I'd say they would be about as useful as reapers, though more numerous and easier to get out at later stages.
They could make them crawl up a cliff sorta slowly, giving the player some time to react, so long as he had scouted them, which is likely at tier 3.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.
Infestors should be able to move under liftable buildings and Protoss structures.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..
tetsuoZshima on
0
eeSanGI slice like a goddamn hammer.Registered Userregular
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.
Infestors should be able to move under liftable buildings and Protoss structures.
or just delete Reapers from multiplayer
Zerglings give me the impression that they're like ants. Ants can climb almost anything and a hive tech upgrade giving them Reaper mobility doesn't sound too broken. Also makes Zergling flanks incredibly more useful.
Being able to only jump down cliffs doesnt seem nearly as useful since they're going to have a hard time getting up cliffs to begin with. Think of those random cliff-only-cliffs in Xel Naga Caverns and Lost Temple next to the Xel Naga towers.
eeSanG on
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.
Infestors should be able to move under liftable buildings and Protoss structures.
or just delete Reapers from multiplayer
You're thinking metabolic boost, that gives them wings. And it totally should let them jump off of cliffs, if only to get around that damn cannon wall in protoss can do.
Adrenal Glands should let them climb back up cliffs.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.
Infestors should be able to move under liftable buildings and Protoss structures.
or just delete Reapers from multiplayer
ooh, the jump off cliffs but not scale sounds like a great option. Maybe even let them "glide" over those cliffs that are spaced with canyons that other cliff units can't do.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
You can't really be making this argument. Reapers cost 100 resources (50 of which is gas), take a long-ass time to build, and aren't a core part of any mid or late-game composition.
Zerglings are 50 minerals for two 'lings, deal more damage, and occur in numbers throughout every game.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..
Dude, adrenal gland is fucking HIVE TECH. Also reapers easily do as much dmg to light as lings do, if not more, and they do TONS more to buildings.
Also I dont think burrowed zerglings regen faster? I may be wrong on that I am not sure.
Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..
Dude, adrenal gland is fucking HIVE TECH. Also reapers easily do as much dmg to light as lings do, if not more, and they do TONS more to buildings.
Also I dont think burrowed zerglings regen faster? I may be wrong on that I am not sure.
Sorry, I don't play zerg; I didn't know the regen was all the time, I thought it was when burrowed. Reapers do 4(+1) and zerglings do 5(+1) damage, however. And as stated above; those reapers are useless once you get into the game, zerglings will already be part of your army through the entire game.
cliffjumping zerglings sounds awesome from my (a zerg) point of view
but then you think about it being the victim and you're just like...
what the fuck?
I like the idea of giving them the ability to jump down cliffs though
Honestly don't think it would be too imba, make it require the 20% haste upgrade
override367 on
0
eeSanGI slice like a goddamn hammer.Registered Userregular
edited October 2010
I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.
Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.
eeSanG on
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.
Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.
The great thing about having a marine/marauder drop vs a zergling drop is that you have marines, marauders and medivacs in your enemy's base and not zerglings.
I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.
Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.
The great thing about having a marine/marauder drop vs a zergling drop is that you have marines, marauders and medivacs in your enemy's base and not zerglings.
Dropping zerglings would be pretty much worthless.
Though baneling drops over mineral lines. Those have potential, and really zerg's only quickdrop option. Everything else would be too slow/take too long to kill things.
Lilnoobs on
0
kaleeditySometimes science is more art than scienceRegistered Userregular
edited October 2010
day9 has gone from 1k viewers to 2k viewers in a little less than 10m now, with 15m to go
and you can always replace reapers with blue flame hellion drops
Sorry.. armory says 5 to light
+5 to light
On top of their 4 base
with 2 attacks
(4+5)*2 = 18
HOLY SHIT MATHS
yay, you win the internet, I'm so proud of you.
just to explain my thought process, there is an actual in-game (loading screen) tip that states "if a unit says (5 damage to armored) it does 5 damage, total, to armored units" the unit type and number of the tip may be different.
Yes, in-game unit stats usually go something like:
Damage: 20
Vs Armored: 25
Armory just says "Vs Armored +5"
Well, it doesn't actually say +5 but I do see now that it is in a column labeled "bonus," so I understand. Thank you; I don't deny at all that I have tons to learn.
