They are like sharks that can not stop swimming. If they stop cry they die
Starcraft 2 Zerg has free units. Swarm Host, Brood Lordâs and Infestors. That is fact and not up for debate. The race was designed to pump out swarms of free units.
My opinion the reason Zerg gets free units is because 200 maxed out army is weaker than the other maxed out armies.
You counter with how Blizzard are morons and saying how things should be like you designed the game. Then you talk about a faster remax. After everything you said you havenât disproven that Zerg does in fact have free units and itâs part of the design.
Locusts are the only free unit Zerg has. Since ITâs cost energy and broodlings are part of the attack of the broodlord which is a very expensive unit.
Whatâs your point man? Free means minerals and gas. Broodlords create little ground units that cost no minerals and gas. You can wipe out 1000s and they keep coming.
Your not fighting the Broodlord. Your fighting broodling. They are free. I might give you Infestors costing energy but it doesnât even really matter when it comes to my talking points.
Your the king of bad debate. You really proved me wrong! No wonder Blizzard isnât calling you up for advice.
Zerg really isnât getting nerfed in a way to discourage massing of infestors, and they might be getting better scouting.
Protoss is getting recall nerfed, the WP nerfed and possibly the zealot nerfed. All of which impacts the 2 base all-ins in ZvP which are very strong but also what Protoss feels is the only option to kill the Zerg before the late game. Sure carriers are getting faster interceptor build time but really, thatâs not going to change much in the late game where you have forests of spores and spams of IT.
Terran is getting an EMP upgrade and faster stim.
Interceptor = Minerals
Auto-turret = Energy
Infested Terran = Energy
Locust = Nothing.
Broodlings = part of the broodlord attack, but separate from the strike.
No, letâs agree to disagree on this one. If somebody would prove that the definition of Energy/Time units is: Time in exchange for damage, where damage can have an infinity of forms, shapes and smells - is wrong, i will be happy to retreat.
And by the way: the remax rates are not to be left out from the super-late game in PvZ and TvZ. You canât safely ignore that racial trait of Zerg.
Broodlings are temporary units which will die 5.71 seconds after landing, regardless of their health. As a result a single Brood Lord attacking continuously will sustain just over 3 Broodlings on the ground. If the Broodlings are not killed before expiring, their attacks will provide significantly liquipedia
Ring Ring âHello Blizzard, itâs balance wizard MyohMind calling to remind you that Broodlord doesnât make free unitsâ
Blizzard: Click
SC 2 Zerg = swarm of free units. Broodwar Zerg = swarm of weaker units.
Itâs unfortunate, but Broodwar is still far more interesting of a game. No matter who wins in Broodwar, you gotta hand it to the guy for being good. In SC 2⌠you gotta hand it to the guy for playing the race with the better late game army.
Despite Broodwar being out for much longer, it feels like SC 2 is more âplayed outâ and time to move on, honestly. The most important thing in SC 2 is to simply play the race that has the better late game, because of the frequency/ease in reaching max.
I never said broodlords donât make âfree unitsâ.
You said locust are the only free unit Zerg has. Free to me is no minerals or gas. When casters say economy I didnât know that included everything energy.
Who cares really.
âFreeâ because they donât cost minerals, gas, energy and are not part of the unitâs attack. They also donât have a leash range like interceptors do.
Still doesnât change the fact that terran is getting buffs while protoss are getting nerfed and zerg is getting nerfed. From a balance perspective, asking for more nerfs is completely out of the question and is simply brainless whining.
Like, terrans got their race buffed while the other races are getting nerfed. What more do thay want? maybe remove the other races entirely at this pointâŚ
The zerg nerf is a slap on the wrist. The Protoss nerfs have big impacts and late game ZvP is still going be a complete predicable mess but now more Zergs will survive to get to that late game.
This patch is more about ZvP, with some TvP thrown in for good measure.
Well Iâm not like most Terrans, I want to see buffs to Protoss and Zerg to units that need it to improve composition choices.
I do agree that Zerg late game is favored because of the Infestor. I just donât fully agree with balance whine. A person with make a good point about something and a balance whiner will take it and twist it to the most over exaggerated version they can muster.
Just tired of fanatics being in the discussion. If your honestly reasonable you would at least acknowlege the Infestor situation is being addressed.
The way I see it at the very least Infestors donât hit as hard, interceptors come out quicker and wonât die as fast. Ghost have a better chance at draining energy.
It may not be the extreme measures you would take but itâs a step in a direction. They are testing it. You donât know if they will see in testing that a stronger nerf is needed. You probably havenât even tested it. You couldnât provide me with a replay of your tests.
Yet you can 100% make a claim it isnât enough. You all will lie but none of you have tested it. If you did test it I bet it wasnât at the late game situation that Zerg has entrenched.
What I wouldnât give for some real feedback from people actually playing the game instead of these fake GMs from two expansions ago mad because they hit a wall.
Itâs a far greater problem in ZvP, compared to ZvT since Terran has Snipe(10) and EMP(10+ 2 radius after new upgrade) in addition to units like the Liberator and Siege tank to zone out and counter the infestors.
In ZvP, the HT doesnât have enough feedback range(9) to deal with the Infestors that are Fungaling the army(Fungal has 10 range + 2.25 radius) behind the broodlords(10 range). Disruptors and Tempest are helpful but Zerg has NP to take them over.
Infestor-Broodlord every late game really makes things boring and predictable for both sides and for both sides unit comps. Terran always goes Ghost-Lib, and hopes for a lucky nuke since they lack good AA splash against air units(buffing the Liberator AA attack a little would help with this when partnered with AAM) and Protoss always tries a kitchen sink of expensive units in hopes of breaking the zerg that is just building infestors and spores in the production tab.
It is, but not completely since you still have NP and Fungal causing problems.
It was, Spores and Infestors on the production tab all day every day. A critical number of infestors is far more powerful than a critical number of mass raven ever was since you can take over the enemies army and spam an IT army in addition to your army supported by a spore army.
Do you even know what I would do if I was put in charge of the SC2 balance to fix the late game ZvP infestor issue?. Well let me tell you.
First, I would buff the counter-caster counter spell Feedback by increasing the range from 9 to 10. That way HTâs could feedback more infestors instead of getting out ranged and out zoned.
For NP what I would do is remove the Infestor energy upgrade, build in NP but make it so it cannot be cast while burrowed.
For Fungal what I would do is make it work only on ground targets since Parabomb should be the AOE against air spell.
Iâll give you feedback range. You canât have Fungal and NP. Iâll give you NP but instead of making it complicated just make it cost more energy so itâs more of a commitment to save energy for big fights.
Iâll throw in fungal for a buff to Mutalisk. Price reduction.
100/75 or 100/50?. Iâm fine with either price.
Itâs a pretty logical change if you look at the range of FB vs Ghost and infestor spell ranges and radiusâs.
NP costs 100 energy, do you want to make it 125?.
I think NP is the most powerful Infestor spell. If I did play Protoss or Terran I would absolutely hate it. Both races have big easy to target units. Iâm surprised NP wasnât chosen.
I donât really know what the exact number the cost should change. Iâd say Jack the cost right up but maybe add time to the duration to compensate.
I have to say turning back persons supply against them has to be the strongest ability in the game. It should have the highest energy.
I want mutalisk at 75/75 but I would take any price reduction I could get.