I'm not talking about Overlord "hunting," all I need is to chase the things away (doable by Corsairs in short order, as OLs automatically run) and, short of using a spell, the Zerg is incapable of overcoming some defensive Dark Templar. It can circumvent them by using air units to attack defenses, or it can aim for the PCs with Lurkers and hope the DT are in the way, but that's it. There's no denying that Overlords, compared to Comsat Scans + Science Vessels or Observers, are a joke. Well, the Observers could be chased away by PCs if they got too close, but they have enough sight range that it doesn't seem to be a problem. I haven't had a chance to try them with PvP yet (the one mission I've had vs. Protoss, the last one, was the "revolt" one in which the enemy couldn't use Dark Templars/DAs/Corsairs, and I've never seen it use Arbiter cloaks defensively), but certainly Observers do fine against defensive Wraiths.
I know Ultralisks are great at getting the enemy's attention while the zerglings pile on the real damage, and about their defensive boost tech in BW (I dug through the StarCraft Compendium a great deal while trying to play as the Zerg before). Certainly I'd never use them defensively; just look at all that hide for smaller units to spread around and attack, the lack of attack range, and their problems maneuvering in tight spaces! I know how to use them, and they are impressive, but I'd still much rather have Archons, lower defense or not. The Archon's two worst foes (swarms of smaller enemies and overlapping defensive structures) are shared by the Ultralisk, but the Ultra is also vulnerable to various spells and air units. I love my Archons. I suspect I'm not the only SC player who thinks of them as "bug zappers." They're bright blue and attack with what looks like electric shocks, for crying out loud.
Again, I'm sure there are uses for the Zerg, but they're just missing too many things I value for me to enjoy playing as them:
Capital Ships (I know they aren't invincible, but I find Carriers especially to be remarkably versatile in all kinds of situations, much more so than Ultralisks)
Convenient building system (replenishing drones constantly? Having to build a hatchery first?)
Balanced defensive structures (as opposed to two space-hogging, time-consuming, completely specialized defenses)
A variety of special abilities (Broodlings, Plague, Dark Swarm, and especially Parasite are fun, but...compared to PS, Lockdown, Mind Control, Irradiate, EMP, D-Matrix, Disruption Web, Yamato, Recall...)
Quick healing ability (Units with 1 HP are dead the moment anything with splash damage comes near, whether they can attack or not)
Stealth attack abilities (Lurkers just can't compare to DTs, Arbiters, Wraiths or Ghosts)
Effective stealth detection
True siege weapons
And I could probably think of more. I actually found the Protoss and Terrans to be very similar in terms of skills needed. It's the Zerg that are the odd ones out.
I know Ultralisks are great at getting the enemy's attention while the zerglings pile on the real damage, and about their defensive boost tech in BW (I dug through the StarCraft Compendium a great deal while trying to play as the Zerg before). Certainly I'd never use them defensively; just look at all that hide for smaller units to spread around and attack, the lack of attack range, and their problems maneuvering in tight spaces! I know how to use them, and they are impressive, but I'd still much rather have Archons, lower defense or not. The Archon's two worst foes (swarms of smaller enemies and overlapping defensive structures) are shared by the Ultralisk, but the Ultra is also vulnerable to various spells and air units. I love my Archons. I suspect I'm not the only SC player who thinks of them as "bug zappers." They're bright blue and attack with what looks like electric shocks, for crying out loud.
Again, I'm sure there are uses for the Zerg, but they're just missing too many things I value for me to enjoy playing as them:
Capital Ships (I know they aren't invincible, but I find Carriers especially to be remarkably versatile in all kinds of situations, much more so than Ultralisks)
Convenient building system (replenishing drones constantly? Having to build a hatchery first?)
Balanced defensive structures (as opposed to two space-hogging, time-consuming, completely specialized defenses)
A variety of special abilities (Broodlings, Plague, Dark Swarm, and especially Parasite are fun, but...compared to PS, Lockdown, Mind Control, Irradiate, EMP, D-Matrix, Disruption Web, Yamato, Recall...)
Quick healing ability (Units with 1 HP are dead the moment anything with splash damage comes near, whether they can attack or not)
Stealth attack abilities (Lurkers just can't compare to DTs, Arbiters, Wraiths or Ghosts)
Effective stealth detection
True siege weapons
And I could probably think of more. I actually found the Protoss and Terrans to be very similar in terms of skills needed. It's the Zerg that are the odd ones out.
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