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Zerg burrow

Discussion in 'Zerg' started by Hunter_wow, Aug 23, 2007.

Zerg burrow

Discussion in 'Zerg' started by Hunter_wow, Aug 23, 2007.

  1. The Vision

    The Vision New Member

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    Tbh the whole surpise bonus on ranged attackers wouldnt work as there would be too many flaws to this. However regeneration under the ground ata faster rate would be a cool addition
     
  2. Remy

    Remy New Member

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    I don't think any kind of damage bonus is needed, but it would be nice if they got rid of the delay after unburrowing.  I'm sure no Zerg user has ever appreciated the brief moment of "deer in headlights" for Zerg units after unburrowing.

    I think if Zerg units could attack as soon as they unburrow, it would be improvement enough. But based on how lings were popping out of the ground in the original gameplay demo, I think this is already likely the case.
     
  3. The Vision

    The Vision New Member

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    Yeh. I noticed that to. As soon as the zergs popped up i was liek yeow! this alone will probably favour me towards using them on a bit more frequently than i already do.
     
  4. MeisterX

    MeisterX Hyperion

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    Remy! Nice to see you m8! Glad you're still alive ;)

    As to this idea... I'm not a fan. A damage bonus when you're unburrowing? I agree with Remy in that the most effective change to burrowing would simply be an immediate attack. Like they're jumping out of their burrow simply to attack you rather than jumping out, looking around, and then attacking. This adds to the element of surprise.

    Also, don't forget that when a large force of Zerg appears from beneath the ground you're walking on, units become disoriented and separated in the fray. This is another intangible advantage you gain by using this mechanic.
     
  5. kuvasz

    kuvasz Corrections Officer

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    A mod creating a duplicate thread would look bad so I'm reviving and hijacking this one.

    I think (and probably some others will agree) burrow needs to be made more popular to emphasise this unique ability of the race as a whole. Even in trailers Zerg are shown to unburrow, so it was obviously intended to be an integral part of the race. Yet in its current form it is simply not worth using it to any notable extent barring roach regeneration, roach/infestor cheese, and emergency drone/queen protection. I propose buffing burrow for two reasons: to make it more popular and to buff Zerg as a whole, as they're currently not up to par with the other two races.

    I don't think a "surprise attack bonus" would fit into the world of SC (nor do percentages and thus corruption, but that's another story). Increased regeneration would not fit into the concept of Zerg as they are not about attending to their wounded but spawning additional units. Furthermore, the only units that could make use of increased regeneration are the queen and the ultralisk as other units are too frail.

    Instead focusing on intelligence to complement Zerg quick counters should be experimented with in my opinion. Back then I suggested making Zerg units either see further while burrowed or act like small sensor towers (by being able to detect vibrations in the ground), and I still think this could work nicely.

    The reason I think this would not only promote burrowing but help Zerg in general is that it'd make easy pickings more viable when the opponent's army is moving in seperate groups. This notion of non-straight up combat being more suitable for Zerg seems to be strengthened by the huge popularity of mutalisk harassment as well as the general idea that in a 200/200 battle Zerg is bound to lose. To avoid this, Zerg pick off units in small clusters, as is the case with harassment. The sight radius/sensing ability of burrow could bring harassment onto the battle field, or at the very least would help then better position themselves before a battle, which would slightly buff Zerg as a whole. Because I think there's more to balancing than changing numbers in cost and stats.