• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:12
CEST 21:12
KST 04:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
BGE Stara Zagora 2025: Info & Preview7Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL42Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
GSL Ro4 and Finals moved to Sunday June 15th6Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3Weekly Cups (May 19-25): Hindsight is 20/20?0
StarCraft 2
General
Jim claims he and Firefly were involved in match-fixing BGE Stara Zagora 2025: Info & Preview GSL Ro4 and Finals moved to Sunday June 15th CN community: Firefly accused of suspicious activities EWC 2025 Regional Qualifier Results
Tourneys
$5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Master Swan Open (Global Bronze-Master 2) $1,200 WardiTV June (June 4th-June 15th) SOOPer7s Showmatches 2025
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
FlaSh Witnesses SCV Pull Off the Impossible vs Shu Will foreigners ever be able to challenge Koreans? BW General Discussion BGH auto balance -> http://bghmmr.eu/ Battle.net is not working
Tourneys
[Megathread] Daily Proleagues [ASL19] Grand Finals [BSL20] RO20 Group Stage [BSL20] RO20 Group D - Sunday 20:00 CET
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Mechabellum Monster Hunter Wilds
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Heero Yuy & the Tax…
KrillinFromwales
Research study on team perfo…
TrAiDoS
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14286 users

The Case Against the Baneling - Page 3

Blogs > stormfoxSC
Post a Reply
Prev 1 2 3 All
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 29 2012 14:56 GMT
#41
On February 29 2012 22:30 Kasha_Not_Kesha wrote:
Divided my post into two arguments for ease of response:

Thanks man.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
Banelings are a necessary component of the ZvT and ZvZ matchups
The issue is relatively simple: If you remove Banelings, large, early bio pushes in ZvT become insanely strong. Honestly, I'm not sure how one would even hold a fast bio push (hitting at ~6:00) sans banes. Unless you go for hyper fast upgrades and throw down a ton of spines, which Zerg can't honestly afford to do that early on without getting horribly behind, I actually don't think it's possible.

Terran can just produce units constantly, mass up a bio ball and a-move into the Zerg's base. Is that honestly a better outcome?

This sort of response seems to be the biggest one I've noticed, but seems to ignore a big part of my OP. If I were saying "Hey guys, let's take WoL and make it WoL, but without banelings", then yeah, I'd completely agree with you. That would be absurd, and early bio pushes from Terran would be too hard to hold.

However, my OP revolves heavily around the idea that Blizzard is making design changes in the two upcoming expansion packs, HotS and LotV. Blizzard has already stated their intentions to remove some units and replace them with something better. My blog revolves around making the case why the baneling should also be considered for replacement.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
You keep throwing out all of these rebuttals claiming that "that's a weak counter-argument", but most of your responses are(and in fact, your core argument is) about how we need to get rid of the Baneling because it's imba/boring. If you're going to make either claim (imba and/or boring) you do kind of need to provide a reasonable alternative so that the game doesn't become imba/boring against the Zerg's favour.

So what unit do you propose is introduced to replace the Baneling in order to make ZvT something more interesting than "Oh. He's sending bio at me before I could conceivably have Infestors or any unit that could reasonably deal with it at this point in time. GG"?

My reasonable alternative involved providing Zerg with a good positional unit that can fill the role the baneling currently does, as well as the role gap left behind from the removal of the lurker -- zoning out areas of the map. Perhaps my blog wasn't clear enough that I was expecting the zoning unit to replace the baneling?

If you're asking for a specific unit design (like attack type, appearance, abilities, stats, etc.), I'll admit I don't have "the" answer.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
What unit do you propose is introduced to replace the Baneling in order to make ZvZ something more interesting than "Oh. Oh man guys. Zerglings. Zerglings are fighting! Lot's of them! Man those Zerglings are fighting."? As much as I hate actually taking part in ling/bling wars, I much prefer it to the world where ZvZ is 6 minutes of Zerglings fighting while both players try to get upgrades to turn the battle in their favor. You can't, in all honesty, tell me that ling/bling is to be lost for this.

Wouldn't a good zoning unit that's effective against bio timings also be effective against zerglings?

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
And how will this supposed unit alter the ZvP match-up? Remember, it'll have to be a tier 1.5 unit like the Baneling, but it can't be the Baneling because the Baneling is imbalanced and leads to stagnant games.

