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The Zerg Build Order

Random US

Siege Tank
913 posts

Pet 18,707
12,976

Jan 6th, 00:57
this is how the zerg build order seems to be right now
Larva
Drone
Overlord-Overseer-Changeling
Zergling-Baneling
Queen
Hydralisk-Lurker
Roach
Infestor-Infested Terran
Mutalisk
Corruptor-Brood Lord-Broodling
Ultralisk

this is my idea of how it could be
Larva
Drone-Roach
Overlord-Overseer-Changeling
Zergling-Baneling
Infested Terran
Queen
Hydralisk-Lurker
Mutalisk-Corruptor-Brood Lord-Broodling
Infestor
Ultralisk

why I think there needs to be changes
-the zerg dont feel complete
-alot of the zerg things dont make sense
-I think that my idea could be a good change that could make for better gameplay due to different choices then what is now shown and for better overall lore

ok to explain the changes

drone morphing into roach....
my idea for this is for buff zerg workers
the roach would simply be a drone with impressive stats
-the roach would be able to mine both mins and gas
-the roach would be able to build buildings in extreme cases (because it would be better to have a regular drone do it so you don't waste the money you paid for making your drone into a roach)
-the roach would lose the regeneration ability
drone stats
Minerals: 50
Supply: 1
Build Time: 17
Hit Points: 40
Damage: 5
Range: Melee
Targets: Ground
roach stats (including drone)
Minerals: 100 (150)
Supply: 1
Build Time: 23 (40)
Hit Points: 150
Armor: 1
Type: Armored
Damage: 8
Range: 3
Targets: Ground
so yeah this is kinda expensive but then again these are workers we are talking about and base raiding would be a horrible experience for your enemies where every worker has 3 times the amount of life and a small buff for their attack which is good enough to repel raiders but weak enough to not be used normally on the battlefield
not to mention zerg have bases spread everywhere which would increase the importance of this upgrade
and not only that this would be unique for the zerg
-either a late tier 1 or tier 2 thing
-quick lore is drones adapted to the harsh disturbances of war

the next thing is putting infested terrans into the main selection
why?
there is no lore as to why the infested terran are with infestors in the first place
the infested terran have the same stats as terran marines?
possible stats
minerals: 50
Time: 27
Hp: 55
Attack: 7
Range: 4
if these units required a spawning pool then you could choose to either make zerglings or infested Terrans or both witch would create lots of diversity
these units wouldn't steal anyone's "thunder" because of their slowness
but then again these would be a solid unit for backing up your early armies due to their range and cheapness
if we compared this to a Terran marine
infested marine costs the same
it takes 7 seconds longer to build
has 10 more life
has 1 more attack
has 1 less range
the terran marine can get shield and stim
the infested marine has heal and faster movement on creep and can get burrow
so in the early game the infested marine will be the more buff of the two
but in the later game when the terrans have medivacs,stim,shield,and bunkers the terran marine will be the stronger of the 2

-quick lore infesters collect these terran marine remains and set a parasite into the corpse that then feeds on the decaying body and grows into the suit and starts controling its functions....
-they shoot hydralisk spines so when you upgrade ranged attack the hydra spines are harder therefore a bigger attack for the marine and the parasite grew into the armor therefor when you upgrade armor the armor goes up for the infested marine

the hydralisk
I hate the massing I've seen with these in the recent gameplay videos..(it looks like sc,bw gameplay) I mean seriously, these things look freaking scary..... Why Are They The Same Wimpy Hydras Of SC,BW!!! WHERE ARE THE SCARY HYDRA STATS THAT YOU EXPECT TO SEE WHEN YOU LOOK AT IT'S CONCEPT ART!!!(THE ULTRA GOT THE ANTICIPATED BUFF... WHERE'S THE HYDRA'S!!!)"pant pant pant"
blizzard seems scared that the zerg doesn't have much anti air...muta, infested Terran,corrupter,and hydras are the units that can attack air as of now (...mutas are overshadowed by corrupters with their brood lord morph and infested Terran have a time limit and can only be created by infestors which then leaves the super massable hydras and corrupters to do the entire defense against air)
but with my idea added in the Infested Terrans would be permanent and easy to get so you dont HAVE to HAVE hydras which leaves the hydra able to be more powerful but cost more which means there would be less mass ability for hydras but more dependability this then would both increase the importance of the hydra and decrease the use of the hydra (less of them but more valuable) which would differentiate sc2 from sc,bw
-would be changed to tier 2
-quick lore
Thanks to the remarkable musculature of a hydralisk (4,000 muscles compared to a terran's 629), the penetrative force delivered by a hydralisk spine is quite astounding. A single spine can easily penetrate 2 cm of solid neosteel even at maximum range. Under any circumstances, massed groups of hydralisks should be approached with extreme caution and preferably with siege tank support.


