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Thread: Zerg Buildings, Graphics + Question

  1. #41

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by ArcherofAiur View Post
    Its plausable. It just will happen on such a microscopic number of games. Like maybe he has all his units burrowed and went to get some milk in the fridge and came back and his spawning pool was destroyed.
    if you leave in the middle of a game, you deserve to lose. So0o0o0o...

    Having them separate gives you options. Having them as an upgrade of the other is far more dangerous for no real gain. Its that simple man.
    Last edited by DemolitionSquid; 08-16-2009 at 09:35 PM.

  2. #42

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by DemolitionSquid View Post
    if you leave in the middle of a game, you deserve to lose. So0o0o0o...

    Having them separate gives you options. Having them as an upgrade of the other is far more dangerous for no real gain. Its that simple ma.
    I dont know about you but id rather have a combo building with 400 hitpoints than two seperate buildings with 200 hitpoints. I only have to do 200 damage to cripple your unit production.

  3. #43

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by DemolitionSquid View Post
    And now you know what it feels like for me to listen to you.

    Except, you know, my scenario is plausible.
    But isn't likely to happend frequently at all... i don't think that's the reason for the Spawning Pool and the Baneling's Nest to be separate buildings. Maybe they just liked how the base looks with lots of different buildings, like organs in a body, or maybe they feeled the Zerg bases were too empty, seeing how they don't need to build supply buildings.

  4. #44

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by Norfindel View Post
    Maybe they just liked how the base looks with lots of different buildings, like organs in a body, or maybe they feeled the Zerg bases were too empty, seeing how they don't need to build supply buildings.
    This sounds much more plausable. I still would much rather stick with the zerg convention but at least this seems like a reasonable concern.

    It also might have to do with upgrading which you cant do while morphing.
    Last edited by ArcherofAiur; 08-16-2009 at 09:47 PM.

  5. #45

    Default Re: Zerg Buildings, Graphics + Question

    Are you fucking kidding me? You think Blizzard made them two buildings for BASE AESTHETICS?

    Wow. Just wow.

  6. #46
    Pandonetho's Avatar SC:L Addict
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    Default Re: Zerg Buildings, Graphics + Question

    To be honest it's not that huge of a gameplay difference.

    You waste 1 extra drone/larva. And when one of them is destroyed, you still have at least half the tech left.

    But I really can't see this as being very game changing at all.

    If they made it just for aesthetics I wouldn't be surprised at all.

  7. #47

    Default Re: Zerg Buildings, Graphics + Question

    BTW, there's something you guys probably haven't considered about this.

    The Spawning Pool is a requirement for a Lair. The Baneling Nest is not a Spawning Pool. If you turn your Pool into a Nest, it's not a Pool anymore.

    The Pool is one of 2 non-Hatchery evolved buildings that are actually a part of the spine of the Zerg's tech tree. It can't evolve into anything.

    Your traiding what has become a charetoristic of zerg buildings for 1 larva?
    This "charetoristic" is an outgrowth of the UI limitations of SC1. And it's not even that "charetoristic"; only one building did this in SC1.

    only in the strange case that the enemy destroyed the Spawning Pool, then their units die, would this make any difference. Normally, if they taken down your pool early game, you already used all your units to defend, and now you're kinda defenseless, you know?
    It depends on the circumstances. If your base was flat-out overrun, then you're probably screwed. However, if your Pool was sniped (a strike team single-mindedly attacking it in lieu of all else), then it's likely they got barely got the Pool while your Zerglings were chewing on their units. And if they had to do an all-in to snipe your Pool, it's very possible that they're quite vulnerable right now.

    I dont know about you but id rather have a combo building with 400 hitpoints than two seperate buildings with 200 hitpoints.
    Where's this coming from? Where's this idea that the Baneling Nest would have 2x the Hp of the Spawning Pool, but only if it evolved from the Pool?

    And no. I would rather have two buildings. More buildings means more things to hide Spine Crawlers behind. More tech you can hide somewhere on the map. At the very least, they could be in two places, which forces them to go to two locations to take out the production of two units.
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  8. #48

    Default Re: Zerg Buildings, Graphics + Question

    The Spawning Pool is a requirement for a Lair. The Baneling Nest is not a Spawning Pool. If you turn your Pool into a Nest, it's not a Pool anymore.
    Oh, psh. They can change how that works with ease.


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  9. #49
    Raisk's Avatar Junior Member
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    Default Re: Zerg Buildings, Graphics + Question

    Did you ever think that if you lose your spawning pool you may have a hydralisk den too? You're just using really early game rush as your example, but you can lose your pool at any point in the game as well. If you lose your pool and can pump out hydras and morph your lings to banelings, well you already look much better off.

  10. #50
    Rizhall's Avatar Junior Member
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    Default Re: Zerg Buildings, Graphics + Question

    Hmm...
    If you lose the pool, but have a Nest, then you can morph remaining lings into banelings, and use them to kill a large number of marines/lots, since, you know... they explode? For a lot of damage too, mind you. It doesn't sound so absurd of an idea.

    If you make them one building, then you almost GUARANTEE that losing pool = lose game. But with a separate nest, at least you still have some chance to make a comeback with a few banelings.
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