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Zerg

Introduction

The zerg are a race entirely unlike the terrans or the protoss. They are composed of many different species integrated into the Swarm via zerg infestation. These creatures are rapidly and selectively evolved into deadly and efficient killers to further the driving zerg imperative of achieving absolute domination. The zerg make no use of technology to create their weapons, armor, or starships. Instead, these functions are efficiently fulfilled through biological adaptation and planned mutation of the zerg strains. Even zerg buildings are in fact specialized organs within the living, growing organism of a zerg nest.

When the zerg first arrived in the Koprulu sector, they were unified by their absolute obedience to the zerg collective sentience known as the Overmind. The Overmind ultimately directed the actions of every zerg creature in the Swarm, functioning through a hierarchy of lesser sentiences. The first and most important tier of these consisted of the cerebrates, each entrusted with direct control of a sizable section of the Swarm. The cerebrates' commands were disseminated in turn by the overlords, which directly ordered and controlled the mass of zerg creatures both in their nests and on the battlefield.

Although the Overmind was primarily driven by its desire to consume and assimilate the advanced protoss race, it found useful but undeveloped material in humanity. Taking a powerful terran psionic, Sarah Kerrigan, the Overmind evolved a new and unique creature: the Queen of Blades. When the protoss destroyed the Overmind during the invasion of Aiur, the Queen of Blades manipulated the dark templar into eliminating the surviving cerebrates. As a result, she came to dominate the Swarm.

Strengths

  • Can build 3 units at a time
  • Units can burrow underground
  • Cheap units and in the multiples
  • Units heal automatically upon creep
  • Units have +30% speed while on creep
  • Enemy units get damages when crossing creep
  • Defensive structures can uproot and move around

Weaknesses

  • Buildings must be built on creep
  • Lose drones when creating a building
  • Units are usually weak but in the numbers

Units

Videos

Discussion

†Lyneux† Icon

Posted Jul 20 2010

View Postregulator_mk, on 17 July 2010 - 09:02 AM, said:

The main benefit is allowing you to get higher tech... You don't want there to be multiple hives in a game anyway, that's kind of against the concept of a "hive"...

Brood lord is nothing like chimera. It spawns broodlings! Free zerglings which cost zero money and zero food!


Uhmm I mean one large superbase capable of defending itself. I just refer the fact that both Brood Lord and Chimera only attack land units. Why?

mikelorus Icon

Posted Jul 18 2010
iirc they deal 4 damage, but they also get all the upgrades that you've researched.

Saint Sanity Icon

Posted Jul 18 2010

View Postregulator_mk, on 17 July 2010 - 09:31 AM, said:

Yeah, when zerg looses a hatchery or tech structure now, broodlings spawn in its place.

Do those Broodlings deals more damage compared to Zerglings?
I remembered like I think I lost almost like 3-5 Zerglings from that clash

regulator_mk Icon

Posted Jul 17 2010

Quote

Then I went to the Enemy Zerg Base and destroyed the Spawning Pool
After that, Enemy Broodlings appeared... WTF???

Yeah, when zerg looses a hatchery or tech structure now, broodlings spawn in its place.

Saint Sanity Icon

Posted Jul 17 2010

View Postregulator_mk, on 16 July 2010 - 05:02 PM, said:

Brood lord is nothing like chimera. It spawns broodlings! Free zerglings which cost zero money and zero food!

I am 100% agree that Brood Lord is the best Zerg Unit due to the Broodlings

Speaking of Broodlings
I rarely fight against ZERG race when I play because I just love the ZERG race so much :D
Anyways... one time I was able to do a rush (Dunno if its really a Rush) composed of 14 Zerglings (thanks to Zerg Queen) + Upgraded MS
Then I went to the Enemy Zerg Base and destroyed the Spawning Pool
After that, Enemy Broodlings appeared... WTF???



Again like I said in my earlier post
I don't play SC2 seriously yet (usually I just go Old School unit combo) and I still don't know what are the use of other units yet because I want to enjoy once the SC2 Official Game is released

regulator_mk Icon

Posted Jul 17 2010

Quote

There should be some benefits if you upgrade i dunno why only increased hp, maybe defensive abilities, something similar to the Black Citadel of Wc3, an attack on both ground and air units with slow.
The main benefit is allowing you to get higher tech... You don't want there to be multiple hives in a game anyway, that's kind of against the concept of a "hive"...

Quote

Broodlord is similar to Chimera in Wc3, I don't like the fact that it can't attack air units. >_<
Brood lord is nothing like chimera. It spawns broodlings! Free zerglings which cost zero money and zero food!

