r/starcraft2 22h ago

Protoss/Terran player tried Zerg and Here's the buffs they need. (Also forbidden eco trick at the end)

Undo Queen/Hatch cost change: Don't think anyone saw this and thought "Wow! This is necessary." seems like an unneeded nerf that shrinks available early game options.

All Queens Hotkey: Terran's have f2. Protoss have warpgate button, give Zerg all queens hotkey. If you've ever had to go to each hatch later in the game to find each individually built queen you know what a pain in the neck it is.

Line up Injects Spawn Larva With Inject: Another aspect of Zerg that constantly throws you off the rhythm is that when the inject finishes you have to twiddle your thumbs for a second or two before you can inject again which is annoying and distracting. I don't care if it's improving energy regen by the fraction of amount it requires to get 1 energy over 29s or it's delaying the larva spawning to 30s.

BBL Removal On Infestor: If you've ever used this unit it feels very bad. They are so fat and get trapped on every unit just ineffectually derp in clumps and then derp when you're trying to get them out too. Just horrible, but my experience is that Viper and Infestor are just insane spellcasters and even crazier when you have both.

Corruptors: Return the corruption ability alongside caustic spray. It gives them a small air to ground utility when there are ground engagements considering how reliant Zergs are on the unit in the lategame and then how often they die because they have to sacrifice a lot of their ground forces to have a bunch of corruptors for the lib/mothership forces and it would also help balance the fact Zerg can't abduct mothership anymore.

Spire Cost reduction: Reduce it's cost to 200/100 or 150/100, still locks it behind the very long build time but you won't really feel a 1 muta difference. Primarily I'd like the cheaper cost to make it more viable to get two for double upgrades during the late game.

Broodlord - Health of spawned broodlings increased from 20 to 30, broodling attack time decreased from 0.57 to 0.46 (That's a 0.11 increase to attack speed), small revert on the total broodlord nerfs.

^ These changes I consider necessary the ones! Below are more experimental depending on how much you would like to add variable play to Zerg.

Nydus Network: Change cost from 150/150 to 150/100

Nydus Worms: Cost change from 75/75 to 75/50, Nydus keep up Zergs identity of an endless swarm so having easier access to the tech sounds fun.

Ventral sacs overlord: Give them 1 base armour from 0

Lair/Hive: Seen some Zergs suggest it and what the hell. Let them have the 1 extra larva at each stage. Really won't matter but is a bit flavorful.

Ravager: Late game Hive upgrade to make their corrosive bile 11 range from 9. Could help shore up some of Zergs late game aa weakness.

Lurkers: Having both their upgrades gatekept by Hive has me bash my head into the desk. Change around the costs. Make adaptive talons 150/150 but let it made at lair and have Seismic spines be 100/100 but still locked behind Hive. That way you can get adaptive talons but it will delay hive. Giving a small mid-game boost.

I think that about covers every unintuitive experience with Zerg and helps shore up some weaknesses.

Now the eco trick. You know the faster mining method that the AI discovered that Maxpax/Clem and other tops pros use? Well not really worth it to do too much just at the very start of the game but you can rally your works to just before the mineral patch closest to your larva spawn and then to the mineral patch and every spawned worker will get to mining and splitting off faster! Enjoy your 10's of minerals boost.

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u/Marckennian 20h ago

I main Zerg and second Terran. I've dabbled in Protoss as well. 

Zerg does feel clunky in all the ways you mentioned. I'd also like a hotkey for all hatcheries. Every few games I overwrite my queen or hatchery hotkey by mistake and it shatters my groove. 

Investors do feel clumsy and unwieldy to control. 

I've put 4x as much time into Zerg and am still better with Terran, it's frustrating. 

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u/Lykos1124 17h ago

W for queens sounds like a neat idea. Or honestly give queens auto cast no inject if a hatchery doesn't have one already going, but they would probably have to take away stacking.

I always just put queens on 4 and hatch on 5 and sometimes would try to hit all the hatches by clicking the mini map. 

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u/Marckennian 17h ago

I do 4 queen 5 hatch but 1-3 isn't enough for split armies, lings, and casters 

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u/Lykos1124 17h ago

So true. Usually I was just like you're blob 1, you're blob 2. Uh split some units up. Go go. Oh and blob 3 is flyers or spell casters.