurker or retreating to a more defensible position.

This idea hit me like a ton of bricks reading the OP, maybe too powerful? Idk, but it seems to me that it would be very "zergy" and "roach-like." Also it would give z a reason to make them and mass them.



Whats the biggest difference between giving the roach a few more hitpoints and allowing it to live a few seconds after its dead? Other than the fact that it can still dead damage?
Into the fray my friends, may our feet be swift, our hands be sure, and our necks keep a firm grasp on our heads.

  Krikkitone   United States. November 08 2009 06:55. Posts 304Profile 
Actually, supposedly from that post, the
Roach is back at Tier 1 and the Hydra at Tier 2 again.... this at least keeps the possibility of the Zerg being interestingly changed.

  NastyMarine   United States. November 08 2009 07:01. Posts 863Profile Blog 
Honestly if one zerg has a Burrow Movement ability then they all should have it. I think the each tier should require it to be upgraded from their respective Hive/Lair/Hatchery parent buildings. It should be available early enough to be a viable strategy though. We all know that each race's mobility has expanded in SC2 and that goes with detection too. It might be too much asking for that where balancing is concerned but it just seems like a break in the lore as far as Burrowing goes. If they all Burrow, why can't they build trenches like the Roach?

If Blizzard was looking for an interesting addition for the Zerg's mobility I think they should give Zerglings a scaling ability like the Reaper's. Maybe having to do with the Zerglings' early Winged model. So as a speed upgrade they attain those wings and the ability to "fly" over cliffs. It would seem smart to make it available only after the Hive has been upgraded. But that may be a tough thing to balance.
treatin' fools since '87

  meeple   Canada. November 08 2009 07:15. Posts 1519Profile Blog 

On November 08 2009 07:01 NastyMarine wrote:
Honestly if one zerg has a Burrow Movement ability then they all should have it. I think the each tier should require it to be upgraded from their respective Hive/Lair/Hatchery parent buildings. It should be available early enough to be a viable strategy though. We all know that each race's mobility has expanded in SC2 and that goes with detection too. It might be too much asking for that where balancing is concerned but it just seems like a break in the lore as far as Burrowing goes. If they all Burrow, why can't they build trenches like the Roach?

If Blizzard was looking for an interesting addition for the Zerg's mobility I think they should give Zerglings a scaling ability like the Reaper's. Maybe having to do with the Zerglings' early Winged model. So as a speed upgrade they attain those wings and the ability to "fly" over cliffs. It would seem smart to make it available only after the Hive has been upgraded. But that may be a tough thing to balance.



Well I'm not sure I follow... just because a thing can burrow, doesn't mean it can dig a trench... can you imagine an ultralisk moving along undetected underground? yet I can imagine a zergling or roach doing it... and maybe they say its something about its shape or strength that allows it to move underground... but its definitely viable that one thing can do it and not others. Although as I say this, I can't imagine an ultralisk burrowing at all.

As for the second point... I would love to see the zerglings have some kind of ability that would allow them to move from high ground to low ground, like some sort of glider ability, but not the other way around... Again, I agree that it would be tough to balance
Into the fray my friends, may our feet be swift, our hands be sure, and our necks keep a firm grasp on our heads.

  l10f  *   Pitcairn. November 08 2009 07:16. Posts 1140Profile Blog 
"I want to thank Tbhnbhk and there have been a little change.

First of all, the Zerg's main buildings are called Hatchery, Lair, and Hive. Also if a Spawning Pool has been built, you can build "Roach Cave" (I don't know the name) and make roaches, and Hydralisks can be produced after Lair. Also, roaches have burrow as their innate ability, and they recover hit points faster while burrowed, but they cannot move.

Of course this may still be changed during the developement."

+ Show Spoiler +
Last edit: 2009-11-08 07:16:29
Taking ideas on what to put here.

  Adeeler   United Kingdom. November 08 2009 07:36. Posts 86Profile 
A quite terrible online translator translation:

+ Show Spoiler +


From the sound of the second to last sentence it sound like no move but maybe fast regen.
Last edit: 2009-11-08 07:37:56

  Ryuu314   United States. November 08 2009 07:56. Posts 87Profile 

On November 08 2009 07:01 NastyMarine wrote:
Honestly if one zerg has a Burrow Movement ability then they all should have it. I think the each tier should require it to be upgraded from their respective Hive/Lair/Hatchery parent buildings. It should be available early enough to be a viable strategy though. We all know that each race's mobility has expanded in SC2 and that goes with detection too. It might be too much asking for that where balancing is concerned but it just seems like a break in the lore as far as Burrowing goes. If they all Burrow, why can't they build trenches like the Roach?


if every zerg has a burrow movement ability i'd say the zerg will become really OP.
Cogito ergo doleo

  onmach   United States. November 08 2009 08:24. Posts 127Profile 
It doesn't say that burrow movement is gone. It just says that burrowing is an innate ability out of the box. When burrow is researched, that would probably give it movement. This makes sense because having a burrow upgrade not do anything at all for certain units is a bit arbitrary.

  Captain Peabody   United States. November 08 2009 08:27. Posts 230Profile 
Good heavens...how many times are the Roach and Hydralisk going to change places before beta? Personally, I thought the Tier 2 Roach had potential, and this obviously leads to the problem again of no AA for Zerg at Tier 1. I wonder how they're planning to solve that...

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