†Lyneux† Icon

Posted Jul 17 2010

View PostSaint Sanity, on 01 July 2010 - 01:00 PM, said:

My friend keeps on telling me that upgrading it to Lair and Hive makes them produce Larvae faster
I'm a bit doubting that if its true

Although I agree with you that having bigger HP is beneficial to the structure :)


There should be some benefits if you upgrade i dunno why only increased hp, maybe defensive abilities, something similar to the Black Citadel of Wc3, an attack on both ground and air units with slow. One more thing Zergs should have a building that upgrades the other buildings. The Zerg's buildings are really soft. Lurkers and Devourers are needed as well.

View Postregulator_mk, on 15 July 2010 - 03:20 AM, said:

You also neglected to mention the most awesome tier 3 unit in the game -- the Broodlord. Great source of damage from range, while still tanking a lot of damage thanks to the broodlings.

Broodlord is similar to Chimera in Wc3, I don't like the fact that it can't attack air units. >_<

mikelorus Icon

Posted Jul 14 2010
Also to have an equally strong "capital" ship would break the whole theme of the Zerg swarm.

regulator_mk Icon

Posted Jul 14 2010

Quote

Zergs need better high tier units, we got the crap Ultralisk which can only attack ground units while Protoss got Mothership and Terrans got Thor which Ultralisks can't compete with.


You can't really compare the units straight up like that. Obviously, if your opponent has a lot of light air, Thors >> Ultras, because they can shoot air, but there are other situations in which Ultras are way better than Thor. Ultras are good in situations where your opponent has a mass of small units, because they deal splash damage. Thors are weak in exactly that same circumstance, so if you were only looking at that, you could say Ultra >> Thor. So maybe in the situations you have played, you haven't found Ultras useful, but if you go against a bio-massing terran, Ultra+Infestor for fungal is amazing. The fungal growth keeps the units tightly packed so they take maximum damage from the Ultras.

You also neglected to mention the most awesome tier 3 unit in the game -- the Broodlord. Great source of damage from range, while still tanking a lot of damage thanks to the broodlings.

†Lyneüx† Icon

Posted Jul 14 2010
Zergs need better high tier units, we got the crap Ultralisk which can only attack ground units while Protoss got Mothership and Terrans got Thor which Ultralisks can't compete with. Also Lair and Hive should have some defensive capabilities and better hitpoints. One more thing, more aliens, more power. Hell it's about time for Zergs to conquer the world. ^^

regulator_mk Icon

Posted Jul 02 2010

Quote

The new Nydus Network, I dunno about you guys but I prefer this one rather than the Nydus Canal, I find it more user-friendly in some way in my own playing style

Way better. It's tier 2 and can be used offensively off creep to anywhere you have vision.

Quote

Zerg needs lurkers. They do.

They don't really. How would lurkers improve things? The main thing lurkers were good for was holding off large medic-marine armies. Banelings now do that. The thing zergs struggle with vs terran is tanks.
Hydras are also much bigger units now (in terms of cost and damage) so lurkers would have to way buffer to make it worth giving up a hydra for it...

Quote

Okay so that means the With-Color Tumor is visible and the Tumor with the same color of creep is invisible correct? :)
Correct.

Quote

My friend told me that an enemy creep deals damage
Is that true? :blink:
I never noticed it when I'm against ZERG and I'm either TERRAN or PROTOSS?

This is one thing they said they were going to do early on, but removed for balance reasons. It would make zergs really bad teammates in team games with fortress-style bases.

Saint Sanity Icon

Posted Jul 01 2010
My friend keeps on telling me that upgrading it to Lair and Hive makes them produce Larvae faster
I'm a bit doubting that if its true

Although I agree with you that having bigger HP is beneficial to the structure :)

mikelorus Icon

Posted Jul 01 2010
Not really. One lair/hive is enough for any game, as it provides no huge bonus. But, since upgrading to a lair/hive increases the HP of that building, sometimes it is beneficial to get it at your natural expansion. It makes your base a little harder to get through, but if they do get through it then you're in trouble.

Saint Sanity Icon

Posted Jul 01 2010
Okay thanks for clearing that one out

Another question...
Although this can be a bit stupid question of mine
What benefits of the Hatchery from making it turn into Lair and Hive???

Other than allowing to create certain structure and prerequisite to certain upgrades and skills
Are there things that I don't know what makes them important to be evolved???

mikelorus Icon

Posted Jul 01 2010
It doesn't. You aren't allowed to build on the creep though.

Also, if a zerg building isn't on creep (hatchery is destroyed or something) then the building will start to bleed out.

Saint Sanity Icon

Posted Jul 01 2010
My friend told me that an enemy creep deals damage
Is that true? :blink:
I never noticed it when I'm against ZERG and I'm either TERRAN or PROTOSS?

mikelorus Icon

Posted Jul 01 2010
Making a creep highway, as it were, is an absolute necessity for Zerg players. The MS is just invaluable when you have an army of hydras.

Saint Sanity Icon

Posted Jul 01 2010

View Postmikelorus, on 30 June 2010 - 07:56 PM, said:

Zerg needs lurkers. They do.