mutalisk
make it the unit that mutates into either corrupter or brood lord
corrupter as of now overshadows mutas with having great anti air or great anti ground
with having the muta be the main larva for the other two it creates more diversity (you no longer have to choose between a okay semi splash unit or a specialized anti air/anti ground unit.) so this would make more use for the muta and a harder choice to decide what to morph into... which was a good thing about sc,bw
-corrupter would remain tier 2 that way there is easier anti air capability and would differentiate from sc,bw
-quick lore the corrupter became a new strain the zerg infested that proved to be more effective then the devourer

infester
replacing the infested Terran spell that makes no sense for something else would be easy enough to do for example
mantaling swarm
15 or so mantalings get spewed up by the infestor and go on a rampage (wow hard... not to mention that the lore makes more sense already then the infested terran lore has and thats with me not even putting any lore on here)

lurker
give them roach fast regeneration upgrade (when burrowed... /or other variant)
take away range upgrade
why?
the lurker seems to me to be a spider like entity that doesn't like to leave its home and will sit out and defend its territory
why take away the siege capability?
the brood lord and ultra have that area covered quite well and also this would be too powerful for having a fast regenerating creature therefore a semi long ranged quick healing splash dealing cloaked spider that is unmovable is very good except for when it unburrows which it is then a weak slow vulnerable walking target
(not to mention this would give this unit more UMPH when deciding to either make lurkers or ultras)
-quick lore these beasts learned to heal immensely fast while sitting in wait for their next passing meal

How it is right now
tier 1 melee, splash, and range
tier 2 flight/splash, anti air, and meat shield
tier 3 HEAVY SPLASH ANTI-GROUND

what my moving about would do is
-give zerg much more tier 1 (swarmabilty)
-give them a solid tier 2
-and a powerful tier 3
how?
tier 1 melee,splash,range,and defense
tier 2 range,flight/splash, and anti air
tier 3 HEAVY SPLASH ANTI-GROUND,and defense

I would Like to hear about any comments you have on any of the changes that I proposed
(it can be of if you like them, don't like them,what you do or don't like about them, what could be changed to make them better,why they couldn't work, or anything else that might come to your mind)

mustachio NZ

Carrier
4,965 posts

Pet 14,150
12,860

Character:
mustachio#702 (SEA)

Jan 6th, 01:11
i think you need an actual tree to explain the zerg build order, in fact the its the same for the other races.

since you can actually go zerglings, lair and then spire.
you can get the mutalisks out in teir 2 real quick making their harrasment a good option.

i think the zerg have a different feeling in SC2, they are definitely alot more refined and arnt the raw overwhelming masses of uncontrollableness.
they are now refined deadly masses of skill.

good work on the thread, probobly one of the best ive seen in a while!

and to your suggestions im really not sure it will definitely take a good ponder.
ill get back to you on them.

VArsovskiSC MK

Infestor
2,436 posts

Pet 20,879
14,319

Jan 6th, 01:41
Like the fact that someone thinks to make the Zerg more of a all-tier ballanced race and not T1 overswarm and T2 underpower, and then putting the forces back at T3..

I think that Blizz kinda follows the same pattern from BW they had for Zerg (in the ZvT matchup), in which mid-tier is their weakness with only the Mutas to hold the opponent at bay until they get the Defiler's age comes to stop the pushing and set the overall lategame of this mu..

Now I have a strange feeling that they want to make all the Zerg matchups like the traditional BW ZvT.. So probably that's why the Zerg BO is as is right now..

And nice Revolutionary thinking about the Roach there - it might just as strenghten the Hive clusters and reduce the size of overswarmed (and kinda 80% worthless in mid game) the mid-map army.. Really intrigued.. ))
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Unstable SE

Medivac
1,317 posts

1,911
1,486

Character:
Unstable#264 (EU)

Jan 6th, 02:08
1. Roaches
Whilst not completely unappealing conceptually, it is quite clear to me that the version put forward by you offers such imbalanced options available to the Zerg that it can never be made functionable. Being able to play very greedy from the very beginning and then to switch into an overwhelmingly powerful offensive can never be a valid game 'improvement'. Not to forget that it would probably allow for very strong, impossible to stop -rush strategies where the zerg player would build nothing but x drones and harvest minerals until they have x * 100 minerals and then just move in for the kill.