Lots of things will be affecting all the match ups in Heart of the Swarm. I can't say how a zoning unit would affect ZvP in an environment where we don't know what ZvP will look like, though you can still take away the same basic concepts: it should provide Zerg with early defence and good map zoning.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
In the OP you talk about revamping the swarm host into a fitting zoning unit; that won't really cut it. Swarm host is Lair tech level, and AFAIK it requires burrow. Not exactly a great solution to the ZvT/ZvZ issues above.

And how is adjusting those issues off-limits to the swarm host? When I say revamp the swarm host, I mean turn it into a useful unit, as opposed to creating this useful unit I'm imagining alongside the swarm host.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
This is the difficulty involved in arguing "Banelings need to be removed/replaced". You need something that can perform the exact same job, at the exact same time, for roughly the same cost, without breaking any of the match-ups.

I think that's rather rigid thinking. I can guarantee that units like the viper and oracle will break the match ups in certain ways when Heart of the Swarm is first released; if you don't think there will be balance patching after the upcoming design changes, you have another thing coming. My argument is that, with these things getting broken and tweaked anyway, why not deal with the baneling while we're at it?

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
I realize you've already touched on this topic extensively in your earlier responses, but you don't seem to have any interest in explaining what Banelings should be replaced with. Without that, I really can't justify agreeing with you on any of your points, because I just don't see how you can fill the Baneling's role in a way that doesn't break other match ups.

It's not that I don't have interest, but rather I don't have delusions of grandeur in assuming I have "the solution", so to speak. Zerg's lack of a zoning unit is both extensively voiced by many professional Zerg players, and is being addressed (in a way) by Blizzard in Heart of the Swarm via the Swarm Host, so that's a straight admission that there's a clear design gap there. I just don't think the Swarm Host will actually fill the role, for the reasons I state in my OP.

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
Positional units don't fit with the Zerg playstyle
Zerg is all about fast, cheap, throwaway units. Zerglings are the very definition of "what a Zerg unit should be". Super fast, great for in-your-face aggression and great for defense if need be. Roaches, commonly touted as the Zerg "tank", are pretty damn squishy compared to other "tanky" units, but the key is they can be (and nearly always are) massed to draw fire for higher damage, but lower health Zerg units. Sure, Roaches have their regen upgrade, but that really doesn't see enough use to really call Roaches a hard-to-kill unit. They're a disposable damage soaking line.

Banelings, by their very nature (morphing from the quintessential Zerg unit, the Zergling) are very much a "Zerg" unit. Fast, disposable, and easily mass produced.

Positional units, in any form, are counter to these core Zerg "philosophies" if you will. Positional units aren't disposable; they're expensive, slow, and they really aren't supposed to move all that much, except to change where they're going to stand still and defend. They require teching and time and resources, none of which meshes well with the other Zerg units.

To be clear; you can have slower, more expensive, and less disposable units in the Zerg arsenal. That's kind of self evident just by looking at Hydras, Infestors, and Brood-lords. These are units that are balanced out for their slowness or generally non-disposable nature by being really fucking strong, and in general, you don't see these units until late in the game, when Zerg's overall focus shifts from the early game concerns (taking lot's of bases and abusing the mobile units available to an early game Zerg to prevent the player's opponent from taking bases) into the late game concern of "how do I kill this deathball?".

You're more or less asking for something that is completely counter to the Zerg's ideal approach to the early and mid game scenarios. Zerg shouldn't be turtling or trying to defend positions. That's the Terran philosophy. Zerg wants to be aggressive; positional units on face value are not conducive to this play style.

I disagree with this for a few reasons.

1. While Zerg has always been the "scary, aggressive race", they still had a positional unit in the lurker in Brood War
2. Swarm Host is coming in Heart of the Swarm, so even if nothing is said, Zerg's still getting their positional unit (albeit a rather poor one, in my opinion)
3. There's nothing stopping anyone from using a zoning unit to zone out an offensive position

Lurker pushes are a common thing in Brood War. The thing about a zoning unit is that it's not just about being defensive; it's about holding a position. I'd compare the concept more closely with a siege tank; it can be both defensive and offensive at any given notice, but is made useful by planting itself down somewhere and saying "this is my territory".

On February 29 2012 22:30 Kasha_Not_Kesha wrote:
Edit:

Show nested quote +
the OP makes the case for adding a real zoning unit to SC2 Zerg to both replace the baneling's current role of defending Zerg in the early game, and providing the currently missing ability for Zerg to hold territory.

