Every race can mass units... lol. Also, Zerg, when not massed, fail because they're weaker. Moreover, the 4 larvae are crucial because both economy as well as the army are spawned using them.
Zerg is all about massing units, it's fine as is. I'm curious what race you play, because I feel that the MULE is the strongest of the econ spells since it pumps your econ much faster than the other races' abilities.
I'm Protoss. I agree that Zerg is all about massing units, but Zerg units got so much stronger than in Brood War and the Psi Storm isn't as strong as before. My friend said he watched a game where Idra made 70 hydralisks. They got much stronger than in brood war and massing even more than in brood war. Colossi maybe effective nut they go down to corruptors very quickly. Protoss can't. Terran can, Zerg can but not Protoss. Terran has reactors, Zerg has queens with spawn larva ability. Warpgate is a different story. Warpgate is just making units first then having cool down. Its not making multiple units at once.
They also became much more expensive. Shifting roles does not break balance when done right. And it was done right. And about Protoss... have you seen a chrono boosted 4 gate in action?
Yea I agree. But the chrono boosted 4 gate is only in the early game. In the mid-late game, let's say Protoss and Zerg both have 3rd expansion up. That's 3 nexuses for protoss and maybe 2 queens for zerg. Queens only need 25 energy to use the spawn larva, and nexus needs 50 energy to chrono boost one building. I might have 10 warp gates and 3 hatcheries for zerg. That means 75 energy will be used to use the spawn larva ability on all hatcheries. But if you want to boost 10 gates, that's 500 energy. And it doesn't make as fast as zergs, so Zerg is getting 4 units, pro toss is getting 1.5 units. If thats doubled, it's 8 units against 3 units. Double that again, it's 16 units against 6 units. And roaches, hydras, mutas aren't that expensive as Protoss. Psi storm isn't very effectIve against zerg. So chrono boost is really no point in the mid-late game for warp gates. They are used on upgrades and robotics facility, but not warp gates where the most units are made from. What I'm saying that is chrono boost can't be used forever because it takes a lot of energy to boost multiple buildings where zerg needs 125 energy for 5 hatcheries. He only needs like 4 queens to deal with that. 5hatch with 4larvae each is 20, and 3 larvae from the hatchery that makes it 60larvae in total. Thats like if he loses all of his units he can immediately make 60 units again.
I think this is working as intended. Zerg are suposed to be the strongest with many expos. This is why you have to fight your hardest to stop them from expanding. If I let zerg get anymore than three (Hell I even try to prevent them getting 2) expos I have failed.
1 Protoss base can support 4 warpgates if saturated and no other production buildings are there which means 4 units every ~30 seconds and you can also build 2 probes in that time. And have one of them build a pylon. Zerg on the other hand can produce 4 extra larva every 40 seconds(rougly equalling the warpgates) but their larva is also used for overlords, drones AND buildings(since you need a drone to build one). 4 larva is really fine, and if you learn to apply pressure to the zerg player he's forced to spend his larvae on units and will be left behind in economy. If you can also get to snipe overlords around, even better. On 3 bases if you're only going warpgates, build 12 of them, that's 48 units(+7 workers +as many pylons as you desire) every 2 minutes against 36(from spawn larva)+24(hatchery spawn rate) for a total of 60 units which should be split into workers, overlords and army. What's a little too powerful with zerg is only their very late game and only given specific circumstances. If you somehow manage to max 200/200 and not engage for 2 game minutes you can lose all of your army and rebuild it in a single production cycle which is something that terran or protoss cannot do due to the great money+space cost that amount of production buildings would take to have. it's just different mechanics and you have to adapt to them. So long as they are balanced(and they generally are right now) it's fine...
Deal, but in return I think the Queen should be able to remotely spawn those larvae anywhere you click on the minimap. Oh snap, larvae in your mineral lines?!
Chrono only uses 25 energy, same as spawn larva. And to use those larva, I need a good econ. So if I have enough to keep using all those larva, then you should have enough to keep all those warpgates going. Spawn larva is the only way zerg can keep from getting out-swarmed in sc2. As for your earlier comment about mass hydra; they take more minerals, gas, and supply to build in sc2 than sc1. 70 hydras is 140 supply, 7000 minerals, and 3500 gas. But in sc1 it was 70 supply, 5250 minerals, and 1750 gas. So, having 70 hydras doesnt usually happen until players can get max supply. Not to mention they only have 80 HP(less than 2 marines), so they die extremely fast.
You're feeding iiiiiiiit. Also, this is posted in the wrong section. Anyway: it's not uncommon to see 200/200 armies from both sides at all anymore, although you'll see less of this in higher leagues. Starcraft 2 simply has enough capabilities for each and every race to form a large army quickly. The strength of Zerg in Starcraft 2 lies in the simple fact that they only have 1 building to spawn everything, and so they aren't limiting themselves to a single strategy at all times. This makes them have next to no transition phases into other builds, while other races have to produce multiple other production buildings. In short: Zerg are extremely adaptive, but other races can produce (nearly) as fast in this game. Stop trolling.