Zerg needs more units that shoot air

So just realized that zerg has only 4 units that shoot air (queen, hydra, muta, corruptor) aside from castor units, (castors being ravager, viper, infestor) .

Meanwhile terran has, marine, ghost, viking, thor, bc, widow, lib, cyclone plus ravens( there a castor unit tho), did i miss any?

Protos has sentry, stalker, archon, phenix, void, tempest, carrier, plus templar storm.

Zerg pretty much has nothing compared to the other races when it comes to air.

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Lmao, he complains when queens, corrupters and spore crawlers aren’t enough.

I think I’m talking to a fortnite kid.

I love how he mentions storm, but zerg casters are suddenly too difficult.

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duh, every race needs strengths and weaknesses
otherwise, what’s the f-ing point?? make them feel all the same??
why have completely different races then??
jeez… the forums are a frickin joke

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The races aren’t meant to be mirrors of each other with identical units and army compositions.

If there’s a balance problem with a gap in zerg capabilities, or ability to win tournaments (which there quite obviously isn’t), that’s a topic for discussion. But just trying to make the races armies identical is a suck idea.

ā€œcastorā€ is the French for ā€œbeaverā€ so I’d actually dig beaver zerg units.

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Tell me about it I get complains in Party’s that Zerg should have more anti air. It’s so annoying and these people are all most likely Fortnite kids and Karen’s

This forum needs a funny checkbox for posts.

A single parasitic bomb or fungal can take out 30 air units in one cast. You can’t just say ā€œcasters don’t countā€, and pretend your resulting analysis makes any sense.

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Don’t put Sentries into anti-air category. That’s like saying Probes are anti-structure because they can attack buildings. :stuck_out_tongue:

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You’ll notice casters suddenly count for Protoss, as OP added ā€œstormā€ to the list of Protoss anti-air counters.

Having Hydras, Queens and Mutas as anti-air options is adequate to deal with threats from air units.

Hydras have huge DPS while Queens have healing capabilities. Meanwhile Mutas are fast and their attacks can bounce.

Unlike the other 2 race, the Zerg’s spore crawlers are mobile with presence of creep and they unroot pretty fast.

Also Viper’s and Infestor have the most powerful spells in the game which can aid in anti-air as well.

Conclusion : Zerg anti-air is already very good even if Terran and Protoss have more options.

Dumb suggestion… 20 characters? Oh sorry let me prepare a wall of text in the name of civill discuSHUN

So having all their combat units that can hit air locked behind lair tech seems fair to you? A queen is not enough to stop a banshee or some oracles or a phoenix or really anything. Queens are just a failsafe option that tickle things until they run away. Only bad players lose units to queens.

It is objectively not that good, or the golden armada wouldn’t just crush zerg players. There is a reason all the pros stay on lair tech as long as possible, hive tech is trash. Ultras/BL/vipers all easily countered by cheap units and hard countered by units such as ghosts (who counter the entire zerg tier 3 with single snipe shots)

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Queens anti air sucks
Hydras only good as marine buts locked behind lair tech which is blocked by the Queen.
Ravagers range is short you have to be underneath them to hit them.

Fungal growth is very low dps

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I can understand your concerns but SC2’s designs is that every race has their own designs. The same way Terrans shouldn’t be complaining why they cannot mass units as fast as Zerg.

Anyway for this anti-air issue, mass Queens with healing abilities is good enough to fend off air attacks. If you think that’s not good enough, throw in one or two spore crawlers.

Unlike the other 2 races static defence, spore crawlers are mobile within the creep and they unroot pretty fast enough.

Nobody says you are restricted to one queen.

Just mass Queens. They are very good support unit anyway and by healing each other, Queens are more durable than you think.

Queens also have pretty good anti-range and can kite certain air units if they are on creep.

I would say Protoss are more user friendly or newbie friendly. So Protoss would seem stronger at least on paper.

Reality is that Viper’s Abduct and anti-air bomb can decimate the Golden Armada. Infestors also can provide support by locking the Golden Armada with fungal growth.

Zerg spells are pretty powerful in SC2 and you should utilise it.

And ghosts are usually use in TvP and not that frequently use against Zerg. Snipe takes some time to cast and ghosts are vulnerable during this period. You can rush your mass cheap zerglings and kill the immobile ghost if they try to snipe your T3 units.

Also unlike the other two races, spore crawlers have terrible range and the unit has to be almost on top of them to get hit. Not only that but they do less damage than missile turrets. Which is kind of a bummer given their range.

