1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Idea 4 Zerg Tech-tree

Discussion in 'Zerg' started by Overling, Sep 24, 2007.

Idea 4 Zerg Tech-tree

Discussion in 'Zerg' started by Overling, Sep 24, 2007.

  1. Larvitar

    Larvitar New Member

    Joined:
    Sep 14, 2007
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    But mutalisk don't do massive dmg! They are endurance creatures. Isn't that more like a zealot when you compare zealost and dark templar????
     
  2. BnechbReaker

    BnechbReaker New Member

    Joined:
    Aug 6, 2007
    Messages:
    1,827
    Likes received:
    0
    Trophy points:
    0
    the muta does a potential of 13 normal damage, which is not weak by any means. it's ground attack is far better than the scout and wraith, it's air attack is weaker against large units, but since it receives only half damage from most other large air units, it's power is similar when engaging them
     
  3. Larvitar

    Larvitar New Member

    Joined:
    Sep 14, 2007
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    But mutas can fly over clear ground. Reapers can't!
     
  4. Overling

    Overling New Member

    Joined:
    Sep 24, 2007
    Messages:
    448
    Likes received:
    0
    Trophy points:
    0
    Hence the Reapers need of just 2 buildings to be made (Barracks and Merc haven), while the Mutas would need 3 (Spawning pool, Evolution Chamber and Spire) on my Tech-idea. The extra money you would have to input in order to be able to make Mutas (together with Mutas' higher cost) should compensate for this mobility advantage.

    Terrans themselves can make air-units almost as fast as Reapers, and a raiding one such as Viking. If one builds Barracks, then Factory while the Barracks builds Tech-lab, exchange add-on when finished building, and research air-upgrade while making the units, the resulting time equals to a Factory building time + upgrade research. And there could be plenty of Vikings ready when the upgrade is researched, once Tech-lab doesn't stop the unit production, compensating this extra-time.

    So if the Terrans can have one, I think it's fair for the Zerg to have one too. The only advantage is that Mutas can hit ground from air, while Vikings must expose themselves. However, even air Vikings are done in an easier way compared to Mutas, and this should be the compensation.