See, the role of Banelings in defending Zerg in the early game is more or less to defend against early pushes with a lot of bio units (or Zerglings). After that, the Banelings are there to give the Zerg some kind of edge to allow for aggression. If I send a mass of lings to attack a Terran player's third, they'll get torn apart by nothing but Marines. At this point, Terran controls the map, simply because he has Marines. The Zerg no longer has any fast units to take advantage of the slowness of Mech, because all of the units that *could* do this (Speedling/Mutalisk) are very much countered by stimmed Marines with some Medevacs.

The idea that Zerg needs to "hold territory" in what is implied to be a defensive manner is beyond false. Zerg as a race "holds territory" by containing the player's opponent with heavy aggression. We don't defend by setting up a perimeter and holding the line, we defend by killing drops, having map awareness, and exploiting the speed of our units to force a base race or to force our opponent to pull back his forces to defend against our attack. "Holding territory" is a core component of Terran play in SC II, but it's not even close to a style that most competent Zergs would be willing to adopt.


Like I mentioned above, there's no implication that a zoning unit is just a defensive unit. However, I disagree with your assessment that a Zerg's need to hold territory is false. Right now it's done by pro Zergs by making a tonne of spine crawlers, either to defend bases or hold an open area. It's a messy solution, however, and one borne from the fact that Zerg doesn't have any effective unit to hold ground like that.
Twitter: @iamcaustic
Otolia
Profile Blog Joined July 2011
France5805 Posts
February 29 2012 15:04 GMT
#42
Yeah but 'SOOOO MANY BANELINGS' was really entertaining.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
Last Edited: 2012-02-29 15:24:33
February 29 2012 15:19 GMT
#43
On February 29 2012 23:17 stormfoxSC wrote:
Bold #1: What the hell? Wait a second. That was iaguz that posted those examples of things like drone splitting vs. banelings, and hyped them up as being supposedly amazing. I said they were stupid, because it's up to the defender to react or not, while the baneling user just crosses his fingers and hopes for the best. I'll accept your argument that those kinds of things amount to shitty strategy, but the fact is banelings are often used in professional games to deal damage to mineral lines, either by running them in like that, through baneling drops (this one's more rare, naturally), etc.


There are plenty of Brood War units that you send out and hope they do what you want - this isn't new. With scourge you split the scourge and hoped they worked. In PvT, you would spread your zealots and run them towards the tanks during an attack and hope that they dragged enough mines / drew fire. Even something like sending zealots into a mineral line is of the same effect because you're sending them in to do damage and then you're focusing on something else in the meantime, it's up to the defender to do something about it. It's a good strategy because you can split your opponents attention and tax their multitasking. A units worth being dependent on the defenders ability does not make it a shitty unit.

edited in: Like someone else said, banelings are one of the few units remaining in SC2 that can swing a battle immensely relative to their cost. You said you didn't like that because it's success isn't dependent on both players - uh, yes it is lmao. You don't just A-move a pile of banelings, if you do it's far less likely to succeed. You're increasing your chances of success if you draw fire with other units, spread banelings, attack from multiple angles - these are all things the attacking player can do. In fact, the spider is more of a 'I hope this works' kind of unit/attack because they're planted somewhere and that's it, until they're activated or destroyed they're immobile and if they're detected they're next to completely clueless. A terran would plant spider mines in the path of units and hope it worked - that was one of their uses, it meant exciting games because anything could happen.

If you want to argue banelings suck go right ahead, but don't act like it's the breaking the perfect balance that Brood War built because there were a lot of units in Brood War that could be used to great effect that relied on luck or little-skill, it didn't necessarily mean they were bad.
Kasha_Not_Kesha
Profile Blog Joined October 2011
United States71 Posts
February 29 2012 15:56 GMT
#44
Banelings are needed for ZvT and ZvP
However, my OP revolves heavily around the idea that Blizzard is making design changes in the two upcoming expansion packs, HotS and LotV. Blizzard has already stated their intentions to remove some units and replace them with something better. My blog revolves around making the case why the baneling should also be considered for replacement.


