while fiz is being a goose about it, wanting a long range aoe "just because i want one" is a bit of a silly reason
I don't look at zerg armies and think "man, they need a siege unit" and i dont think you guys really look at it and thin kthat either
Well, just look at it this way.
A) Lurkers are just cool.
Both of the long range AoE units for P/T are so powerful it's hard not to want something similar for zerg. In fact, our AoE abilities are pretty limited, if potentially dangerous. But one involves suicide units, and the other is a low damage spell. I guess you can include mutas, but it's not really the same. And all of those are extremely short range and are all very, very, easily killed by the long-range AoE units of T/P (bar mutas).
So yeah, I don't think it is unreasonable to be pretty keen to have a long-range aoe unit, when both the existing one are just so damn powerful.
Brolords are cool and all, and when they are effective they are damn good indeed. But they are hive tech, and still somewhat lackluster, and require just the right kind of circumstances and support to work well. But colossi/tanks? Yeah just make them asap and make them basically all game long.
It's not a game breaking difference, obviously, but I don't really see why wanting something with similar capabilities is such a terrible thing.
Anzekay on
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
while fiz is being a goose about it, wanting a long range aoe "just because i want one" is a bit of a silly reason
I don't look at zerg armies and think "man, they need a siege unit" and i dont think you guys really look at it and thin kthat either
Well, just look at it this way.
A) Lurkers are just cool.
Both of the long range AoE units for P/T are so powerful it's hard not to want something similar for zerg. In fact, our AoE abilities are pretty limited, if potentially dangerous. But one involves suicide units, and the other is a low damage spell. I guess you can include mutas, but it's not really the same. And all of those are extremely short range and are all very, very, easily killed by the long-range AoE units of T/P (bar mutas).
So yeah, I don't think it is unreasonable to be pretty keen to have a long-range aoe unit, when both the existing one are just so damn powerful.
Brolords are cool and all, and when they are effective they are damn good indeed. But they are hive tech, and still somewhat lackluster, and require just the right kind of circumstances and support to work well. But colossi/tanks? Yeah just make them asap and make them basically all game long.
It's not a game breaking difference, obviously, but I don't really see why wanting something with similar capabilities is such a terrible thing.
I just don't understand all this nostalgia, why lurkers? Why not something else way cooler that would fit into SC2 even better? I don't think zerg shouldn't have a siege style unit but every race shouldn't have all the same units. Its what makes the game interesting.
broodlords are very very good, you just can't only have brood lords.
tanks and colossus are exactly the same in that respect. zerglings would take out either without support.
Neither of them are as dependent on their support and the situations you can use them in as brolords are (that isn't to say they aren't, but compared to brolords they are pretty easy to decide to make).
You don't just go "oh hey they scouted my greater spire but I'll just make tons of brolords anyway". No, you then have to be real careful with them and try and get air superority before you can even really morph any. Or you make them go lots of air and swap to Ultra. But if that happens to your colossi den or tech lab factory, you just keep making tanks and colossi and you don't really stop. Let's also keep in mind how much faster it is to get to their tech, and that you can just mass produce them on 1-2 bases quite fine.
This is all understandable, and not broke- it's all balanced into the game. But when I look at those two units, and then look at brolords and our AoE, it does leave me feeling a little lacking in the long-ranged department.
while fiz is being a goose about it, wanting a long range aoe "just because i want one" is a bit of a silly reason
I don't look at zerg armies and think "man, they need a siege unit" and i dont think you guys really look at it and thin kthat either
Well, just look at it this way.
A) Lurkers are just cool.
Both of the long range AoE units for P/T are so powerful it's hard not to want something similar for zerg. In fact, our AoE abilities are pretty limited, if potentially dangerous. But one involves suicide units, and the other is a low damage spell. I guess you can include mutas, but it's not really the same. And all of those are extremely short range and are all very, very, easily killed by the long-range AoE units of T/P (bar mutas).
So yeah, I don't think it is unreasonable to be pretty keen to have a long-range aoe unit, when both the existing one are just so damn powerful.
Brolords are cool and all, and when they are effective they are damn good indeed. But they are hive tech, and still somewhat lackluster, and require just the right kind of circumstances and support to work well. But colossi/tanks? Yeah just make them asap and make them basically all game long.
It's not a game breaking difference, obviously, but I don't really see why wanting something with similar capabilities is such a terrible thing.
I just don't understand all this nostalgia, why lurkers? Why not something else way cooler that would fit into SC2 even better? I don't think zerg shouldn't have a siege style unit but every race shouldn't have all the same units. Its what makes the game interesting.
I've said already, it doesn't have to be lurkers. But the rational behind sort of wanting lurkers is more because they are cool than anything else. Just... just forget the lurker thing, it's unimportant.
An no, obviously every race shouldn't have the same units. But I don't see why we can have a unit that fits the bill, that is creative and unique.
Anzekay on
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
broodlords are very very good, you just can't only have brood lords.
tanks and colossus are exactly the same in that respect. zerglings would take out either without support.
