Receiving incoming Wall of Text . . .
THE ZERG PROBLEM
Introduction
Everybody's been talking about it since the Zerg were first unveiled. This vague underwhelming quality that is usually associated with a lack of revamped units . . . the Zerg are plain not as interesting, in whole, as the other races of StarCraft 2 -- or so people say.
Is there something to it, though? That's what I was wondering when I set out to put the numbers where our mouths have been for a long time. Are there some statistics that will once and for all point us to the problem with the Zerg race -- if there really is one -- and, if so, will they also point us toward a solution?
I expect that some of the decisions in this article will seem subjective; when so many units and so many opinions are concerned, that's inevitable. But I'll be more than happy to argue why I counted anything the way I did, and revise the statistics if that turns out to be necessary.
The Numbers
Units total -- unit count not counting summonables and/or workers.
New/significantly changed -- inevitably somewhat subjective; new units are obvious, significant changes are those that alter a unit's role to such a degree that it might as well have been a completely different one. Removing functionality from a unit (Overlord) does not qualify as significant change for the purposes of this analysis.
Old/minor changes -- inevitably somewhat subjective; old units are obvious, minor changes are those that perform almost the same role, although they may be better or worse at it.
Harassment -- easily enough told in most cases. Those units that proactive strategies can be built around.
Cliff-Walkers -- these are the ground units that can cross cliffs easily.
Siege -- units that out-range base defenses.
Defensive -- these are the units that are best kept inside your base 90% of the time; basically, they are neither martial units nor martial spellcasters. Their abilities, if any, concern macro.
Scouts -- these are the units that cannot fight and are scouts exclusively.
TERRAN
12 units total
(Marine, Marauder, Reaper, Ghost, Hellion, Siege Tank, Thor, Viking, Banshee, Medivac, Raven, Battlecruiser)
9 units new/significantly changed
(Marauder, Reaper, Ghost, Hellion, Thor, Viking, Banshee, Medivac, Raven)
3 units old/not changed/minor changes
(Marine, Siege Tank, Battlecruiser)
6 units potent harassers
(Reaper, Ghost, Hellion, Viking, Banshee, Raven)
2 units cliff-walkers
(Reaper, Viking)
3 units siege
(Ghost, Siege Tank, Battlecruiser)
0 units defensive
0 units scouts
75% units new/significantly changed
25% units old/not changed/minor changes
50% units potent harassers
16% units cliff-walkers
25% units siege
0% units defensive
0% units scouts
PROTOSS
14 units total
(Zealot, Stalker, Disruptor, Immortal, High Templar, Dark Templar, Archon, Observer, Colossus, Warp Prism, Phoenix, Warp Ray, Carrier, Mothership)
8 units new/significantly changed
(Stalker, Disruptor, Immortal, Colossus, Warp Prism, Phoenix, Warp Ray, Mothership)
6 units old/not changed/minor changes
(Zealot, High Templar, Dark Templar, Archon, Observer, Carrier)
7 units potent harassers
(Stalker, Disruptor, Dark Templar, Colossus, Warp Prism, Phoenix, Warp Ray)
2 units cliff-walkers
(Stalker, Colossus)
2 units siege
(Colossus, Carrier)
0 units defensive
1 units scouts
(Observer)
57% units new/significantly changed
43% units old/not changed/minor changes
43% units potent harassers
14% units cliff-walkers
7% units siege
0% units defensive
7% units scouts
ZERG
13 units
(Zergling, Baneling, Roach, Hydralisk, Queen, Overlord, Overseer, Infestor, Corruptor, Brood Lord, Lurker, Ultralisk)
6 units new/significantly changed
(Baneling, Roach, Queen, Overseer, Infestor, Corruptor)
7 units old/not changed/minor changes
(Zergling, Hydralisk, Overlord, Brood Lord, Lurker, Ultralisk)
3 units potent harassers
(Zergling, Mutalisk, Infestor)
0 units cliff-walkers
2 units siege
(Brood Lord, Lurker)
2 units defensive
(Queen, Overlord)
2 units scouts
(Overlord, Overseer)
46% units new/significantly changed
54% units old/not changed/minor changes
23% units potent harassers
0% units cliff-walkers
15% units siege
15% units defensive
15% units scouts
33% of new/significantly changed units are defensive/scouts
A few pre-emptive counter-jabs regarding my classifications:Code:STATISTICS COMPARED - % T. P. Z. Changed 75 57 46 Unchanged 25 43 54 Harassment 50 43 23 Cliff-Walk 16 14 0 Siege 25 7 15 D/S 0 14 33
Where's the Nydus Worm? The Nydus Worm cannot move. It is a far more interesting version of the Nydus Canal -- but "far more interesting" does not make it a unit.
