zarx said:
well what I said about it is basically what I got from an interview with a guy from blizzard, I got nothing on you in-depth analysis.
But personally from what I have seen Zerg do seem harder to play well, most of that stems from the economy micro that you must do to produce a competitive number of units. And their individual units don't seem to be as good as same tier units from the other races. So unless you have god like unit micro or something you need numbers on your side and mid game that is much harder with zerg managing larvae takes more skill than setting up 5 rax or 5 warpgates and pumping out units.
But I don't see how it can be fixed without redesigning how zerg plays or buffing their units which would probably give the best players an advantage and ruining the balance. Hopefully Blizzard can find a way to fine tune the game to the point where it isn't a major issue, they did it with brood war so there is hope. My only fear is it may take until Legacy of the void before it is as finely balanced as brood war is.
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But see, thats not how Zerg works, and that's why many people cry all the time "Zerg is SOOOO UP". But for this, I ask Zerg players the following. How often do you use Infestors? How often is your army composed of 5 different unit types? how often do you do baneling bombings with overlords? If you do a rush build, how often are you hitting the base and with how many lings/banelings? How many bases are you running? Pumping out creep tumors? Constantly Spawning larva? Using your minerals constantly or properly saving for a timed push?
Zerg is about econ, econ, econ, OH an armies coming, pump out units. Now that doesn't mean you don't make ANYTHING until the army leaves the base (always keep a ling outside their base in ZvT and ZvP in the early/early midgame). Of course you have to have the right tech buildings up, and scouting really is the key. If you see they aren't really making that many units, you can econ more. If you see a crapload of marines and marauders at their wall, you get banelings and maybe tech up for baneling speed. It's about reaction. So when they do their timed push, you take out the entire army. Then maybe you get another base, more drones, more econ. Then the next timed push comes and again, you take out the army. At this point though, you're fully teched up, and you can make whatever you want.
Yeah, if the units get a buff, that would just destroy balance. Man, give me stronger zerglings, and my 2v2 strat's win ratio will go from 3:1 to 10:1 =P
If we really want to get into balance issues, the most pressing problems lie in the maps. Actual race differences hardly matter in comparison to how broken the maps are. Blizzard really dropped the ball on the maps so far.
Zerg is harder to play, mostly because of map imbalance. The higher required APM thing is no good too, but that's kind of trickier. What many players don't realize is...well.. let me put it this way. If you want to make 5 marines, you press 5 (at least that's where I put my rax) and then RRRRR. That's 6 actions. If you want to make 5 sets of lings, and let's just assume you have only 3 larva at the time, you'll end up pressing 5 (also for my hatchs) szzz, do something else, 5sz, and do something else, 5sz. Just the act of using larva really adds up with the APM. The only APM problem I really see with Zerg is spawn larva. Auto-cast is kind of a cop-out, but the current way it's done is broken too. Stacking would kind of break Zerg, and would completely overpower them, but the fact that you HAVE to spawn larva the instant it's ready is just too macro-intensive. Especially considering Zerg is the most micro-intensive race.
Unfortunately, the best option is the cop-out, and make spawn larva auto-castable. That or remove the queen and completely rework Zerg, which I'm sure they don't want to do. I cant' find the threads that have the detailed pictures, but it's quite nasty. If anyone can find em, post em, that's the biggest issue right now imo. I'll keep looking for them too.