I'm 100% agree with you

View Postmikelorus, on 30 June 2010 - 07:56 PM, said:

I'm not 100% sure, but once you cast the creep tumor's spell they become invisible and the new ones are visible.

Okay so that means the With-Color Tumor is visible and the Tumor with the same color of creep is invisible correct? :)

I'm enjoying how the Creep Tumor is... I believe its one of the most useful building??? of the Zerg
I have played one time where I just made 90% of the map filled with creeps (against AI of course)

mikelorus Icon

Posted Jul 01 2010
Zerg needs lurkers. They do.

I'm not 100% sure, but once you cast the creep tumor's spell they become invisible and the new ones are visible.

Saint Sanity Icon

Posted Jul 01 2010
As of now I'm enjoying playing the ZERG a lot
Although I agree with mikelorus that ZERG doesn't have advantage in cliffs <_<

The new Nydus Network, I dunno about you guys but I prefer this one rather than the Nydus Canal, I find it more user-friendly in some way in my own playing style

Question on ZERG though, are the Creep Tumor invisible??? Because whenever I attack at a Terran base at the same time putting creeps to his base it always cast its detector-skill thingy in the exact location of my Creep Tumors?

regulator_mk Icon

Posted Apr 07 2010
I just started playing some 2v2, and it seems like 60+% of people pick zerg. It's kind of ridiculous. I think it's in part due to the limited map pool. There are only 3 maps, including twilight fortress, in which each side has bases protected by one really wide ramp, so you need good air to attack from the sides. Since zerg has the best air, they are strongest on this map. Additionally, on any map, when people are rushing, roaches are the strongest tier 1 unit. And if there are really big battles keeping everyone massing tier 1 units, roaches remain strong for a very long time.

ShAd0wFaXe Icon

Posted Dec 01 2009

View Postmikelorus, on 01 December 2009 - 10:00 AM, said:

Yeah they look like excellent scouts. I don't remember if they would turn into workers, but that would be awesome.

Unfortunately not, at least for the moment.
Changlings can only morph into the basic attack unit for each race.

Terran: Marine
Protoss: Zealot
Zerg: Zergling

mikelorus Icon

Posted Dec 01 2009
Yeah they look like excellent scouts. I don't remember if they would turn into workers, but that would be awesome.

ShAd0wFaXe Icon

Posted Dec 01 2009

View Postmikelorus, on 01 December 2009 - 05:43 AM, said:

I just read it, and it was awesome. Good to know the people at Blizzard can write when they want to XD

The units themselves are awesome as well.
Pity for now the Zerg Changling cannot attack. Hence it only acts as a spy role when you sneak into the opponent's base.
Have you seen the vid for it?

mikelorus Icon

Posted Nov 30 2009
Meh the helions look like the most anti-early/mid game unit. Freaking fast moving vultures with splash...Run by to burn all of the workers or melt a group of zerglings, it doesn't seem like this can be balanced easily.

Quote

The Changeling story was epic!

I just read it, and it was awesome. Good to know the people at Blizzard can write when they want to XD

ShAd0wFaXe Icon

Posted Nov 30 2009

View Post†Lyneüx†, on 30 November 2009 - 04:51 PM, said:

Zergs can swarm really fast but I hate those terran anti-zerg units *forgot the name*

Are you refering to the fast moving Hellions?

†Lyneüx† Icon

Posted Nov 30 2009
Zergs can swarm really fast but I hate those terran anti-zerg units *forgot the name*

ShAd0wFaXe Icon

Posted Nov 30 2009
I wish Blizzard updates us on the new zerg units. They have been keeping us in the dark for so long! ;(
The Changeling story was epic!

GTXInsane Icon

Posted Nov 17 2009
Zerg really hasn't been covered much, but my guess would be those nydus stuff as well, unlike the old canals, those seem they can pop up from anywhere.

mikelorus Icon

Posted Nov 14 2009
Basically marines with jetpacks.

Not sure what the drop tech of Zerg are. I know there are overlords which upgrade to overseers, so it may be overseers, or those nydus worm things.

Woo0oopa Icon

Posted Nov 14 2009

Quote

Terrans have reapers which can navigate cliffs


Sorry if I'm a noob at this.. but what are reapers??

Zenetar Icon

Posted Nov 13 2009
Do Zerg have a some kind of dropship? Is it Overlord still?

mikelorus Icon

Posted Nov 13 2009
I feel like the Zerg have the lowest mobility so far. Terrans have reapers which can navigate cliffs, and protoss can warp stuff in as well as walk up/down cliffs with collosi (is that plural of colossus? I don't know). so far I have just seen those worm things, but I'm not sure if that is enough to make Zerg as mobile as it should be.

FatalError Icon

Posted Nov 13 2009
Discuss Zerg here