Ok so the queen has become a very odd unit, had changed from the ultimate fighting machine/defence warrior/unit production to slowly becoming a unit production warrior only. I was thinking about the egg mechanic, and I remember someone saying "if the queen has other abilitys then you won't be able to spawn as much larvae" Well what if the queen became a defencive unit again? What I'm proposing is the queen mech very changed from unit production to pure awesome. 1. When the queen is I'm sight of the hatchery/lair/hive that hathery will have a max of 7 laravae that it will gernerate before it stops generating, and the larvae spawn time is cut inhalf. 2. Because of the changes above ^ the queen will get new defencive spells, like the razer swarm, or could get something else, this would make the queen more of the hive protector that we once knew. I also think that maybe they should make a building available at lair that gives all upgrades for the overlord and the overseer ablitys are put on the overlord, once again making the overlord one of those multi use units that also can cost if they are killed. These upgrades would be -increased sight (would also give it the increasing sight when not moving, and give detection or make detection normal thing like sc1) -speed -loading (like the shuttle and drop ship) -(I think the creep spewing thing is not needing an upgrade) if it does need to be upgraded then add it here -spawn changling (has a range of 3/4 the max sight range) -spore cloud This would also make the overlord harder to kill (I guess) and make it a high pryority to kill/defend. What do you guys think? (and I know what you're thinking "omg another f***ing queen thread it's like the roach crap")
I'm almost happy with the queen now. IMO it needs to be more powerful though (I think they're trying to cap the cost at 150 minerals because Spawn Larvae is supposed to be balanced with the cost of an orbital command and obelisk) and needs an additional defensive spell. I really liked the old Swarm Infestation ability as well. I don't think abilities that would encourage attacks (like Razor Plague) are needed.
Does she still have those things that you put on creep that would att? I think she needs something to help with defence, maybe naking the queen cheaper and giver her the defencive things back would be enough. And can you still only have 1 queen for every hatchery/lair/hive? Edit what about the overlord thing? I think it's kinda gay that you have to morph them but I guess that's what most Zerg do isn't it, maybe if they left loading on the overseer it wouldn't be as bad (maybe not the best thing tho.) I just don't want to have to morph them to overseers but then again morphing them does give more supply.
Give me 5 Good reasons why. I have a couple why they don't totally need one. -SC2 seems to be primaily ground -air doesn't seem that good for all the races anyway (unless it's ata) -and does the overseer not count?
Why should the Zerg be less powerful in Sc2 though? It seems like all their units are exactly the same except they lost the flying queen. I used to take out a lot of seige tanks and a lot of templars before they could storm me.
the storm has been nerfed a bit, but you do have a point. well you could always spore cloud the area so he can't see so he might as well waste a storm if he storms, you could play some very great mindgames with the spore cloud. Like coming in and clouding one side of their base and then attacking another.
Is the spore cloud the same as dark swarm? I used to use it against tanks when they would put them on the edge of their base like in Big Game Hunters and fire into your base with turrets around them. Or if a crap load of Protoss are storming your base, I'd take out the templars first with the Queen. Rock em and sock em.
The SC1 Queen is far superior to the SC2 Queen; Spawn Broodlings was an irreplaceable ability and a massive nerf to the Zerg army. Parasite was also much more effective than the current means of scouting given to Zerg. Overseers are an awful unit that they just gave all the gimped versions of previous Zerg abilities to. Making a unit that 'justifies' Zerg nerfs does not make it a new unit.
spore cloud and darkswarm are to different things -Darkswarm this is the one we all know and love~protects units under it from ranged attackers (except splash damge) -Spore cloud this is way different~blocks the enemys line of sight.(whach BR3 and look at the line of sight blockers, that's what spore cloud does (but if an air unit is in play they can still see with that unit) Do not mix up...
Spore Cloud has an effect that comes out as being very close to Dark Swarm, since SC2 units require line of sight to attack- if they can't see, they can't attack.
yea true but a single air fighter would completly make this pointless unless you can snipe it as it comes over. i guess their does seem to be a lack of air units though, but people are bound to have the raven or something.