It seems to me that discussing how Blizzard should alter HOTS further is a fruitless endeavor, as so much about the game is going to change with all of the new units. It might turn out that Banelings become completely useless and are never seen again. I really doubt this will happen, but honestly, who knows? I feel like we should just limit our discussion to WOL, since it's the most understood game at the moment, and we can make meaningful claims about it's metagame where we can't with HOTS.

tl;dr: Let's limit this discussion to whether or not Banelings should be replaced by some sort of nebulous zoning unit in WOL. I don't really see you trying to argue that all of the units introduced in HOTS are going to suddenly lead to Banelings becoming massively imba; in fact you seem to be claiming that Banelings are already massively imba, so we may as well just simplify the discussion by focusing on the game we know the most about, unless you have any objections?

If you're asking for a specific unit design (like attack type, appearance, abilities, stats, etc.), I'll admit I don't have "the" answer.


That's more or less what I was asking, as without something to base a comparison off of, it's kind of hard to say whether or not the Baneling should get replaced.

Wouldn't a good zoning unit that's effective against bio timings also be effective against zerglings?


Sure, but your primary complaint with Banelings in ZvZ is that it's too volatile and it's not exciting to watch. Ling/Bling wars. Having a good zoning unit that is effective against Zerglings is even less interesting to watch. It also takes 0 skill for the user of the zoning unit, because of how zoning units fundamentally work. At least with Banelings there's a tiny bit of micro involved. The impact of this is simply that when discussing Banelings, I don't think ZvZ should be considered a case where replacing Banelings with some kind of zoning unit would be a positive change.

Lots of things will be affecting all the match ups in Heart of the Swarm. I can't say how a zoning unit would affect ZvP in an environment where we don't know what ZvP will look like, though you can still take away the same basic concepts: it should provide Zerg with early defence and good map zoning.


Hence my suggestion that we limit the discussion to WOL =P Assuming you accept this proposition; current ZvP is more or less dominated by early Protoss aggression or the more standard early Protoss macro. Both of those metagames would, in my opinion, be completely broken by the addition of a ground-based, early-game zoning unit. Currently we (or maybe just me?) almost never see Banelings used against Protoss, and thus any replacement of the Baneling can only have negative results for the Protoss.

I think that's rather rigid thinking. I can guarantee that units like the viper and oracle will break the match ups in certain ways when Heart of the Swarm is first released; if you don't think there will be balance patching after the upcoming design changes, you have another thing coming. My argument is that, with these things getting broken and tweaked anyway, why not deal with the baneling while we're at it?


Because it doesn't appear to be broken, mostly. Maybe I'm super out of the current SC2 news, but I haven't heard any pros complaining about Baneling imba. If it isn't broken, don't fix it; right? So I guess the real thing we need to discuss is "is the Baneling broken", before we move on to questions like "can the Baneling/Swarm Host be fixed?"

It's not that I don't have interest, but rather I don't have delusions of grandeur in assuming I have "the solution", so to speak. Zerg's lack of a zoning unit is both extensively voiced by many professional Zerg players, and is being addressed (in a way) by Blizzard in Heart of the Swarm via the Swarm Host, so that's a straight admission that there's a clear design gap there. I just don't think the Swarm Host will actually fill the role, for the reasons I state in my OP.


I don't think it will fill the role of zoning either but the important question is: does Blizzard? I feel like the game designers at Blizzard are a *bit* more aware of the overall game mechanics than to think that the Swarm Host, as it has been presented to us, is going to be anything more than a sustained threat to an enemy expansion, or a more inconvenient way to block expansions altogether. I don't think we can really construe the existence of the Swarm Host, a unit almost universally agreed to be useless in the zoning department, as an indication from Blizzard that Zerg needs a zoning unit of some kind.

Positional units don't fit with the Zerg playstyle
1. While Zerg has always been the "scary, aggressive race", they still had a positional unit in the lurker in Brood War


To be fair, I really know nothing about the meta-game of BW, so I can't really make an argument. If I were more knowledgeable, I'd probably look towards the early-game units that Zerg had in BW, as well as the early-game aggression potential of the other races. The Lurker might have just been a necessity because Zerg lacked any other way to accomplish certain goals. This is 100% uninformed theory-crafting though =P

Although I don't know for sure, again because I never really got into BW, I feel like it's safe to say that Zerg in BW was vastly different from how Zerg is in SC II. Correct me if I'm wrong =P

2. Swarm Host is coming in Heart of the Swarm, so even if nothing is said, Zerg's still getting their positional unit (albeit a rather poor one, in my opinion)


See my responses a few sections up about HOTS and the Swarm Host =P

Lurker pushes are a common thing in Brood War. The thing about a zoning unit is that it's not just about being defensive; it's about holding a position. I'd compare the concept more closely with a siege tank; it can be both defensive and offensive at any given notice, but is made useful by planting itself down somewhere and saying "this is my territory".


