Should Zerg Queens cost gas?

Simple question. Would the game be better or worse if the Zerg queen cost 25 gas in addition to it’s current mineral cost.

I personally think forcing Zerg to invest at least a little more in gas will alleviate the economic advantage they have over other races that makes these races feel like they have to do heavy pressure or all ins to have a chance.

Thoughts? Is this a terrible idea?

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I understand the concern with Queens, but having them cost gas is not going to solve anything. If anything it would totally mess up their early game by a lot.
By that logic we should put Hydra den at hatch tech, roach warren at lair tech and redesign the Queen into something better.
Not saying we should do this but you have to look at the bigger issues that things like a 25 gas addition to the queen.
What would they use for AA besides spores? Most of their AA tech is locked behind Lair and most cost gas and having queens that cost gas would totally screw up their gas count for Lair, Hydras, Mutas, Corruptors, upgrades, etc
Just food for thought

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It’s an absurd idea.

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They are nerfing the queen with the -1 range, and I think that is the way to go.

Costing gas is too much.

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Queen costing gas is a great idea because it would prevent zerg from going yolo speedlings/queens minerals only units until late game.

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How did you get from queens should cost gas to hydra den at hatch and roaches at lair?

How about we make hellions cost 25 gas? Would be nice!

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That would severely cripple zerg . If we do that then chrono boost should cost 25,min 25 gas and mules cost gas as well

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Shh the forum zergs will huff and puff and blow you away with whine and anger if you suggest that.

But as a whole No. I think if queens are reverted back to having 7 AA range It would be fine. Problem is that the queen needs to be strong because if it wasn’t Zerg would just be Trash.

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It is indeed because that gas spending would intervene extremely early in the game, where every gas spending is a strategically important choice ; and because the macro mechanics of the other races do not cost gas (+150M for an OC, built-in for the nexuses & probes).

The question of the balancing of their combat abilities and spell is a different one, but introducing a gas cost for the injections (in fact) would be punitive and asymmetrical.

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Since most of their AA is locked behind Lair Tech I just pointed out that instead of giving the Queen a Gas addition(which would totally screw Zergs up) why not move the Hydra Den back to Hatch Tech like it was in BW and move the Roach Warren to Lair tech?

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The range nerf is enough.

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screw that. marines. make marines cost 25 gas each.

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How about limiting to One queen per hatchery?

how about we limit active mules to one per mineral line

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Sound great. When can we have these change?
(I am not a protoss main btw.)

They annonce another Zerg nerfs, and the second later another whiner ask for another nerf.

He why don’t you just “get good” ? When you play a FPS, do you whine you should have a aimbot because “the game isn’t balance” ?

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It’s really a good idea thinking inside the LotV eco mechanics.

Many players think that balance is made by equal units and that’s absurd and it’s confirmed when stronger units are terrible unmbalanced. Examples like “make hellions cost gas too” are the reason why this game is in a hole right now. It seems like developers and many players had never played a role game ever.

The real balance problem resides in the kind of attention and the complexity of the relation between units mechanics and points of preasure inside anyrace mechanics that forces the player to generate more stress at playing. Yeah, it is in all the micro and the pressure. So… if game don’t propose a real risk for all the players, for all races, in all stages… well… game is unbalance.

Adding 25 gas to queen cost increases the risk in early game for zergs. The WoL and HotS eco mechanics never was made to an starting 12 workers game. Zergs never been forced to be compromised ingame by eco spends… if we think in BW, devolpers knew that… and that’s why zerg should build 300 mins hatch to have a real administrative balance between macro and income. In sc2 zergs become an easy macro race and its cheap units are stronger as protoss units and easier to get them. And all the spend in macro buildings gone when queen appears… again thiking that queen cost the same as a barrack/gateway, so in this logic game is balanced… but no, terrans start to spend extra minerals and gas in every reactor or tech lab and the 100 gas in every factory or starport, protoss too they start to spend gas so early in many of their units. Zergs don’t spend any gas in macroing or even no extra minerals for macroing buildings… adding it to free tumor expands… well… developers eliminate all the hard mineral spend in creep colonies / sunken-spore and macro hatchs. The zerg’s eco in LotV is just a freeway to dominate in every stage of a game.

That’s what I think about gas on queens. It’s a really good idea to make preasure in the player and to force player to make harder and more risky decisions at making real delaying at the moment of a choice. SC2 problems aren’t in units instead of the mechanics. Many units are ok.