View Full Version : zerg cliff climbers
burkid
07-18-2007, 09:49 PM
with the new scans, both terran and protoss have 2 ground units that can traverse cliffs with colossi's walking and stalker's blink for toss and reaper's jumppacks and viking's flight mode, so i think it would be logical to assume that zerg will have 2 "cliff climbers" as well.
thoughts?
tweakismyname
07-18-2007, 11:11 PM
this reminds me of a joke.....
what has 3 legs and climbs up a hill?
lol
they will have some sweet unit i cant wait till they are released!
WOOT! 100th post! now im a regular
UchihaItachi0129
07-18-2007, 11:28 PM
good job becoming a regulard :good: as for the joke. i think you mean riddle. and anyways i think i know the answer. a hiker. 2 human legs and a walking stick XD
Gah345
07-19-2007, 12:14 AM
yeah seems like the nudus worm kinda does the job
however I assume nudus worms can only be placed once, so having a cliff climber is still usefu;
tweakismyname
07-19-2007, 01:40 AM
ok to clarify my joke.....
a retarded guy and a rocket scientist are having a contest they each ask each other a question and if the stupid guy doesent know the answer he gives the other guy $5 but if the rocket scientist doesent know the answer he gives the stupid guy $50
rocket scientist: what is 5x5?
stupid guy: idk heres $5
stupid guy what is ketchup made of?
rocket scientist: tomatos & vinager
rocket scientist: what is the square root of 100?
stupid guy: idk heres $5
Stupid guy: what has 3 legs and climbs up a hill?
rocket scientist: thats a really good question, heres $50
rocket scientist: by the way what is the answer?
stupid guy: idk heres $5
I)4rk
07-19-2007, 01:45 AM
Of course, with colossus's easy travel up and down as well as the reaper's jetpacks, Zerg will definately have the capability to do as well.
Alasdair
07-19-2007, 01:48 AM
lol, awsome joke
but i think a creative way to get up a cliff is to have a zergling tunnel from the bottom of the cliff through it going upwards until it surfaces at the top :]
Well for the zerg climber i think it might be an upgrade for the zerglings cuase they hop alot.
Gah345
07-19-2007, 04:12 AM
yeaaaaa
i could see that happening
im just worried that then u could have a massive zergling swarm instantly hop into your base
i just thought of another zerg climber idea well some of the other races climbers are massive so maby the ultralisk will be the climber? its pretty big.
burkid
07-19-2007, 02:05 PM
but chances are the ultra wont be in SC2
Gah345
07-19-2007, 06:12 PM
only time will tell
i cant wait for terran and zerg gampepley demos
PhantomFF
07-22-2007, 09:01 AM
I personally feel that if there would be one race that gets screwed out of cliff climbers it'll be the zerg simply because they are supposed to "swarm" things.
But then again zerglings seem to have wings now so that could be an upgrade for em :P
SirBaron
07-23-2007, 07:18 PM
I'd love a Sub-Hydralisk form being able to climb walls - Lurker-kind of unit 'cept it walks up cliffs and shoot in non-burrowed mode.
qOcOp
07-31-2007, 06:21 AM
well dont some of em have wings...so just make some code like the reapers
auto jumping thingamagig
having zerg claw their way up a cliff is much cooler than jumping up a cliff :)
drindelladome
08-07-2007, 06:08 PM
What if spreading creep from a creep colony near a cliff would form a ramp when it encounters a cliff, allowing any zerg units to travel upon it?
Also, all of the current "cliffjumpers" operate in different ways - Collosi use huge legs to step up/down cliffs, reapers use jetpacks to "hop", Stalkers blink, Vikings transform into aerial form - i think it would be redundant to have zerg units hop like reapers, they should either burrow through cliffs or climb up them using claws.
-Drindell
MarineCorp
08-07-2007, 06:14 PM
Probably Blizzard will make Lurkers able to climb walls
Eye_Carumba
08-07-2007, 06:30 PM
Oh yeah! Lurkers that climb walls would rock! But the creep idea isn't that bad. The only problem is that any race could benefit from it, or even other zergs if it was restricted to them.
Now Ultralisks really would be very much disadvantaged in a cliffed world, being a close range unit. Even though it's my favorite unit from the first, Ultras really would need a heck of adaptation to fit in SC2. So, they might as well just get slashed like the reaver was.
I dig the idea that Zerglings should be the ones to climb walls, and bring terror to the enemies. It's less than a Colossus, a Stalker or a Reaper, because they still wouldn't be able to cross small sections of water. However, it would be fitting, because they would be the lower tier unit to cross obstacles in the game. Zerglings coming from everywhere would just be terrifying! >:-)
The only problem in this later possibility would be that the Colossi can kill zerglings with somewhat ease. But that would be balanced out, because they can turn into banelings and own them. But Banelings wouldn't follow to higher ground, enabling them to escape. It's a full circle, in which the zerglings would have a disadvantage for being irreversibly mutated, as the Colossi can still change it's strategy no matter how many times he wishes.
MarineCorp
08-07-2007, 08:00 PM
look at the forum information section starcraft pimp
thrif
08-07-2007, 08:53 PM
JUMPALISK!½!!1+11!=?!=?!=!
To clearify it, I don't think it'll climb or use big legs, but rather jump or, most likely, move underground-ish, since burrowing is one of zergs characteristic abilities. :)
On the other hand... zergling with wings, anyone?
