Zerg mass abilities?

Discussion in 'Zerg' started by thrif, Aug 8, 2007.

Zerg mass abilities?

Discussion in 'Zerg' started by thrif, Aug 8, 2007.

  1. thrif

    thrif New Member

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    So, seeing as terrans actually can go dual-mode on marines and stuff, and mass those at literally twice the speed, I'm wondering what Zergs will have to match, and out-do, that.

    Endless larvas, buildings except hatcheries that spawns larvas, four zergling in each egg, or something groundbreaking new? :eek: Anyone got ideas?
     
  2. generalrievous

    generalrievous New Member

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    mobile miniature hatchery perhaps...
     
  3. ZiiDriX

    ZiiDriX New Member

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    Actually wonder about the same thing.. I think they will give the hatcheries ( Lairs, hives ) Alot more Larvas, Or faster larva spawning.
     
  4. MarineCorp

    MarineCorp New Member

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    awesome now we zerg players can now mass units and dominate the whole map!! HA HA

    PS: great ideas though i kinda thought of that
     
  5. Ghost

    Ghost New Member

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    I honestly think that something revolutionary would be to have "Minor/Infant Hatcheries" that dont cost as much as the normal hatcheries but they can ONLY be used to produce larvae, they cant be used as return points or be upgraded.

    This way you could have 1 main hatchery and like 3 minor ones to be producing ALOT more larvae that usual.
     
  6. MarineCorp

    MarineCorp New Member

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    interesting idea Ghost, very cool as well but i think this kind of idea work perfectly for fast possible maps
     
  7. Ghost

    Ghost New Member

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    Yeah, and obviously the Minor Hatcheries would cost much less.
     
  8. Eye_Carumba

    Eye_Carumba New Member

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    Nah, I like the idea of Hatcheries beeing the less costy CC of Zerg AND their barracks at same time. This is very helpfull, for leaving her the main building for unit-making, and thus, upgrading it and giving it more hitpoints is a great advantage. Who else has a barracks with around 2500 (don't remember hive's HP o_O) hit points? lol

    If the Zerg could further diferentiate anfter beeing bred from a larvae, that would give'em much more flexibility, and a far greater independence from the Hatcheries. You could build zerg units way ahead without the worry of knowing which unit would you actually need in the end.

    i.e.: If Hydras could further mutate into either Lurkers or Hunter-killers, prior to knowing which you're going to need, you can make hydras. If the enemy has too many ground units, you can go to lurker. If the enemy has too many air units, go to Hunter-killers (supposing them as anti-air specialists). And if it's 50/50, you keep at Hydras. Neat huh?

    It would be a mass-ability because you wouldn't have to pick your units when the need arises, and then it would be possible to pump them constantly, freeing yourself from the larvae availability of the moment.
     
  9. generalrievous

    generalrievous New Member

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    I think what would be a real good idea is to have it where you can store your larvas in the hatchery instead of having them out there in the open where they are very vulnerable
     
  10. Ghost

    Ghost New Member

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    Yeah but no one really attacks larvae until the the primary defenses and tier 2 buildings are destroyed.
     
  11. Ghost

    Ghost New Member

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    Or, you could make the queen have a "Larvae Drop-off" ability, it can load up to 3-6 larvae and drop them off in the battlefield as needed.
     
  12. BnechbReaker

    BnechbReaker New Member

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    it takes time for the larvae to morph into units so it might not be very practical in the heat of the battle
     
  13. Eye_Carumba

    Eye_Carumba New Member

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    But they would be a very nice diversion, lol! Imagine auto-firing marines (not player directed) ignorantly aiming at the larvae's, as in the heat of battle this might go by unnoticed.

    Or even, I do hate using old ideas, but creating a larvae that could draw attention from units, like a taunt ability sort. This would make them very useful.
     
  14. Ghost

    Ghost New Member

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    I dont really like the taunt ability but once you drop off the larvae and they start morphing they have HUGE amounts of armor so it will either be ignored or the enemy will focus fire on them, consecuently drawing fire away from your live troops. Either way this will turn the tide of battle to your advantage.
     
  15. millions

    millions New Member

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    i just wish that you can control where larva go since they have tons of armor they would make a perfect scout early in the game and that hatcheries will continually produce them not cap it at 3 at a time. like if i left my hatchery untouched for a while i would like to see at least 6 or more larvae ( i think thats the plural) not just 3


    edit: however it wouldnt make sense for larva to travel out of creep seeing they might shrivel up and die since low moisture so there should be time limit they can stay off creep.