Quote (Death_killaxx @ Nov 9 2012 03:50am)
But also you have to designate and make sure you don't get supply blocked.... :/ Supply blocks blow for zerg...
That and injects, but also zerg has to decide what is units, scout a lot, creep spread. If other races scouted more, they wouldn't complain...
Every race scouts
Every race gets supply blocked
And no, Zerg don't need to decide when to drone or when to make units
You scout and don't play so fucking greedy trying to hit 70+ drones before making a single unit and you'll have no problem defending early aggression
Quote (Death_killaxx @ Nov 9 2012 03:07am)
Dgaf anymore. You guys' do not matter, you can bicker and rage all you want, but the decision is up to the blizzard reps. If you really cared, go post on the battle.net forums.
Only person actually crying and raging about balance is you, everyone else is adding constructive criticism
Which is ironic because the only person that wouldn't be affected by balance issues is you, everyone else don't suck total cock at this game.
Quote (nerobellum @ Nov 9 2012 03:54am)
but they're all game assistance mechanics that apm can be allocated on in down time, which is the only learning curve zerg has beyond learning to drone cycle.
and getting supply blocked as terran as WAY worse than getting supply blocked as zerg, because we can just drop a hatchery and que up 6 overlords, and the supply block pays for itself once that hatchery is up and running.
furthermore, toss/terran are the aggressor in most standard zvx games, because zerg units just aren't good at up-front positive engagements until hive tech, because of that, scouting is much more important for zerg than it is for terran/toss. the worst zerg can do is blind counter a cheese, anything beyond that and you're just managing the correct unit composition to hold aggression until hive. there's no burden of game completion on zerg because as long as you maintain your macro and make smart defensive engagements, you can overwhelm with hive units which is when zerg is strongest -- the severe late game with 20+ infestors and enough gas to sustain.
e: when was the last time you saw a terran/toss get a build-order loss to a zerg? meanwhile, low level zergs get shit on by build orders all the time because they don't have the knowledge to scout/react correctly, and if they do react, they often overreact and overproduce units out of fear.
e2: a good example of overreaction is when a zerg scouts that toss has a stargate and makes 6 spore crawlers at each base, or scouting a toss 2-base allin and cutting drones in favor of early unit production. and my personal favorite, when zerg sees a 2 rax pressure opening and immediately drops 3 spines
Zerg is usually the aggressor, you don't see zerg stuck on 3 bases turtling to max before pushing its always the protoss or almost always the terran that is turtling on 3 bases until max and expanding as they push out
Terran and Toss can poke and prod all day long early game but the second they get on creep theres always the chance of a swaming counter attack
Early/mid game zerg also have a ridiculously mobile army to pull back the opponents main army
Quote (BardOfXiix @ Nov 9 2012 06:44am)
It's slightly different but aren't most of them relatively similar? I'm no expert on exact timings.
28~32 seconds for zealot/sentry/stalker
45 seconds for high templar/dark templar
+ 5 seconds of actual warp in time