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Thread: Advanced Incubation

  1. #1

    Default Advanced Incubation

    One of the first thing's to notice about sc2, was that the marines and zealots are much more effective than in sc1, but not the zerglings.
    Marines have the shield upgrade, and the zealots have the charge upgrade.

    I't was never so hard to be a zergling than now, since each race has a low tier hard counter to them : helions, stalkers roaches, so i'm suggesting 2 things :

    -put Adrenal Glands from hive tech to lair tech
    -new Hive tech upgrade called Advanced Incubation(Increases the number of spawned zerglings by 1, from previous 2 to 3)

    The reason why Adrenal Glands should be lair tech is because most unit's and unit's abilities are unlocked then, (stalkers, blink abilitie, roach's Organic Carapace, marine shield upgrade...) thus making zergling far less effective. Just think about it, 55hp marine versus the same sc1 zergling , and they cost the same amoun't . Marines Get a 20% increase in health at tier 2, so it should make sense that the zergling get a 20% attackspeed increase at tier2.
    Another reason why zergling need Adrenal Glands at tier 2 is for zvz.So you have an alternative to roaches.


    Yet another reason why Adrenal Glands need to be lair tech, is so Advanced Incubation can be hive tech, du to balancing reasons. Advanced Incubation ugrade increses the number of spawned zerglings by1 from 2 to 3.
    Advanced Incubation upgrade also makes sense lorevise, after yeras of evololution the zerg have optimized their mutation's so it's even more effective.

    If zergling will have more use lategame, then likewise people will be using Banelings more.

    I think this is the most fitting upgrade for the zerglings, since it feels the most zerglish, which is all about masing lowhealth units, and overpowering your oponent with brute numbers.
    I don't think it woul'd be op since all races have multiple choices to counter zerglings , 2 helions at a ramp can take down 20 -30 zerglings before dying, as some test player stated last year.
    I for one, woulld love to play aginst a zerg opponent thas send's masses of unit's at me.(more blood)


    Discuss

  2. #2

    Default Re: Advanced Incubation

    You are forgetting a almost unfair upgrade they got: Creepwalk, a frightening 30% Movespeedincrease on Creep.

  3. #3
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    Default Re: Advanced Incubation

    Creepwalk is limited to mostly defensive, unless you have an Overlord spewing it out at an enemy base, and even then, it only works in the areas you dare to have an Overlord discharge.

  4. #4

    Default Re: Advanced Incubation

    There was an old idea in original SC1, I think pre-beta, that allowed Zerg to spawn units earlier than their normal build time, and the units would be physically weaker.

    Frankly, I thought it was an awesome idea, but obviously subject to a lot of balance issues. I think it was taken out because it was considered a "natural" ability and not an upgrade, and thus people were using it to rush.

    But what if it were an upgrade?

  5. #5

    Default Re: Advanced Incubation

    The baneling mutation and creep walk is enough I think.

  6. #6
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    Default Re: Advanced Incubation

    Quote Originally Posted by ManjiSanji View Post
    There was an old idea in original SC1, I think pre-beta, that allowed Zerg to spawn units earlier than their normal build time, and the units would be physically weaker.
    Don't like it, different base stats will make things too complex. unless they grow slowly until they reach normal levels, but that'll make still them weaker for quite a while.

  7. #7

    Default Re: Advanced Incubation

    Also more Zerglings can surround a unit/group of units than before.

  8. #8
    areese87's Avatar Junior Member
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    Default Re: Advanced Incubation

    Moving Adrenal Glands seems like a decent idea. The latter however... not so sure. Seems a tid bit unbalanced. I mean... 200 minerals, 4 control. 8 zerglings v. 12 zerglings. That's pretty significant. 400 minerals, 8 control? 16 v. 24. Hmmm...

  9. #9
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    Default Re: Advanced Incubation

    One thing I could go for is a larger larva number with Lair/Hive, maybe 4/5, and perhaps with 10% per time knocked off generation time.

  10. #10

    Default Re: Advanced Incubation

    Far more advanced pathfinding than 11 years ago makes the Zergling a fierce foe, more so than the "doggies" from SC1.
    - You've seen StarCraft: First Contact -

    - Now, prepare for the Final Metamorphosis -


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