Eye_Carumba
08-07-2007, 08:56 PM
Zerglings climbing cliffs would be quite a disadvantage if they were swarming your base especially if u had bunkers or phase prisms near the cliff
Precisely, but the new moving Phase cannons should be just enough for that as well. And the Terran base is quite mobile too. In case need arises, it shouldn't be hard to lower your bunkers and liftoff your buildings to allow your defensive units to reach the threat. Zerglings coming out of nowhere is necessary to make them the threat they promise to be!
MyWifeforauir
08-08-2007, 08:19 AM
i have a feeling that zerglings won't go over walls but will be able to fly/glide some distance of water/crevasse/pit..ect So siutable for island maps. Maybe imba though....
Ultralisk go up a hill.. i just had this amusing thought of an ultralist climbing up falling back on its back and thrashing around like a beetle overturned :P
Zerglings climbing cliffs would be quite a disadvantage if they were swarming your base especially if u had bunkers or phase prisms near the cliff
PS
How do I make an avatar
you know these comments about zerg units are getting annoying. everything zerg does somehow would create such a massive disadvantage that the other two races would not be able to deal with it. that's absolute rubbish. the other two races have been given so much already that you need to start giving the zerg some more liberal units and abilities that could (if not balanced properly) be unfair. that's a risk you have to take and assume that you can fix it later. Still you have to face the facts:
1. both of the current races have two types of drop abilities now in the form of drop ships and either the ghost marine drop pod thing, or the phase prism gate warp.
2. both current races are able to freely scale terrain
this leads to the obvious conclusion that the OP made, which is to keep a fair balance you'll have to create some mass unit that is able to scale, and you'll have to have something like a nydus worm that can backdoor people. What's unfortunate is that zerg had the drop advantage in the last game and is known for its ambush abilities. It seems like it will be a far more fair playing ground this time around when it comes to drop abilities and the like.
Now that is something to worry about as far as disadvantages
The easy resolution is creating a terrain scaling unit and a nydus worm that isn't hampered by creep. Maybe i'm biased as a zerg player, but considering how much weaker zerg units are, the advantages have to come from somewhere.
Eye_Carumba
08-09-2007, 12:11 AM
It's not biased. Nidus worm was necessary to be created, as the Nydus canal was too restricted. And Nydus worm is still very behind the swift Phase prism, in example. It beats Drop pods, as DPs can only bring in marines, and I suppose the Nydus worm can bring in all types of Zerg units. But still, as of Starcraft 1, they were the ones with lesser defense breaking capabilities. A mobility method was very much needed to enable them to cross to everywhere on the map.
But since the marines found the drop pod, and Zealots found the teleportation, perhaps the Zerglings won't be made able to overcome obstacles either. I think basic units will have to rely on late game transport methods like these mentioned. the units to cross obstacles will probably be new ones, as I haven't seen any old units getting this kind of novelty.
It's not biased. Nidus worm was necessary to be created, as the Nydus canal was too restricted. And Nydus worm is still very behind the swift Phase prism, in example. It beats Drop pods, as DPs can only bring in marines, and I suppose the Nydus worm can bring in all types of Zerg units. But still, as of Starcraft 1, they were the ones with lesser defense breaking capabilities. A mobility method was very much needed to enable them to cross to everywhere on the map.
But since the marines found the drop pod, and Zealots found the teleportation, perhaps the Zerglings won't be made able to overcome obstacles either. I think basic units will have to rely on late game transport methods like these mentioned. the units to cross obstacles will probably be new ones, as I haven't seen any old units getting this kind of novelty.
i agree with you 100%. thanks for hitting us up with a little logic. i don't think we should underestimate how important agility is to zerg because mass just won't be enough when you're facing psi storms, colossi, banshee rockets, battle cruisers with torpedos, or mother ships. their skill has always been surprise attacks, and diverting the attention while finding a weak spot to focus the mass. their units are generally so much weaker that mass isn't the advantage that needs to highlighted. it's their mobility and agility in atttack imo.
how about a cicada or locust unit that can jump from one level to another. probably doesn't do much damage, but is incredibly mobile. it's ability is.....
hard outer shell, able to withstand significant damage from melee, and small arms fire and able to handle laser type attack rather well, but weak against "big shell ammunition." it is able to "fly" but only short distances before it needs to land. essentially it has a cool down. not sure what attack power you want to give it. maybe a consume of small units...??? it is weak at attacking large units, because it can only use it's hydralisk-like arms.
slugonice
08-13-2007, 01:02 PM
The new ZERGLINGs have mini-wings
they can semi-fly (JUMP) on the cliffs
a ZERG UPGRADE maybe
sounds about right, but i was thinking of creating another unit with something similar. A locust or cicada type unit. maybe has a consume onn any organic units, is quick, agile, and good defense against melee, lasers, and small arms fire, but owned by heavy fire. let's say it has a weak melee ability also.
MyWifeforauir
08-15-2007, 02:01 AM
dunno if the zergling wings have enough power to make the zergling fly up the cliff... I think as i mentioned earlier glide over some areas of water/pit/space and also an ability to glide down from the cliffs to the ground but however will not be able to go up again. The gliding over areas may be balanced in a way that 1. its a skill that happens automatically and only glides if the unaccesable areas is short enough, or 2.Glide whenever you want to however if the glide skills runs out (basically the zergling gets tired) while the zergling is over space/water/pit then the zergling dies
yeah i was thinking of a new unit as opposed to zerglings. i'm pretty happy with their current functionality. i like the gliding over a short area with a cool down
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.