I think the analogy goes beyond that. The matchmaking is supposed to make you win/lose 50/50 so it's pretty much just like flipping a coin.
Yes, but there's a level of skill beyond which the game can't find a suitable number of equally skilled opponents and you end up with a permanent W/L of greater than 0.50. Likewise, those at the very bottom end up absorbing these extra losses (trickle down economics!) as they are unable to find sufficiently bad opponents to climb up to a 0.50 W/L.
In practice I think most the "extra" losses are absorbed by people who only play a few times, though. Still, you can aim to be in that "permanently above 50%" bracket if you want.
Posts
Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.
I'd say they would be about as useful as reapers, though more numerous and easier to get out at later stages.
They could make them crawl up a cliff sorta slowly, giving the player some time to react, so long as he had scouted them, which is likely at tier 3.
Looks more like newbie tuesday :P
let roaches burrow up cliffs!
PSN: Robo_Wizard1
(toss and limming are bad, my back was sore after that game!)
wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.
Infestors should be able to move under liftable buildings and Protoss structures.
or just delete Reapers from multiplayer
well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..
Zerglings give me the impression that they're like ants. Ants can climb almost anything and a hive tech upgrade giving them Reaper mobility doesn't sound too broken. Also makes Zergling flanks incredibly more useful.
Being able to only jump down cliffs doesnt seem nearly as useful since they're going to have a hard time getting up cliffs to begin with. Think of those random cliff-only-cliffs in Xel Naga Caverns and Lost Temple next to the Xel Naga towers.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
You're thinking metabolic boost, that gives them wings. And it totally should let them jump off of cliffs, if only to get around that damn cannon wall in protoss can do.
Adrenal Glands should let them climb back up cliffs.
ooh, the jump off cliffs but not scale sounds like a great option. Maybe even let them "glide" over those cliffs that are spaced with canyons that other cliff units can't do.
Zerglings are 50 minerals for two 'lings, deal more damage, and occur in numbers throughout every game.
Dude, adrenal gland is fucking HIVE TECH. Also reapers easily do as much dmg to light as lings do, if not more, and they do TONS more to buildings.
Also I dont think burrowed zerglings regen faster? I may be wrong on that I am not sure.
but then you think about it being the victim and you're just like...
what the fuck?
After 10,000 wins, you get another achievement!
Starcraft fans are going to love this game.
Sorry, I don't play zerg; I didn't know the regen was all the time, I thought it was when burrowed. Reapers do 4(+1) and zerglings do 5(+1) damage, however. And as stated above; those reapers are useless once you get into the game, zerglings will already be part of your army through the entire game.
Eh, jumping down seems like it should totally be allowed. It shouldn't be a viable strategy to camp the bottom of a zerg's ramp without any risk.
Jumping up seems fine if it were a hive tech. Zerg need something late game aside from Ultralisks and MACROMACROMACRO
and you can always replace reapers with blue flame hellion drops
I like the idea of giving them the ability to jump down cliffs though
Honestly don't think it would be too imba, make it require the 20% haste upgrade
Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
Of course, a nydus worm is the cost of 2 reapers and allows you to do basically this already... so... go forth and conquer!
Origin: Viycktor
Sorry.. armory says 5 to light
+5 to light
On top of their 4 base
with 2 attacks
(4+5)*2 = 18
HOLY SHIT MATHS
The great thing about having a marine/marauder drop vs a zergling drop is that you have marines, marauders and medivacs in your enemy's base and not zerglings.
No need to be so wude
But Reapers would be pretty lulzy bad if they only did 5 to light.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
Dropping zerglings would be pretty much worthless.
Though baneling drops over mineral lines. Those have potential, and really zerg's only quickdrop option. Everything else would be too slow/take too long to kill things.
PSN: Robo_Wizard1
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yay, you win the internet, I'm so proud of you.
just to explain my thought process, there is an actual in-game (loading screen) tip that states "if a unit says (5 damage to armored) it does 5 damage, total, to armored units" the unit type and number of the tip may be different.
Damage: 20
Vs Armored: 25
Armory just says "Vs Armored +5"
Well, it doesn't actually say +5 but I do see now that it is in a column labeled "bonus," so I understand. Thank you; I don't deny at all that I have tons to learn.
In practice I think most the "extra" losses are absorbed by people who only play a few times, though. Still, you can aim to be in that "permanently above 50%" bracket if you want.