the release version will probably be the true final beta. =/
Im sorry but that statement is just a pile o' shit. How many betas have you participated in? Hell, How many games have you bought on release date recently? Seriously, This game is more playable in its current form than any other game I've played in the last 2 years. Ive had 0 (zero) CTD in playing extensively for 2 weeks. What bugs there are get aknowledged and squished by Dev team members promptly. I think its clear that the beta stages the team have gone through up to this point have made a clear difference. Making that statement only makes it sound like you really haven't played at all...
/rant
I have been in about 4 or 5 betas and seen 2 or 3 others. Blizzard's beta tests always seem to be perfect and for others they generally had far more bugs than Sins in it's current state, but also had more features. Last PC games I've bought on release: Portal, Episode 2, Episode 1, HL2 (all great) and Civ 4 (had some problems IIRC). Yes, that means I generally don't buy and play crappy games anymore. Only other games that I might get in the near future are Crysis and 1 or 2 Wii games. I'm not saying the devs aren't doing everything they can to make the game as good as possible and I'm not saying they aren't doing well. I just agree that the races aren't diverse enough and I don't understand holding back so many features for the release if those features can drastically alter the gameplay, which we are supposed to test.
all the Starcraft stuff above that
You are right in your assessment that zergling =/= Zealot. The same way we are right that TEC =/= Vasari. SUPERFICIAL ROLES (I.E. melee fighters) are filled, but the differences in performance and abilities make their specific usage vary widely.
Melee fighter is not a role. make the zergling ranged and change it's stats slightly and balance will hardly be affected even if the zerg suddenly don't have a early game melee unit anymore. Also, read my post again if you have to: I said the races differ, but they don't differ enough.
Yes, the units are (far!) from identical, but they fill the exact same ***roles***.
What would that exact same role that the zergling and the zealot fill be then ?
I may be wrong here, but last I checked the real limitation (early game at least) was that you couldn't get the resources together quick enough. Not that the limited number of larvae kept you from using your resources.
Optimally you should always have 1 larva ready for each 50 minerals you get. Constantly building zerglings from 1 hatchery is possible with as low as 4 drones (maybe even 3?),
so you generally need 1 or 2 new hatcheries pretty soon. Resources vs Larvae is pretty much a constant balancing act. But, no matter the reason, the zerg has to carefully balance his drone vs zergling production, while the toss can just make probes and zealots at the same time if he wants to, without risking either getting killed or falling behind in economy. This is a very early gameplay difference between the two races, creating differing strategies immediatly, which i miss in Sins.
How do you mean they "use the same methods to fill those roles?" If your argueing for purely cosmetic differences your making a (bad) joke. If you have something more substantial and relevent, lets hear it!
Purely cosmetic differences would be better than no differences. Vasari having missile bays is better than Vasari having Gauss cannons, even if they function exactly the same. Having the missile bays with a longer range and more damage, balanced by a lower rate of fire and less hitpoints would be more varied. But currently I have the feeling that even changes like this aren't likely to get in for release (time constraints / final design decisions ?) or a later patch (big changes for 'just a patch'), so why even think up more specific stuff like this ?
Edit: And I came to the conclusion that all sides need to have the roles filled because otherwise they'd loose. Slowly or quickly, they'd loose. Yes, you can counter instead... but space brings a change in dynamic. You can't use terrain to counter an enemy "role" that you don't have, because there isn't much. And (thought experiment...) while one side might not have carriers, flak frigates aren't enough. Eventually, the advantage the enemy has will tell, so you must reproduce carriers. Ergo, both sides end up filling all the same roles, just not in the same manner.
Why would they lose(! sorry

) ? is there no other way to counter a disadvantage than exactly replicating what the other side is doing ? Why aren't flak frigates enough to counter carriers ? why does flak have to be on a frigate ? What is the *role* of the carrier ? Isn't that role somewhat irrelevant, as the role of the carrier could drastically change if the figthers and bombers change ? Now why are fighters and bombers so interesting ? because most other ships have _no_ way to hit them, because if the opponent is careless they can hit defense structures and capitals without taking any damage and because losing strike craft doesn't hurt - you can always keep your carriers at the edge of the gravwell and just retreat. Now LRMs already present you with a choice, as they also can kill turrets without getting shot at and flaks offer a choice because their role also overlaps with fighters. But couldn't the Vasari use something different from long-range missiles or bombers entirely ? A unit or ability which allows their light frigates or other ships to get close to any cannons and deal damage before they get shot to pieces ? An ability that can disable cannons for some time ? I don't even mean that those are particularly good examples, but why would different species come up with *exactly* the same solutions to the same problems. I mean... even we can't agree on anything