I agree though, mass queens is the only effective way to play zerg against harass.

Abduct and fungal are both shorter range than everything in the golden armada, save for void rays. Unless you catch them macroing, you wont just get abducts off for free or some free fungals without losing 1-2k in gas when your casters start dying off (including banked energy)

And a decent player wont lose much to a parasitic bomb. It only hits one unit, and if you can grab that unit and move it away, it does pretty much nothing. If I can do it with tiny mutas, it must be super easy to do with carriers/tempests.

This is not at all my experience around M2. Lots of terrans use ghosts as their primary late game unit, and because almost all of zerg’s units are melee, it is difficult to hit the ghost in an MMM ball or behind a tank line. It’s not so simple as ā€œjust hit the ghost to delay his snipeā€ Snipe goes off in about very quickly, its not like it has a 5 second cast time or anything. You hardly have any time to react, you have to already be on top of the ghosts.

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???
I understand saying ravager bile Hits so late that its Not a good AA but saying bile has a short range is so freaking wrong.

Holy Moly. Seems Like some ppl dont actually Play the Game at all.

Spore crawler has the same range as both photon cannon and unupgraded missile turrets, and has the same fire-rate as a missile turret, which is significantly faster than photon cannons are.

Abduct has 9 range. Voids have 6 to a maximum of 8 while firing, upgraded phoenixes have 7 range, carriers have 8 range for interceptor launch.

Neural has 8 (cast) range to a maximum of 14 once connected. Fungal growth has 10 cast range.

It’s not my experience as a Diamond Terran either - I use a lot of Ghosts late-game, but making a transition to that harder turtle style from bio is very, very difficult at the best of times for most players who didn’t start the game meching.

It’s not super short either - it requires a full 1.43 seconds to channel, which is long enough for fungal growth or banes to connect, assuming you can get through the splash. But I get your point.

15+ Ghost at tvz in late game. Because ghost simply counters everything that is zerg, lair or higher.

there is something called ā€œdistanceā€. Which race has weaker range and is known for engage? … Zerg.

I was wrong ravager range is not short 9 . The problem I was seeing last one pushing in front making look short.

But 4 seconds is very long time I want fast enough where battle cruisers and carriers can’t dodge it.

Right now you have be underneath them put head of them to hit. Which they end up destroying ravager because it take takes 10 shots.

Problem with snipe is you got siege at 13 and Vikings at 9. Or Thor anti air is 10 which makes them immune to any light ground air attack. Brood lord then just get sniped plus one ghost at full energy can kill 6 to 8 pop but only costing 2 pop.

3 times it valued so 10 ghost can kill half Zerg army easy.

Problem Terran is once they get right certain units Zerg can’t do anything.

Based on what I check on liquipedia, that’s not true as all races anti- air structure has a range of 7.

Well turrets may do slightly more DPS but they can’t move unlike spore crawlers within creep.
Also spore crawlers are tougher than turrets.

I won’t say that’s the only effective way.

But yeah mass Queens with healing and creep form a great defence especially with the help of crawlers.

Based on liquipedia, abduct and fungal have a decent range between 8 to 9. So that’s good enough to catch some Protoss air fleet especially when you mix Vipers with Mutas or Hydralisks.

Viper also move pretty fast and they can easily recharge their energy by ā€œsacrificingā€ some ally HP.

I would gladly trade Raven’s spells for Viper’s spells any day.

At least you manage to force the enemy air units to flee in this situation. And by splitting their air units due to the air AOE, you can take advantage of the situation by picking off their smaller army one by one.

And if they don’t leave, the AOE attack from the parasitic bomb would deal a huge damage to the opposing force. And if the opponent still manage to win despite the AOE damage, this likely means you have been outnumbered and would lose anyway.

AOE is king in RTS. Would gladly trade all of Raven’s spells for just one Parasitic Bomb.

Perhaps we have very different exposure and experience.

But if you argue that it’s difficult to kill Ghosts behind MMM or tank line, then I also can argue that it’s difficult for the Ghosts to snipe your T3 units without getting killed by other units such as mass zerglings as they are immobile while ā€œsnipingā€.

So it actually boils down to player’s skill.

Playing Ghosts in tandem with other units requires high micro potential and attention as they are squishy and cost a lot of gas.

So lots of Terran players would rather use the gas to build more tanks, liberators and mines vs Zerg.

Ghosts are mainly build for EMP vs Protoss.