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Thread: TeamLiquid.net Article: Zerg & Larva Injection

  1. #21
    spychi's Avatar SC:L Addict
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    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    Alot of people said before BC or GC that Zerg are underpowered and it's the weakest race, not true. Zerg are really great, all of those new things like the MBS or MUS makes it easier to control but the macro mechanics makes the game more difficult, so from a noob's point of view the race will seem OP but it's really not true.
    From what I've played the race I dislike the most is Terran. While I like their units I just couldn't understand few things in the whole race, for example the tech tree and that's why I think alot of people assumed that Zerg are OP because they didn't build up their army. Alot of things in the Terran race is new alot of things in the Protoss is new, but the Zerg feel like the known for players race to use and the most easy one to use, however because they have lot's of diffrent units it's really hard to think about one combo that would consist from only two units (like Zealots and Stalkers) so alot of players couldn't use their true potential.
    I'm looking forward for the Zerg race - nydus worms, lot's of various units, great macro mechanism, easy to tech.


    One thing is for sure, if people who did not play the current build say that something is OP or UP it's only speculations, you need to experience the game to say something about it. People talk too much about things that they already dislike about the game while they did not play it.
    So for all of you guys who didn't, please choose words wisely .

    Quote Originally Posted by SaharaDrac View Post
    The Zerg race as an entirety is lacking. Inject Larvae is particularly strong, but the rest of the ground force is not that great. However, one early game rush mechanic does not make the race viable or overpowered, simply unbalanced within itself.
    what? how do you know that?
    Zerg have lot's of combo's with ground units which excel* other races.

    *Zerg multiplayer lore is to come in 2x bigger armies
    Last edited by spychi; 09-05-2009 at 06:28 PM.

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  2. #22

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    This whole arguement is kinda funny. OMG! Zerg can make a ton of units and these units are weaker then the other races. No Way! How unzergish.

  3. #23

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    Quote Originally Posted by n00bonicPlague View Post
    It's all good though. sandwich_PIGEON didn't mention anything in his thread title.



    pffft my thread was over 9 000 time superior!

    I'm disappointed by what I've been reading about High Templar. Sounds like storm has really been nerfed. Smaller radius, reduced damage, and incantation time to boot? -_-
    I always felt like the storms were way too powerfull anyways. I'm glad it's nerfed.

  4. #24
    spychi's Avatar SC:L Addict
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    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    One thing I like about the psi storm is the animation, looks crazy and great.

    Mass Effect Universe Fan, I support Mass Effect 2 and Battlefield: Bad Company 2 for Game of the year award! ME2 still is being the best rated game this year! Keep it up

  5. #25

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    Quote Originally Posted by sandwich_bird View Post
    I always felt like the storms were way too powerfull anyways. I'm glad it's nerfed.
    Yeah, too powerful the last time we seen it before Blizzcon, but a delay before launching the spell is uttery stupid for this ability. Just nerf the damage, not introduce lag on purpouse, that's ridiculous.

  6. #26

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    If yes, can you confirm this?
    Would it matter?

    The TL.net piece is nice, in that it describes a useful facet of the Queen (though for some reason needlessly changing the name into something stupid. Don't use their lingo for this ability). However, it means nothing for eventual balance.

    There are innumerable dimensions for balancing this ability. Number of Larva produced, how much time it takes for Larva to spawn, how much energy it takes, whether the energy and the time are the same, how much Queens cost, etc.

    The most interesting thing though is the Queen's effect on scouting workers. Because she's a ranged unit and moves reasonably fast on the Creep, it's possible for her to deny access. Plus, she deals with those pesky Overlords.

    Like I said, it's a solid article, but there's not much to talk about. A snapshot of SC2's build seems unbalanced in some way. Stop the presses...

    Banelings were nerfed heavily and will likely only be useful vs marines. Roaches are just pointless now; since they only regen while burrowed and everyone has detection by tier 2.5 or so, they are just zealots (~160hp, 100 mins) that do less damage.
    Yes, because Blizzard has never, ever changed stats of a unit after they... changed the stats of a unit.

    Whining that some unit isn't living up to its previous form (which, for all you know, was way overpowered) is silly. Really, if you can't accept that things will change from one you see one minute, you need to stop paying attention to how SC2 develops.

    I'm disappointed by what I've been reading about High Templar. Sounds like storm has really been nerfed. Smaller radius, reduced damage, and incantation time to boot? -_-
    Psi Storm has gone through many iterations. There was one play session not long ago where people said that it's damage was way too good.

    Such is the nature of balancing.

    delay before launching the spell is uttery stupid for this ability.
    Why? There have been quite a few spells that aren't insta-cast, like Lockdown, Spawn Broodling, and a few others. Having a visual indicator that Psi Storm is coming gives the other player more leeway in microing units out of the way. At the same time, you can play some mind-games; they know it's coming, but not where.

    Plus, the delay isn't exactly long.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

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  7. #27

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    its really hard to argue against the article when they have examples like veteran players being told waaay before the game starts that they are going to get hydra rushed and then quickly dying to such a rush even though they had full foreknowledge of what was gonna happen.

  8. #28
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    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    Meh, I feel bad for Hydras, as it feels that once again, they melt to tier 2 / 2.5 tech like Siege Tanks and Psi Storm, and that they'll only really get to see glory in the early / early-mid game. At least, in the current state of the game. Without medics, it sounds as if they are at least more of a threat against Terran, though. :]

    A note on Psi Storm - this could indeed have been changed since I last heard about it (I didn't know there was an increased delay in casting), but I heard that it actually deals more damage than its Broodwar counterpart, and over a shorter period of time.

  9. #29

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    That's what I heard too GRUNT, about a 1 second graphical delay/casting time, 4 seconds to complete effect, more damage per interval, and a cooldown...


    -Psi
    >>You Must Construct Additional Pylons<<

  10. #30

    Default Re: TeamLiquid.net Article: Zerg & Larva Injection

    Yeah, I really dont know why are all they complaining about Psi Storm Nerf, when its buffed and not nerfed... They said that 3 Psi Storms, killed 2 ultras and left one on half, also they said that Radius is huge, something about 2 Ultras in one Psi storm. They have to do something after this so they give it 1 sec delay. I always hated Psi Storm, such powerful spell in SC1, where P will Wipe out Z with 6 HTs. And now they BUFFED it... Great.
    "Living for the Swarm!"

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