The Warp Prism can't even attack and it's a potent harasser? Warp-In makes this a very difficult call to make. Do I give Protoss the "1" harasser for Warp Prism, which enables other units to harass, or do I give them a point each for Zealots, High Templar, and Immortals, who can now appear in the middle of an enemy base at a second's notice? It's not clear-cut, but something seemed warranted. I took the conservative approach.
The Overlord's a completely different unit now! Yeah, because it is less functional than ever before. I understand why the change was necessary, and I agree with making it -- but for the purposes of this analysis, "significant change" is something people can get excited about. People aren't going to come up with new Overlord tactics due to it losing Detection.
The Brood Lord comes from a completely different unit! So does the Archon, but we're not really going to count that, are we?
The Brood Lord spawns mantalings! Does that change the way the unit will be used? No. It's an added bonus to the way Guardians already played. No different from the Marines' +15 HP upgrade, except that it is more visible.
What Does it Mean?
You might be wondering what the point of statistics like the last is. "40% of new/significantly changed units are defensive/scouts." Well, when we take into account that a majority of Zerg units are incredibly similar to their SC1 counterparts, we can see that of those that ARE new, there's just not that much to be excited about. A scout -- even an interesting one -- is still only a scout. You're not going to make an entire army out of him. Not even a partial army of him. A defensive unit -- even one with great macro potential -- is still only a defensive unit. You're not going to make an army out of him, he's not even going to be in your army. For every one of these that takes up a slot in the Zerg line-up -- Terrans have none -- the other units have to be even more interesting... and here is the entire issue.
The units left available to create your army all fall back on the tried-and-true. The Zerglings and the Hydralisks. The Mutalisks and the Ultralisks. While the Zerg may have gained interesting functionality outside of combat, in combat, in many ways they are fundamentally no different from their SC1 counterparts. I laud the Roach and the Baneling, especially with their Burrow micro, but two units are not enough to salvage a race -- especially when they have suffered so that the Hydralisk might be placed back into its 'rightful' tier.
Someone would be right to ask why I'm using "harassing" and "cliff-walking" as positive markers, and "defensive" as a negative one. The reason is, proactive units are interesting. They're exciting. They're the ones that change the game in a way that is visible, and usually marked with gasps coming from a watching audience. This isn't necessary for balanced gameplay... but it is necessary for creating gameplay that seems new and fresh, as opposed to a carbon copy of the original.
Whether they want to admit it or not, there is a core audience that Blizzard must appease, and that is the casual gamers that just want to see their units do something cool. It's too easy to fall into the trap of thinking, "Well we want gameplay first, screw superficial impressions." But that is a false dilemma. It is possible to have both, and the Terrans and Protoss have been demonstrating that for a long time. Seeing a Colossus run up a wall and destroy a line of Terran infantry is exciting, seeing a player use Stalker Blink micro to keep his units alive and destroy key enemy units is exciting. When was the last time we were excited about half of the Zerg line-up?
But the ties between these statistics and gameplay and balance should not go overlooked either. Tier-for-tier, the Terrans have more units that are capable of harassment, cliff-walking, and laying siege to an enemy base than the Zerg. And while the Terran has options as early as tier 2 in the form of Nukes and Siege Tanks, the Zerg must first survive until tier 3 to even have a chance to take advantage of his. And that is the key-word here -- options. Looking at these numbers it is simple fact that, tier-for-tier, the Terrans and Protoss have more options available to them than the Zerg. Will the Terran harass with Reapers or Hellions? Or will his infantry-heavy army with its Medivac support allow easy access to double-pumped Vikings? The Zerg, however, is forced to rely on a much more limited score of tactics, many of them lifted directly from StarCraft 1. We've all seen the Ultraling army and the Mutalisk terror squad, and so has the Zerg's opponent. The Zerg needs to be able to do more, especially during the middle game that has always been limiting.
