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Unread Fri, 21st-Oct-2011, 9:27 PM BnetId: Kyfoid 745  Race: Location: Michigan  Total Posts Made: 44 # 1
AtlasMeCH
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Response to SatuBsr (BSG Admin)

Fine then, here is my last try...

Let's say protoss has the following

1 Nexus - 400
1 Gateway - 150
1 Forge - 150

= 700

The player is crono boosting nexus and gateway continuously... there is a constant 20% enhanced speed production of zealot and probe.

Along the way, any excess minerals are being spent on cannon (Keep in mind that cannon attacks air and ground)

Zerg has the following...

1 hatchery - 300
1 queen - 150 (2 control occupied)
1 spawning pool - 200 (drone sacrificed - 50 minerals)

= 700 minerals

So let's say this is starting out on equal footing.

So the protoss player has 3 root constants to his macro, constant probe production, constant zealot production, (Both crono) with a constant spend of excess minerals on cannon.

When you compare those constants with the roots of zerg macro, it reveals a flaw. Zerg just has a constant of drone production with any excess minerals spent on defense....

Remember, larvae is also being spent on overlords, and drones are being sacrificed for spine crawlers and that spine crawlers are ground to ground exclusive.

perhaps it balances out in macro, that is, the production of drone and spine crawler, and the production of probe and photon cannon,,,

But where is the offensive constant root aspect of zerg's design? Is that what the queen is to be thought of as? As toss has a free excess constant of zealots being produced... is that to be compared to the queen? SERIOUSLY?

Also, keep in mind that protoss could have their structures doing this below a ramp.. near the ramp,

What happens is that zerg gets pushed in to making offense which is not in the best interest for macro... remember, zerg has to be making defense to get the most from economy,,, but to "set up" for expanding, zerg has to "Leave their macro mode" while protoss can do the same thing but "Retain their macro mode" and get more economically.

In my opinion, my idea would at least give zerg 2 root constant to their macro, to a degree, which would properly balance them with respect to the other races.
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Unread Fri, 21st-Oct-2011, 9:31 PM Who's Who:   BnetId: BakaInu.974  Race: Location: Brisbane, Australia  Total Posts Made: 312 # 2
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I'll let SatuSPR respond, then I'm closing this thread. Making any further new thread would lead to an instant temp ban.
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Unread Fri, 21st-Oct-2011, 9:42 PM BnetId: Kyfoid 745  Race: Location: Michigan  Total Posts Made: 44 # 3
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I just want to add that I just realized that the game is assumed to be balanced based on the fact that zerg gets the first upgrade in the game "speedling"

So because zerg have the first upgrade in the game of speedling, apparently this is the end all be all fact for why zerg is balanced...

Very funny.
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Unread Fri, 21st-Oct-2011, 9:41 PM BnetId: Clare  Race: Location: Singapore  Total Posts Made: 232 # 4
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seriously? do u have to create new thread?
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Unread Fri, 21st-Oct-2011, 9:42 PM Who's Who:   Race: Clan: eCKo  Location: Adelaide, Australia  Total Posts Made: 750 # 5
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Im meant to be sleeping right now, but since Baka is letting me respond, Im going to go ahead and do so before this gets blown even more out of prorportion...

Theres a very important zerg concept that you seem to not be understanding. This is the concept of drone timings. Zerg, untouched can produce drones at a MUCH higher rate than their opponents, and can easily have a huge economic advantage. This economy can be used to make a huge amount of attacking units at one time, due to the larvae mechanic.

The way you're looking at this problem is using a completely different train of thought, that zergs are meant to drone constantly like the other races should. Unfortunately, this is not the case, and if you attempt to play the game this way, you should believe its imbalanced, because you're playing it so incorrectly.

So, you might ask, where is the zerg's defence? Well, zerg defence yet again is different to terran or protoss. You usually make only the spines and spores you will really be needing to hold off aggression, as well as maybe a handful of units depending on the timing. Then, as a reaction you can build all of your defences at the last second, as they are pushing out towards your base. Spines and spores usually take a bit too long to build to achieve this purpose, but roaches and zerglings do just fine. This is assuming it is in the case of the earlygame, because cannons and spines/spores become less useful in the context you're trying to portray as the game goes on.

So no, the queen shouldn't be thought of a defensive unit, you CAN use them on top of your already existing defences, as well as a good early tool vs air units, but not vs early ground based timings.

And that is why the zerg shouldn't have a production capability beyond larvae as well. If they do, then its practically adding on top of what zerg already has, and making larvae less valuable, thus making defences a lot easier than what you probably intend, if the race is being played correctly.

I hope that answers your concerns. If you want to continue this, I think its best if you don't make it forums posts, but rather PM me or contact me on NA, where I am Zergtastic and char code 353. Im sure that a lot of people would prefer it that way, as you can see in the previous thread.

Edit: Oh, and your above post on speedling research is kinda offtopic, not going to talk about it in the context of your OP in this thread.
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Unread Fri, 21st-Oct-2011, 9:43 PM Who's Who:   BnetId: BakaInu.974  Race: Location: Brisbane, Australia  Total Posts Made: 312 # 6
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Closed. 10 character.

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