Wall of text detected! =3
Fat_Hippo said:
Azure Sky said:
The problem is that with the addition of Terran Reapers, Terran players can do this faster, easier, with less units as well as spending less resources. (Believe me, I am sick of spending several hundred minerals just to get cannons in my mineral lines to fend off the bloody things! >.<)
That's true, I feel your pain. A fairly easy solution is to place 2 spine crawlers next to your hatchery, in a way that it covers your mineral line. It's not very expensive and a good idea in a multiplayer game anyway, to help you hold out until your allies arrive if you get team-rushed. And later on you can uproot and place them somewhere else, which is what makes spine and spore crawlers pretty cool actually.
That is indeed true, in fact, I didn't actually know you could move them at will until just the other day.
I also believe they do the most damage out of the 3 races defensive structures, but I could just be imagining it.
MaxPowers666 said:
Im actually finding this thread faily funny since zerg were way op during the beta. That is actually why it doesnt surprise me that people are having a harder time with them. They arnt worse then terran or protoss right now they are just played differently and take alittle more skill and alot of micro to pull off properly.
Beta or not, this is live.
The Terran were given several new units in #2 to make up for various weaknesses in the first game. and many existing units were changed and/or buffed (Example of this, I think Marines have more health now) And as a result, they are an incredibly strong, well balanced race that can deploy its various units in many many different ways as any given situation demands. Loss of Wraiths does slow down the Terran air game though.
The Protoss, while not gaining as much as the Terran, gained the Warp In mechanic which greatly improves the speed at which they make units among other implementations. They got a teleporting Dragoon (Stalker) that basicly does the same as the old. Immortals Colossi and Void Rays, which, while more situational than the Terran improvements are still very powerful units when used correctly. And finally, the Warp Prism, which when used in conjunction with Warp In, makes the new Zerg Nydus Network look rather primitive and inferior. Although, they did lose the Scout, which leaves them a little on the lacking side aerially until Carriers.
The Zerg however, got... A new ranged ground unit that plays like a castrated Hydralisk, while the Hydra itself was moved along the tech tree to take longer to get. Nydus Network is a great improvement over the old Nydus Canals, but as I said above, is inferior to the Protoss Prism/Warp In that does the job better and faster. Brood Lords? Guardians were
better. Mutalisks are unchanged, are are most other units that were in the old game, Zerglings in particular are the same as they were in the first, which when compared to the various upgrades the Marines/Marauders and Zealots received, makeing them next to useless unless you can get them out before your opponent has their Barracks/Gateway up.
I don't actually play Zerg or Terran, so I am probably missing quite a bit more on both counts, and if I am actually wrong on one or more things I have said, point it out. =3
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Also, before anyone says anything. The above is all first hand experience or first hand observation. =3