Discussion Topic: Zerg Creep - Page 4
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Nerapalm
United States39 Posts
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DeCoup
Australia1933 Posts
On September 22 2008 01:17 Nerapalm wrote: technically when they slow down the enemy units it is like the zerg getting a boost in speed anyhow so either way they do it the zerg is going to be faster then the enemy. Its still a great mechanic to have and if u want to make it so the enemy has a penelty on the creep a good one would be something like bigger heavier units move slower then the lighter ones No.. the difference is air units. If you slow the enemy units instead of speed up zerg you create a difference in ground to air combat. Eg Hydra anti-air defense. The choice to speed up Zerg instead of slow down enemy will definitely become a matter of balance between ground and air. | ||
Salv
Canada3083 Posts
My concern with all these benefits and changes they are making is balance. If a Zerg unit is 30% faster or stronger or w/e the upgrade is; either they will be too strong when at home base, or too weak when away, I cannot see a happy medium being met. Thoughts? | ||
meegrean
Thailand7699 Posts
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Salv
Canada3083 Posts
On September 23 2008 23:22 meegrean wrote: I suggest slowing non-zerg enemy units by 20% instead of increasing by 30%. Just a thought. Reaver on Zerg creep, oh yeah. | ||
Taskmaster
Spain23 Posts
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Lachrymose
Australia1928 Posts
On September 24 2008 03:18 Taskmaster wrote:I never fully understood why that creep shouldnt give adventages to the Zerg units or disadventages to the opposing units balance/gameplay > lore. who cares what creep actually is? | ||
Patrio
Norway706 Posts
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Tyraz
New Zealand310 Posts
Although that being said; a natural hp regen, combined with a relatively slower enemy means that for raiders, you could just get some really fast unit, and micro them so the dieing ones move out of range... The combination of speed and hp regen could make raiding a rather costly strategy... Conclusion: enemy slowed down 20% (a fast response is WAY more devastating than a slower attack.. also air units don't get too fucked up) and units only regen when burrowed; so you don't get some insane micro vs smaller attacks (or the regen just getting so nerfed that its not even worth it...) Naturally the implications for these changes are a slower, more defensive sort of game for zerg; which isn't really desirable... | ||
maybenexttime
Poland5237 Posts
You'd have to research the upgrades in a Hatchery/Lair/Hive (you could choose only one upgrade per Tumor, no changes allowed). There, of course, would be appropriate graphical cues for each upgrade so that they're easily noticable. The list of the possible upgrades (dependent on the tech tier): - faster movement of Zerg units (including enemy units, excluding Drones; Hatchery level), - damage over time vs. non-Zerg units & buildings (including friendly units; Lair tech), - faster HP regeneration for Zerg units & buildings (including enemy units & buildings; Lair tech) - slower movement of non-Zerg units (including friendly units; Hive tech), - faster movement of Drones (Hive tech). The default features of the Overlord dumped creep would be damage over time vs. non-Zerg buildings and faster movement speed of Zerg units. | ||
n00bonicPlague
United States197 Posts
-- 15% increase for Zerg -- 15% decrease for Terran and Protoss Someone may have already mentioned this, but Karune said that creep does not discriminate between friendly and hostile zerg. Creep is creep. (I'd quote him, but B.net forums are down right now......or is it just me and my sad computer?) | ||
n00bonicPlague
United States197 Posts
On September 24 2008 22:06 maybenexttime wrote: How about creep having different features, e.g. induced by the Creep Tumors? You'd have to research the upgrades in a Hatchery/Lair/Hive (you could choose only one upgrade per Tumor, no changes allowed). There, of course, would be appropriate graphical cues for each upgrade so that they're easily noticable. The list of the possible upgrades (dependent on the tech tier): - faster movement of Zerg units (including enemy units, excluding Drones; Hatchery level), - damage over time vs. non-Zerg units & buildings (including friendly units; Lair tech), - faster HP regeneration for Zerg units & buildings (including enemy units & buildings; Lair tech) - slower movement of non-Zerg units (including friendly units; Hive tech), - faster movement of Drones (Hive tech). The default features of the Overlord dumped creep would be damage over time vs. non-Zerg buildings and faster movement speed of Zerg units. First and foremost, Drones should NEVER get a speed increase from anything. That would allow them to collect resources faster, therefore making the Zerg overpowered like there's no tomorrow. Other than that, it's a cool idea, but there are some complications. If you have two Creep Tumors close together and they are given different upgrades, how will the different creeps mix? Will they "fade" through eachother? Will they completely and thoroughly mix? Will they clash at the middle and form a barrier where the effects change immediately? Will one creep overlap and dominate the other? Plus, I think the devs are having enough trouble as it is with one creep skin. Having five more to deal with would be awful. | ||
maybenexttime
Poland5237 Posts
As for other concerns, that'd have to be determined during the beta. | ||
capek
United States585 Posts
maybe they'll reduce in balancing but i definitely think 30% speed boost is WAY too much. a defiler could chase down a vulture (exaggeration yes, but still it is too much). | ||
OmgIRok
Taiwan2699 Posts
the speed/gravity change from melee -> brawl | ||
DeCoup
Australia1933 Posts
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Augury
United States758 Posts
Edit: As far as the idea of the concept making the game more realistic, I don't think Starcraft needs to be realistic, it needs to be a good game to play as an esport. | ||
fadestep
United States605 Posts
On September 25 2008 09:39 DeCoup wrote: What if they upped Zerg on creep by 10% and dropped enemy speed on creep by 10%. That way you still get a reasonable but not so large ground based difference, and the ground-air difference has less impact. I agree, a lower Zerg increases speed and a reduced speed for enemies would work better. | ||
NotCharlie
United Arab Emirates38 Posts
As it was at blizzcon 08' (which is IIRC 3 alpha builds old) the creep was really shitty. It was very shiny and reflective and on darker terrain and player color it was hard to distinguish units on creep (everyone I talked to said they forgot they even had an overlord for a few minutes when the game started, including me). Creep should be grimey and bland/plain looking. I don't want bling bling creep. Too much detail in it is just overkill and confusing. | ||
DeCoup
Australia1933 Posts
On October 13 2008 18:40 NotCharlie wrote: fuck what the creep does, the look needs to be changed asap. As it was at blizzcon 08' (which is IIRC 3 alpha builds old) the creep was really shitty. It was very shiny and reflective and on darker terrain and player color it was hard to distinguish units on creep (everyone I talked to said they forgot they even had an overlord for a few minutes when the game started, including me). Creep should be grimey and bland/plain looking. I don't want bling bling creep. Too much detail in it is just overkill and confusing. I like the 'concept' their going for with the living creep they have at the moment, but understand EXACTLY what you mean about the color scheme. Even when you watch the 720p vids its very hard to distinguish between creep and units. I think that rather than making it bland tho they could fix it just by differentiating between the color of units and creed a little more. It looks hell cool the color it is, but by making it lighter and maybe even changing the hue a little units would stand out alot more. As for the movement, shine and bling factor... I say keep it. Once you change the brightness/hue of the creep it wont matter. | ||
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