08-16-2009, 09:26 PM
#41
Last edited by DemolitionSquid; 08-16-2009 at 09:35 PM.
08-16-2009, 09:30 PM
#42
08-16-2009, 09:31 PM
#43
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.
08-16-2009, 09:32 PM
#44
Last edited by ArcherofAiur; 08-16-2009 at 09:47 PM.
08-16-2009, 09:37 PM
#45
Are you fucking kidding me? You think Blizzard made them two buildings for BASE AESTHETICS?
Wow. Just wow.
08-16-2009, 10:39 PM
#46
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.
08-17-2009, 12:43 AM
#47
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.
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.Your traiding what has become a charetoristic of zerg buildings for 1 larva?
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.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?
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?I dont know about you but id rather have a combo building with 400 hitpoints than two seperate buildings with 200 hitpoints.
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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08-17-2009, 02:34 AM
#48
Oh, psh. They can change how that works with ease.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.
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08-17-2009, 04:52 AM
#49
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.
08-17-2009, 07:57 AM
#50
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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