2. Infested Terran vs. Hydralisk
Anything that will make it less likely for a Zerg to build hydralisk must be considered as something negative. The hydralisk is very charismatic and replacing it with infested terrans just because some people have a slight issue with uniformity sounds like nothing but a bad idea. It's function is already limited due to its ineffective kill / cost -ratio against units which it isn't designed to counter.

Random US

Siege Tank
913 posts

Pet 18,707
12,976

Jan 6th, 13:51
Quote by Unstable
1. Roaches
Whilst not completely unappealing conceptually, it is quite clear to me that the version put forward by you offers such imbalanced options available to the Zerg that it can never be made functionable. Being able to play very greedy from the very beginning and then to switch into an overwhelmingly powerful offensive can never be a valid game 'improvement'. Not to forget that it would probably allow for very strong, impossible to stop -rush strategies where the zerg player would build nothing but x drones and harvest minerals until they have x * 100 minerals and then just move in for the kill.

2. Infested Terran vs. Hydralisk
Anything that will make it less likely for a Zerg to build hydralisk must be considered as something negative. The hydralisk is very charismatic and replacing it with infested terrans just because some people have a slight issue with uniformity sounds like nothing but a bad idea. It's function is already limited due to its ineffective kill / cost -ratio against units which it isn't designed to counter.


1)my roach is in essence a buff worker but a weak overall fighter

Roach(MY Roach)
Minerals: 100 (150)
Supply: 2 (1)
Build Time: 27 (40)
Hit Points: 160 (150)
Armor: 1
Type: Armored
Damage: 8
Range: 3
Targets: Ground
Bonus: +8 vs Biological (no bonus)

abilitys
burrow
fast regeneration (scrapped)
build
mine

so for costing 50 more minerals 17 seconds longer build time 10 less life no bonus attack and no fast regeneration I think that this is not gonna be too much a problem for them being warlike when other units fit the job so much better

not only that but I'll put this as a tier 2 thing so it cant be used early on when rushes are vital

and I think you have the wrong idea it is not a upgrade where all drones suddenly turn into roaches...it is individual drones that morphs into roachs (like individual zerglings morphing into banelings)


2)what im saying is put the infested terran in for the beginning area of the gameplay then later in the game when you start having more money and higher tier capability you can switch over to the hydralisks
its like comparing a zealot to a DT
where you have tons of zealots you still have a few DT and it is the DT that you protect with your zealots because they are more important

in a nut shell
infested terran weak cheap
hydralisk strong costly

its like comparing the sc,bw ultralisk to the sc2 ultralisk (its gonna be used now and they are BEASTS but that doesnt mean that you still wont have zergling and baneling backup)

Spartan929 CA

Marauder
313 posts

Pet 5,863
4,791

Jan 6th, 16:39
interesting idea, i like making roaches out of workers, that could provide for some interesting strategy not so crazy about the whole infested terran idea, but the drone morfing into a roach sounds like quite an interesting proposal, although would it still require a roach warren, if so would that still be in the same tier?
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Random US

Siege Tank
913 posts

Pet 18,707
12,976

Jan 6th, 17:13
Quote by Spartan929
interesting idea, i like making roaches out of workers, that could provide for some interesting strategy not so crazy about the whole infested terran idea, but the drone morfing into a roach sounds like quite an interesting proposal, although would it still require a roach warren, if so would that still be in the same tier?


actually I hadnt thought much about of when the drones could morph into roaches and with you asking this question you answered it pretty well.... my first line of thinking was maybe you just need a lair then you can get roaches (i had totally forgotten the roach building)
so considering this morph is a tier 2 thing and the roach warren is a tier 2 building this would work out rather well together

so TY for the answer and yes I guess it would remain same tier (which is tier 2)

my reasons why
-early raiding is CRUICIAL so if it was tier 1 it would be OP against your opponent
-having it tier 3 would be way too late for this because your opponent would have tough tier 3 units that would then make this practically worthless
-but having it at tier 2 seems just right where your opponents dont have the raw power units yet and this could save a few of your outlying expansions with this and thus be a really good ability until tier 3 comes along in witch it is then a good ability (not every war party has tier 3 units so would still be viable in the late game)