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Another Exclusive SC2 Q&A

Discussion in 'General StarCraft 2 Discussion' started by MeisterX, Jun 21, 2008.

Another Exclusive SC2 Q&A

  1. Hodl pu

    Hodl pu New Member

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    100 gas for hydras, Tier 3?! I think they're trying to force us to use roaches. Sure keep them low hit points, all zerg are! (besides ultralisk). But the point of the zerg is to have a greater # of units. Boosting up the price is NOT going to keep our armies at a larger number especially since the hydralisk are one of the zergs most versatile/favorite unit.
     
  2. Ych

    Ych New Member

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    100/100 does seem a bit shocking. But remember that Blizzard is still testing out the game. They change the build once a week. So we shouldn't conclude on the Zergs so quickly.

    I think it is best to wait until next week at WWII to have a better view of the Zergs.
     
  3. LordKerwyn

    LordKerwyn New Member

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    If I remember correctly DTs were tier 2.5 so its not like they were on an early tier, and they still did fine. Right now Hydras are on the same tier as Roaches and they have an increased cost, damage, and base speed. Also, jugding by sclegacy's tech tree (which may not be accurate) there are a ton of units all on a similar tier level (all require a lair and 1 other building). You have the Hydra, Roach, Baneling, Infestor, Mutalisk, and Corruptor. Which while that suggests problems for the Zerg it also suggests there is going to be some kind change in tier for atleast a couple of those units. I would guess the most likely candidates for a lower tier are the Roach and the Hydra because pretty much everything else would either be overpowered or useless at a lower tech level. Personally I don't think it really matters which one gets the lower tech spot (the Hydra or the Roach) because they will both preform a similar function at that point in the game which is ranged support for Zerglings. It would probably be better for the Roach though because it would be more helpful against Marines and Zealots and if the Hydra was put in the lower spot it would make the Zerg opening game (as far as offense is concerned) indentical to Sc1 which is something Blizzard is obviously trying to avoid.

    A lot of people are saying the Zerg are in bad shape because they are different, I vehemently dissagree, atleast until someone goes and plays them at the WWI or Blizzcon and tells me they are horrible. Because if Blizzard is anything they are not stupid and probably have some kind of reason for the changes they have made (other than trying to make the Zerg weak). Basicly what I am saying is wait until you know whats on the other side of the equals sign before you give up hope on the Zerg.
     
  4. lurkers_lurk

    lurkers_lurk New Member

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    and SC legacy changed their Zerg Tech Tree again, slight change, putting the Roaches back at Tier 1 again.

    [​IMG]

    im sorry that the pic. is small

    SOURCE : http://sclegacy.com/
     
  5. Gasmaskguy

    Gasmaskguy New Member

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    I am glad they realized their misplacement of the Roach. But they are totally off with the Zerg defense. The Sunken and Spore Colony must logically have replaced the Swarm Clutch, and we don't even know if the Creep Tumor/Shrieker exist anymore. My guess is that the Overlord's creep-puking overlapped with the Creep Tumor, and the Shrieker might also have been removed, giving detection back to the Spore.

    BTW, some people are screaming about a tier 3 Hydra, but doesn't the SC2 legacy tech three say tier 2?
     
  6. ninerman13

    ninerman13 New Member

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    From that tech tree, the Zerg still have their Creep Tumors, Swarm Clutches, and Shriekers at Tier 1, with the more powerful (presumably) Sunkens and Spores coming later. While yeah it does look kinda strange to have all those defenses, it might still work. Hopefully a coming Q&A will clear things up for us.

    Oh, and everybody needs to stop freaking out about the Zerg. As LordKerwyn said, unless you've played them, you have no idea what they are actually capable of. And this is Blizzard making Starcraft 2 - Zerg will be just fine!
     
  7. Gradius

    Gradius New Member

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    We have to have the Creep Tumor; with creep colonies gone it's the only structure that produces creep. Also, none of those other defenses have officially been cut yet.
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    The Hatchery produces creep. Overlords produce creep too, and you always have Overlords.
     
  9. Gradius

    Gradius New Member

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    Are you saying that you have to use the creep ability anytime you want to build something new? Plus, the overlord's creep recedes after it is finished and unless the sunken colonies produce creep as well (which is unlikely since you would lose your entire base by uprooting your sunks and you would have to wait till tier 2) then you're going to stay confined in the little circles of creep created by the hatcheries for the rest of the game.
     
    Last edited: Jun 23, 2008
  10. kuvasz

    kuvasz Corrections Officer

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    Pros never used colonies to extend creep so it's obviously enough. I'd actually like to see a reduction in the radius of the creep generated by the hatchery. I don't know the 'range' of the hatchery but it could be reduced by about 40% which would still be enough but would be extremely crowded with all buildings built - to encourage colonies without making them necessary.
     
  11. Gasmaskguy

    Gasmaskguy New Member

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    Colonies don't extend creep anymore, no need encouraging them, so I'd let the Hatchery keep it's creep.