Natural Ability of Workers

Discussion in 'General StarCraft 2 Discussion' started by AtlasMeCH, Aug 20, 2010.

Natural Ability of Workers

  1. Phoenix

    Phoenix New Member

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    So because zerg can produce about 18 units from one hatchery with the queens ability, its unbalanced because the other races have to queue up their units? Whaaaaat?
     
  2. kuvasz

    kuvasz Corrections Officer

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    I agree, especially with respect to the changeling. I think I'd use it more often if it was given an actual name (like mimic or something) and morphed into the unit it encounters first... it's dumb to restrict it to primary units as the opponent might not even have those... so much for covert scouting.

    As for contamination, it's a very useful ability especilly in ZvZ - I often station overseers on their base perimeters and contaminate every now and then (when my attention and APM allow me to lol) or just fly one over sometimes. I just hope these won't get cut for being underutilised.
     
  3. AtlasMeCH

    AtlasMeCH Guest

    You would be right, however, you forgot something.

    Overlords.

    You know this kind of sparks my thought about the 10 food for hatchery concept, but perhaps it wasn't suppose to be for hatchery.

    Imagine a balance scheme as follows.

    Queen - 150 minerals (4 food)
    Overlord - 100 minerals (8 food)

    Command Center - 400 minerals 10 food
    Supply depot - 100 minerals 8 food

    Nexus - 400 minerals 9 food
    Pylon - 100 minerals 8 food
     
  4. Aurora

    Aurora The Defiant

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    It's an awesome way to delay upgrades on Terrans as well. A few seconds extra on siege tech research or banshee cloack can win you a game.

    That, and you can spam it to prevent reinforcements during attacks. =)

    As for a queen giving control points: rubbish idea. That would allow you to spawn zerglings right after your pool is done, without having to make an overlord first. It would create the most ridiculously imbalanced rush tactic of all time. (saving you a larvea and wait time, i suspect you can save a lot of time, to much)
     
    Last edited: Aug 22, 2010
  5. AtlasMeCH

    AtlasMeCH Guest

    Aurora you clearly forgot that queens actually take TIME to build, cost 2 food, AND that spawning larvae take an additional TIME period before they pop.


    There is no way anyone would be able to take advantage of producing a queen before an overlord...

    Even if it was 4 food...

    Are you friggen insane?
     
  6. Aurora

    Aurora The Defiant

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    Can somebody give me a reason why I should even still reply to this crap?
     
  7. kuvasz

    kuvasz Corrections Officer

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    And? You already have a bunch of them... I'm talking macro and reinforcements after a battle... If a hatchery kept producing larvae, it'd be the equivalent of T/P structures getting rid of their production times beforehand and you only having to select units that would instantly pop. Simple.

    Aur, have patience padawan ;) it's a forum where everyone can post and nobody's forced to read everything. We'll just beat him at his own game - with logic. He clearly doesn't (want to?) see things that make the game balanced - we just have to point them out to him. Do you also get mad at a small child? :D
     
  8. Aurora

    Aurora The Defiant

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    Yyping while some guy on wow keeps ninja pulling half the instance. Bad mood. :p

    But really, even 2 more supply that early in the game would just be to imbalanced. That's 4 extra zerglings you can make instead of your overlord, which you could make later because of the added queen supply. Quite ridiculous in an early rush scenario. :/
     
  9. AtlasMeCH

    AtlasMeCH Guest

    So what does hatchery give for supply and what's the point?


    news flash, larvae have production times too.

    Speaking of which, what ever happened to mutant larvae?


    It doesn't make the rush any faster, it just makes the follow up.... more of a follow through...
     
    Last edited by a moderator: Aug 22, 2010
  10. Kayhoff

    Kayhoff New Member

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    My god, do you even listen to yourself? Half of your threads are completely and totally nonsensical (see his thread on "The Golden Fractal" as it applies to Starcraft) and the other half seem to be about sounding really really smart without actually thinking anything you type through. This thread is a wonderful example of the latter category.
     
  11. EonMaster

    EonMaster Eeveelution Master

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    hatch only gives 1 supply, which is there so zerg doesn't only has 8 supply cap in beginning when T and P have 10. And if giving queen some supply doesn't really change anything, then there is no reason to give them supply.

    My only gripe with the game mechanics is that zerg only has one spellcaster dedicated to offense damage, since queens will rarely venture away from the hatcheries and overseer only scouts/contaminates.
     
  12. Aurora

    Aurora The Defiant

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    Uhm, Eon. >_>

    Corruptors have some pretty sweet offensive abilities as well. 25% extra damage against a single target is pure win at times. Still must say that it isn't nearly as diverse/useful as the infestor, though.

    Hmm... and still I miss dark swarm. :(
     
  13. Lord_Darkclaw

    Lord_Darkclaw New Member

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    I didn't understand a word of the OP but I do think worker units could be made more interesting.

    Terran SCV's could have a "demolition" upgrade to make them effective at destroying enemy buildings and Zerg Drones could have a self-destruct option that temporarily turns an area of ground into an acid-puddle that damages enemy troops.
     
  14. Aurora

    Aurora The Defiant

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    They're workers, they're not supposed to be effective at anything except for working. Let it go. :p
     
  15. Phoenix

    Phoenix New Member

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    Workers are alrady the most important units in the game, why give them offensive abilities?
     
  16. Stirlitz

    Stirlitz Member

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    Terran workers could carry a yamato cannon! They already install these things on battlecruisers, so why not fire them themselves in an emergency? :p