Sure, but the idea of a zoning unit is still fundamentally to sit still and attack whatever comes nearby. That's something that makes sense for the Terran arsenal, since they are focused on slow and/or low HP, super high DPS units, but it makes less sense for Zerg because Zerg units are fast, low HP low DPS units. Terran has a tier 1 AA unit that can keep Siege tanks safe from air attacks; Zerg's tier 1 massable unit is a fast fairly strong but easily killed melee unit. Terran's army is very complimentary; a Zerg army with positional control units would be incredibly confused.

Also, in BW Lurkers could deal with ground while the vastly superior and more quickly acquired (compared to the SC II equivalent) Hydralisks could defend from air and push in to do some major damage. The Zerg units in SC II are just too different from the ones in BW to be able to make that kind of 1-1 comparison, as the overall race has, in my opinion, changed drastically from BW.

Like I mentioned above, there's no implication that a zoning unit is just a defensive unit. However, I disagree with your assessment that a Zerg's need to hold territory is false. Right now it's done by pro Zergs by making a tonne of spine crawlers, either to defend bases or hold an open area. It's a messy solution, however, and one borne from the fact that Zerg doesn't have any effective unit to hold ground like that.


The highest league I've gotten to is Gold, and regardless of where my skill level might actually be, the quality of opponents that I've faced, and thus, the actual game knowledge I have in this area, is almost definitely lacking.

That said, Spine crawlers to hold open areas or defend bases usually works just fine. I've only got my own anecdotes to prove my point, but the manner in which I play Zerg I more or less wait until my opponent moves out and then I rush in from multiple angles and tear his base apart, usually forcing an attempted base-race. Throwing up all of those spines has always delayed my opponent enough to let me completely kill him off before he even hits my natural.

So I'll admit that there very well may be instances where a zoning unit might be needed, I just haven't seen one that couldn't be covered by Spines (or in the case of bio, Banelings =P)

I think the key justification behind my steadfast belief that Spines will always be enough is that Zerg, on face value, shouldn't really be able to defend some huge end-game push from a Protoss or a Terran. If they could, I don't know how Zerg could possibly be considered balanced as a race. With this positional unit you're proposing, Zerg would either gain the ability to hold off end-game pushes and thus, in my opinion, be completely imbalanced, or Zerg would gain nothing, and the positional unit wouldn't be needed. Either way I dislike the idea of a positional unit =P
Human beings are literally made up of potential more than anything else.
Zorkmid
Profile Joined November 2008
4410 Posts
February 29 2012 18:30 GMT
#45
I think that the Baneling is one the most exciting units in SC2. Games are often won or lost on baneling micro, burrowed banes, tank target fire on banes, forcefielding banes, dropping banes on sentries. The baneling drop is also one of Zerg's useful econ harassment options (since turrets seem much stronger than in BW). Very versatile unit.

Oh, you wiped the map clean by a-moving your banelings and took another base? You must be so skillful.
What are you talking about Charlie....what army are you wiping off the map with pure banelings (what a waste of money), and what are you supposed to do with no units leftover!?!

I for one liked lurkers in BW, but I have no interest in adding them into SC2. They would slow the game down and completely alter the feel of Zerg (which I prefer in SC2 over BW).

Also, lets not revamp the swarm host until we've all had a chance to try it, k?
SeRenExZerg
Profile Blog Joined August 2010
United States401 Posts
February 29 2012 20:23 GMT
#46
low skill cap on the baneling? LOL

the baneling benefits among the HIGHEST from micro. at one point in your OP you said "you probably think i'm a whiny player with bad micro". you are. the baneling is an excellent unit (one of the few new excellent units at that), that can be devastating in the hands of a skilled and aware player, but can also be stopped by your opponents with excellent forcefields, splitting, awareness, etc.