Neither of them are as dependent on their support and the situations you can use them in as brolords are (that isn't to say they aren't, but compared to brolords they are pretty easy to decide to make).
You don't just go "oh hey they scouted my greater spire but I'll just make tons of brolords anyway". No, you then have to be real careful with them and try and get air superority before you can even really morph any. Or you make them go lots of air and swap to Ultra. But if that happens to your colossi den or tech lab factory, you just keep making tanks and colossi and you don't really stop. Let's also keep in mind how much faster it is to get to their tech, and that you can just mass produce them on 1-2 bases quite fine.
This is all understandable, and not broke- it's all balanced into the game. But when I look at those two units, and then look at brolords and our AoE, it does leave me feeling a little lacking in the long-ranged department.
yeah I'm not trying to make the argument that broodlords are as core of a unit as a tank or colossus, just that they are strong units.
Getting stomped is what playing starcraft is, and it makes those victories ever so sweet. Then you look at the replay and realize that if he had actually not been even worse than you that victory would have been yet another horrible loss :P.
You should test all 3 races before picking one though, see which ones style is most fun, or fits best. Zerg is a bit tricky in that you have to understand the drone/unit balance, which can be pretty hard. Protoss can be tricky since your early game is basically built around being able to forcefield, and terran is hard because... I don't know, never really played terran!
Posts
Actually it is thorzain, I have no idea.
because kas is so fucking good at tvt
They have almost all of shattered temple mined out except for the 3'oclock positon
moonglade pinning him with broodlords
But nvm, Thorzain still ahead in supply.
Edit: Oh.
Well, just look at it this way.
A) Lurkers are just cool.
Both of the long range AoE units for P/T are so powerful it's hard not to want something similar for zerg. In fact, our AoE abilities are pretty limited, if potentially dangerous. But one involves suicide units, and the other is a low damage spell. I guess you can include mutas, but it's not really the same. And all of those are extremely short range and are all very, very, easily killed by the long-range AoE units of T/P (bar mutas).
So yeah, I don't think it is unreasonable to be pretty keen to have a long-range aoe unit, when both the existing one are just so damn powerful.
Brolords are cool and all, and when they are effective they are damn good indeed. But they are hive tech, and still somewhat lackluster, and require just the right kind of circumstances and support to work well. But colossi/tanks? Yeah just make them asap and make them basically all game long.
It's not a game breaking difference, obviously, but I don't really see why wanting something with similar capabilities is such a terrible thing.
tanks and colossus are exactly the same in that respect. zerglings would take out either without support.
not to take anything away from thorzain
And Kas has played better than this before, so no idea what's going on.
How can anyone not love this guy? He's like a Terran Liquid'Tyler.
Good write ups. Would be very useful if I was trying to learn protoss.
BUT GO THORZAIN.
I didn't think he could do it
Neither of them are as dependent on their support and the situations you can use them in as brolords are (that isn't to say they aren't, but compared to brolords they are pretty easy to decide to make).
You don't just go "oh hey they scouted my greater spire but I'll just make tons of brolords anyway". No, you then have to be real careful with them and try and get air superority before you can even really morph any. Or you make them go lots of air and swap to Ultra. But if that happens to your colossi den or tech lab factory, you just keep making tanks and colossi and you don't really stop. Let's also keep in mind how much faster it is to get to their tech, and that you can just mass produce them on 1-2 bases quite fine.
This is all understandable, and not broke- it's all balanced into the game. But when I look at those two units, and then look at brolords and our AoE, it does leave me feeling a little lacking in the long-ranged department.
Also, getting stomped as Zerg, this race may not be for me.
(Could just be my badness.)
EDIT: Main problem seems to be just not spending my minerals - not sure why.
I've said already, it doesn't have to be lurkers. But the rational behind sort of wanting lurkers is more because they are cool than anything else. Just... just forget the lurker thing, it's unimportant.
An no, obviously every race shouldn't have the same units. But I don't see why we can have a unit that fits the bill, that is creative and unique.
yeah I'm not trying to make the argument that broodlords are as core of a unit as a tank or colossus, just that they are strong units.
Getting stomped is what playing starcraft is, and it makes those victories ever so sweet. Then you look at the replay and realize that if he had actually not been even worse than you that victory would have been yet another horrible loss :P.
You should test all 3 races before picking one though, see which ones style is most fun, or fits best. Zerg is a bit tricky in that you have to understand the drone/unit balance, which can be pretty hard. Protoss can be tricky since your early game is basically built around being able to forcefield, and terran is hard because... I don't know, never really played terran!
edit, this thread moves fast!
Yeah, sorry, I did know that but it kinda got me elaborating my opinion a little more :P
you take your opinions and your elaborations elsewhere mister
If you drop piecemeal onto units like that you're just going to lose everything.
i will admit, i dont see drops on top of drops very often
See it's times like these that I regret trying to be civil all the time
Screw that, I want an ultralisk on a ultralisk.
Riding a broodlord.
Actually I just don't understand why every single Terran doesn't double eng bay all the time.