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Thread: Zerg midgame boost

  1. #1

    Default Zerg midgame boost

    Okay first of i would like to say that this is only suggestion, and not to be meant perfectly balanced.
    I was thinking how the zerglings spawn in pairs, and thought if it wouldn't be nice if more zerg units spawned in pairs, giving the zerg a more unique gameplay and swarm feeling.


    In my opinion this would strenghten the zerg midgame, and they desperately need that, and in the unique zerg way.




    There are 2 potential candidates to spawn in pairs imo the hydralisk and the corruptor:


    Corruptor

    Minerals: 100
    Vespene: 75
    Hit Points: 120
    Damage: 12+8

    Corruptor (spawned in pairs)

    Minerals: 150 (75 one)
    Vespene: 150 (75 one)
    Hit Points: 100
    Damage: 12+8



    Hydralisk

    Minerals: 100
    Vespene: 50
    Hit Points: 90
    Damage: 10 ; 10+6 vs air

    Hydralisk (spawned in pairs)

    Minerals: 150 (75 one)
    Vespene: 100 (50 one)
    Hit Points: 80
    Damage: 10 ; 10+6 vs air

    I've decreased the hp of both units ,when spawned in pairs,for balance and so they fell even more like zerg units, weak but many, and left the gas cost the same.

    So what do you think about this, could you see it working, any thoughts?

  2. #2

    Default Re: Zerg midgame boost

    I can see where you're going with this, and it is an interesting idea, but a lot would have to change. Plus, we already get a similar effect from the Zerg being able to spawn multiple units at once with 3 larvae per Hatchery -- which is further enhanced by the Queen's ability to add 4. Also, lorewise, Zerglings and Scourge could be spawned in pairs not because of low cost but rather because of a very simple genetic makeup.

    Like I said, it's cool and it makes sense, but the time that would be needed to test and balance it would be more time we have -- especially with beta getting so much closer every day.

  3. #3

    Default Re: Zerg midgame boost

    Hmmm... I don't think that'll work for Corruptors, they're a specialized unit and one that's already very effective at what it does (I think that there were even suggestions that at the moment they're the most powerful air-to-air unit in the game). Having them spawn in pairs would only contribute to an extremely overpowered Zerg air force.

    As for Hydralisks, I don't think an HP decrease is warranted, since they're pretty frail as it is. Another thing to consider is that Zerglings spawn in pairs for the cost of ONE (or even half in the case of the Protoss) basic unit of the other races. So doubling the costs would defeat the purpose of such a mechanic (and makes it overlap with the Terran Reactor).

    What I think may strengthen the Zerg during mid-game (without being potentially gamebreaking) is bringing Lurkers down from tier 3 to tier 2. Since the problem seems to be the Zerg lacking a strong enough ground army "backbone" during that period, Lurkers may well serve this purpose (and generally see more use than at tier 3). What makes me curious however is the effectiveness and role of the Mutalisk in the context of StarCraft II, we have seen and heard surprisingly little of them since the game's announcement. Could it be that those Zerg players who tried out the game neglected using Mutalisks while trying out new units and thus had a hard time during the mid-game phase (the Mutalisks were pretty much the key unit in Zerg mid-game in the original)?

    P.S. I don't remember all that well whatever accounts there are of Zerg mid-game problems, so the above is a somewhat dubious speculation.

    P.P.S. I am not sure just how overpowered it would be to have two Hydralisks for the cost of one, but probably fairly enough, since they're reported to be pretty effective as it is.
    Last edited by Eligor; 08-14-2009 at 03:46 AM.

  4. #4
    Unstable's Avatar Junior Member
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    Default Re: Zerg midgame boost

    It would effectively alter the number of hatcheries needed by a zerg player. With each larvae able to spawn more ground troops, the zerg player can more quickly switch between greedy zerg and offensive zerg. Adding diversity and opening up for other build-orders to function, at the cost of making the zerg player having to micro a larger army.

    I could somewhat agree that double spawns were a characteristical trait of the former zerg - with zergling and scourge being the most obvious ones, but there were also broodlings.

    I reserve myself from speculating if the game balance would be much shifted from having eggs spawn double corruptors or hydralisks. But I would like to see future expansions bring back more of the simple zerg units that spawn in pairs.

  5. #5

    Default Re: Zerg midgame boost

    Just throwing some ideas noobonicplague

    The zerg seem so weak midgame atleast to me, and don't fell so swarmy as in sc1.It's sad when you can see the Terrans outpruduce the zerg in the number of units in SC2. And i choose these 2 units, because they by themself are weak, and only shine in large numbers. But as a zerg player, you would still need the resourcess to be able to pay for this units, exspecially the important gas, so it would only be a small bost to the zerg midgame, but one needed
    And who doesn't like big battles
    Last edited by Perfecttear; 08-14-2009 at 03:56 AM.

  6. #6

    Default Re: Zerg midgame boost

    Quote Originally Posted by Perfecttear View Post
    The terg seem so weak midgame atleast to me, and don't fell so swarmy as in sc1.It's sad when you can see the Terrans outpruduce the zerg in the number of units in SC2.

    And who doesn't like big battles
    Maybe instead of the Spawn Larvae ability the Queen could be given an ability to "fertilize" the eggs*, making the fertilized egg spawn any unit incubated in it in double numbers for the cost of one. That'll allow the player a precise control over the ratio of various units in his army, and will make the Zerg generally more numerous.

    *Though what kind of twisted Biology would that be? But then we are talking about the Zerg here...

  7. #7
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    Default Re: Zerg midgame boost

    At this point I'll raise a possibility I presented a while back, allow the Lair and Hive to spawn extra Larva (say 4 and 5 respectively). I'd also replace Spawn Larva with Queen Ichor, basically speeding up larva respawn to 15 seconds, for a period (say 40 seconds).

  8. #8

    Default Re: Zerg midgame boost

    Quote Originally Posted by Perfecttear View Post
    Just throwing some ideas noobonicplague
    I know They're good ideas and are perfectly balanceable. I'm just saying......well, actually I forgot what I was saying.

    O_o

    Quote Originally Posted by MattII View Post
    At this point I'll raise a possibility I presented a while back, allow the Lair and Hive to spawn extra Larva (say 4 and 5 respectively). I'd also replace Spawn Larva with Queen Ichor, basically speeding up larva respawn to 15 seconds, for a period (say 40 seconds).
    In SC1, upgrading your hatchery also sped up the larva production rate. I think they have carried this over into SC2, but I'm not sure. I'll ask Karune later today.

  9. #9

    Default Re: Zerg midgame boost

    Quote Originally Posted by Eligor View Post
    Maybe instead of the Spawn Larvae ability the Queen could be given an ability to "fertilize" the eggs*, making the fertilized egg spawn any unit incubated in it in double numbers for the cost of one. That'll allow the player a precise control over the ratio of various units in his army, and will make the Zerg generally more numerous.

    *Though what kind of twisted Biology would that be? But then we are talking about the Zerg here...
    But that would be pretty hard imbalanced. The point of Queen's spawn larvae ability is that you can get more units, but you have to pay for them. Ability that you described is much alike the Reactor from Terran, and they can use it only for weaker units, plus to sacrifice Tech lab for that. Imagine 10 Ultralisks for the cost of 5 O.o It would be way to strong.
    "Living for the Swarm!"

  10. #10
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    Default Re: Zerg midgame boost

    I do like big battles

    Although I like your idea, I believe the zerg can be balanced out easier by adding a new midgame unit.

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