how you could argue that the baneling needs to be removed over other units (although i dont think anything needs to be removed/added at that) is beyond me.
One thing about deer: They have good vision. One thing about me: I am better at hiding than they are at vision.
TG Manny
Profile Blog Joined September 2011
United States325 Posts
February 29 2012 21:54 GMT
#47
On March 01 2012 05:23 SeRenExZerg wrote:
low skill cap on the baneling? LOL

the baneling benefits among the HIGHEST from micro. at one point in your OP you said "you probably think i'm a whiny player with bad micro". you are. the baneling is an excellent unit (one of the few new excellent units at that), that can be devastating in the hands of a skilled and aware player, but can also be stopped by your opponents with excellent forcefields, splitting, awareness, etc.

how you could argue that the baneling needs to be removed over other units (although i dont think anything needs to be removed/added at that) is beyond me.


Microable? Yes. Benefits most from micro? I believe every ranged unit gains more from micro than the Baneling (IE focus firing, stutter stepping, blinking, mutaballing in and out to snipe stuff, Marines, mauraders. The only ones that don't really are siege units...).

Singularity is at hand...
Arterial
Profile Blog Joined August 2010
Australia1039 Posts
March 01 2012 00:39 GMT
#48
On a related note, I've been thinking about the baneling myself too.

I think when the skill level increases to a certain point, banelings will just be ineffective. Mainly because they rely on your opponent being bad, rather than you being good.

savior & jaedong
phfantunes
Profile Joined April 2010
Brazil170 Posts
March 01 2012 01:23 GMT
#49
I obviously didn't read the whole thread, but I'd just like to chime in and say that the marine x baneling interaction is one of the most interesting things in sc2. I also really like the unit design, whereas most of the new units don't really hold a candle to their BW "counterparts" imo (ie hellion x vulture, wraith x viking, science vessel x raven, stalker x dragoon, immortal x reaver, etc)
VersesVersus
Profile Joined November 2011
Canada25 Posts
March 01 2012 06:08 GMT
#50
Could not disagree with the OP more.

The constant use of ``1A`` even when attempting to not cause offense still shows ignorance of the Baneling`s versatility.
I consider myself to be a ZvZ specialist and I don`t rely on Banelings for early game shenanigans and seldom suffer from my opponents employment of them.

Oh another thing, people need to stop comparing SC2 to Broodwar, get over it. Let`s move forward SC2 is a new game perhaps we should treat it like one.
My Music-Videogame Blog Check it out @: http://versesversusblog.blogspot.com/
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 684
UpATreeSC 103
MindelVK 97
ForJumy 35
EmSc Tv 35
BRAT_OK 10
StarCraft: Brood War
Britney 21784
Calm 4387
Rain 2178
Bisu 858
Shuttle 730
Mini 454
firebathero 270
EffOrt 242
Dewaltoss 130
Soulkey 92
[ Show more ]
ggaemo 67
scan(afreeca) 30
Movie 28
IndyStarCraft 18
Counter-Strike
fl0m7669
pashabiceps252
Heroes of the Storm
Liquid`Hasu346
Other Games
Grubby2101
FrodaN1618
Beastyqt776
ceh9588
mouzStarbuck327
XaKoH 108
Trikslyr83
Organizations
Other Games
BasetradeTV144
StarCraft 2
EmSc Tv 35
EmSc2Tv 35
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Adnapsc2 11
• Reevou 5
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler121
League of Legends
• Nemesis4955
• Jankos1611
• TFBlade1545
• Shiphtur585
Other Games
• imaqtpie1252
Upcoming Events
PiGosaur Monday
4h 48m
WardiTV Qualifier
15h 48m
Bellum Gens Elite
16h 48m
OSC
20h 48m
The PondCast
1d 14h
Bellum Gens Elite
1d 15h
WardiTV Invitational
1d 15h
Replay Cast
2 days
OSC
2 days
Bellum Gens Elite
2 days
[ Show More ]
WardiTV Invitational
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
SC Evo League
3 days
Bellum Gens Elite
3 days
Fire Grow Cup
3 days
CSO Contender
3 days
Replay Cast
4 days
SOOP
4 days
SHIN vs GuMiho
Sparkling Tuna Cup
4 days
AllThingsProtoss
4 days
Fire Grow Cup
4 days
Replay Cast
5 days
Replay Cast
6 days
Replay Cast
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2025-05-28
DreamHack Dallas 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 1
CSL Season 17: Qualifier 2
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
Murky Cup #2
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.