The Solutions
Compared to other races, the Zerg are notably lacking in both the harassing and cliff-walking functions. Not only that, but many of their older units are lacking any flavor at all -- they are boring because in the best cases they are still completely functional but lacking any improvements (Zerglings, Mutalisks) and in the worst, their position in the tech tree is dictated by the latest shifting of the Baneling and Roach, which they now replace (Hydralisk).
So why not hit every single bird with one stone? How? Simple -- make the Hydralisk a cliff-walker, using its lengthy claws and slick bodies to get up and down surfaces. (1.) The Hydralisk instantly gains its own identity apart from "whatever the Roach is not this week," which it has been stuck with for a long time, being a wishy-washy vague anti-air unit. (2.) The Hydralisk's game is brought up ten years to take advantage of the new mechanics SC2 offers, opening up plenty of new tactics for the unit, as it and its race deserve. (3.) Its ranged attack makes it a perfect fit for the hit-and-run harassment tactics cliff-walking enables.... (4.) as does the Lurker into which it eventually transforms. In fact, providing the Lurker with cliff-walk as well would make it a much more powerful siege unit and harasser -- a true contender for heavy late-game production, to make that Ultralisk-spammer think twice. Finally, (5.) does the vision of a mass of self-reliant Hydralisks and Lurkers invading an enemy base from all sides by clamoring up the hills not scream "ZERG"?
Zerg gain 2 cliff-walkers, 2 harassers (it is much easier to get at workers when you can climb the side of a base's cliff than if you have to take the front entrance), 2 significant updates. The stats change to:
ZERG
13 units
(Zergling, Baneling, Roach, Hydralisk, Queen, Overlord, Overseer, Infestor, Corruptor, Brood Lord, Lurker, Ultralisk)
8 units new/significantly changed
(Baneling, Roach, Hydralisk, Queen, Overseer, Infestor, Corruptor, Lurker)
5 units old/not changed/minor changes
(Zergling, Overlord, Brood Lord, Ultralisk)
5 units potent harassers
(Zergling, Hydralisk, Mutalisk, Infestor, Lurker)
2 units cliff-walkers
(Hydralisk, Lurker)
2 units siege
(Brood Lord, Lurker)
2 units defensive
(Queen, Overlord)
2 units scouts
(Overlord, Overseer)
62% units new/significantly changed
38% units old/not changed/minor changes
38% units potent harassers
15% units cliff-walkers
15% units siege
As you can tell by the removed D/S portion, not all of the Zerg's problems are solved -- but at least in most of the positive categories, they are brought up to par with where the other races have been for a long, long time. In light of these changes, maybe the macro-oriented abilities of some of the "D/S" tagged units can be viewed as advantages only, as they deserve to be.Code:STATISTICS REVISED - % T. P. Z. Changed 75 57 62 Unchanged 25 43 38 Harassment 50 43 38 Cliff-Walk 16 14 15 Siege 25 14 15
Along with the Nydus Worm mechanic, this cliff-walking, adapting-on-the-fly Hydralisk/Lurker army makes mobility as much a trait of the Zerg as it has been of the Protoss (Warp-In) and Terrans (quick units, mobile structures, salvage) -- in a unique way that fits the swarming identity of the Zerg.
Alternate solutions were originally suggested in a Blizzforums thread: http://blizzforums.com/showthread.php?t=22671. While they are similar in tone (giving Cliff-Walking to Zerglings as a Tier 3 upgrade, etc) they were not as focused on solving actual gameplay hang-ups, so are not directly translatable to the issues at hand. However, they might be a great inspiration for new mechanics if the one proposed here is not favorable.
Disclaimer
Once again I'd like to say that due to the subjective nature of the statistics, I'm sure others will have different opinions on where specific units ended up (and where they did not), and I'll be happy to argue for any decisions that I made . . . though it should also be understood that complete and total agreement on every point should not be necessary to arrive at the same conclusion. In similar vein, the primary purpose of this article is not to push any single suggestion (as much as I might like this one), but to shed light on why the Zerg have seemed so underwhelming, and precisely how the numbers fall to back this up.













