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[Q]Spawn Broodling against Terran metal - Page 2

Blogs > village_idiot
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Prev 1 2 All
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
January 10 2009 17:54 GMT
#21
Goliath with range outranges queen spells. It'd be REALLY hard to get off any spells on mech.
Ars longa, vita brevis, principia aeturna.
Chau
Profile Blog Joined March 2008
Canada408 Posts
January 10 2009 18:27 GMT
#22
The problem with this is that very, very few people have enough apm to micro 20 queens effectively.
village_idiot
Profile Blog Joined July 2008
2436 Posts
Last Edited: 2009-01-10 18:33:05
January 10 2009 18:31 GMT
#23
On January 11 2009 02:54 StRyKeR wrote:
Goliath with range outranges queen spells. It'd be REALLY hard to get off any spells on mech.

Nope, Broodling has 9 range while Goliath has 8.

And you want to broodling the goliaths that guard the tanks, unless you see an opportunity to kill the tanks without wasting the queens in the process.

On January 11 2009 02:20 RaGe wrote:
A C+ korean zerg just used this against me. I don't think its viable tbh. His queens came out useful though (infested 3 CCs lol). But I won in the end

REP PLEASE!

I need to see his BO!
Saracen
Profile Blog Joined December 2007
United States5139 Posts
January 10 2009 18:46 GMT
#24
i've tried this

reasons it doesn't work well:
takes up too much larva (less army) - especially trying to get "20 queens" to 150 energy by the time the terran is ready to push
b/c of queen acceleration/deceleration speed, it usually dies after using broodling
even if it doesn't, it likely won't be able to use it again throughout the course of the game
village_idiot
Profile Blog Joined July 2008
2436 Posts
January 10 2009 19:04 GMT
#25
On January 11 2009 03:46 Saracen wrote:
i've tried this

reasons it doesn't work well:
takes up too much larva (less army) - especially trying to get "20 queens" to 150 energy by the time the terran is ready to push
b/c of queen acceleration/deceleration speed, it usually dies after using broodling
even if it doesn't, it likely won't be able to use it again throughout the course of the game

I was thinking of making only a few queens in the early stages of the game, then adding them gradually when you get a better econ, eventually getting a massive amount of queens, like Terran does with science vessels. Making too many in the early stages is suicide. You need a "bread" army there while queens are the "butter" of your army.

You obviously need a massive ground army to kill the Terran. Queens are there to weaken the Terran over time, not kill the Terran.

However, I'm definitely interested in the deceleration issue. Were you using parasite before using Broodling? I've noticed that it improves the casting AI. Also, were you cloning the queens, then using the shift-move to make them run away automatically?

I hope rage posts the rep...
dragoonkf
Profile Blog Joined April 2007
Singapore1256 Posts
January 10 2009 19:12 GMT
#26
On January 11 2009 03:46 Saracen wrote:
i've tried this

reasons it doesn't work well:
takes up too much larva (less army) - especially trying to get "20 queens" to 150 energy by the time the terran is ready to push
b/c of queen acceleration/deceleration speed, it usually dies after using broodling
even if it doesn't, it likely won't be able to use it again throughout the course of the game


Don't you think 20 queens is abit too much ? I believe 5-6 queens will suffice, make the tanks your priority target, it will significantly reduce and slow down his pushing power of the metal.

What im worried about this BO is a timing attack from terran due to resources going to the queen's use =/
Inter.MinD/Free[gm]/Stork fan
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
January 10 2009 20:33 GMT
#27
This is definately worth trying imo

The reason that why Z can't have equal amount of queens compared to vessels worth of gas is that Terrans only seem to have that much vessels when he goes SK terran (which is low on gas)

I'd say about 10 queens is viable. But Z should also get the +50 energy upgrade so that he can save up energy and use another broodling after waiting just a little. Should take out a good 20 tanks which will make a huge difference

Another good thing about broodlings is that the little critters that come out of the spell will attack the metal army, which will cause the metal army to fire upon itself to cause splash damage on its own army
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
January 10 2009 20:40 GMT
#28
This was discussed earlier in the zerg on crack thread. Basically, it's tough to micro, and tends not to be useful vs true m/m.

against metal, if you can micro it and snipe tanks, it can be useful, as it adds to the mobility of your army and can cut down the army size. However, the amount of goliaths makes that near suicidal for the queen and you can't lower the army size enough to make it worth it. and mana regen sucks
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
Last Edited: 2009-02-13 01:10:19
February 13 2009 00:44 GMT
#29
Sorry to bump just very interested in this, i also noticed queens do have a good range when doing broodling so it would be pretty good for quick hit and runs. 150 energy is annoying but for a 1 hit kill of any ground unit it does pay for itself. Against T i imagine it wrecking havoc in tank blocks due to splash damage as they try to kill the broodlings too. Also you got esnare which is always useful of course, slowing down sci vessels or just any unit, also good to note that it exposes cloaked units. Not sure when it would be too useful in that manner but you never know, if theres an annoying DT prehaps. Broodling against P probably not as useful to have too many around, but i guess instantly killing HTs is a good thing infact suprised its not done more. Imagine sneaky Queen use darting into bases and taking expensive units out. Templar protecting the nat would be useless. Ensnare you can slow armies down from getting away from lurkers so easily, ensnare/scourge shuttles prehaps. Maybe ensnare a bunch of workers then kill them all quickly before they get away

I realize while the broodling range is higher than goliaths they would still hit you quickly, so it would be best to factor the terrain into your advantage in this. You'd had to pick the right area so you're above a cliff then as they are below pick them off. Also forgot to mention parasite could be useful for scouting purposes keeping tabs on your enemy. But you'd want to save the energy i guess.

Im probably too low level of a player to do this effectively but im going to give it a try. The idea of a small flock of queens flying around causing problems is certainly interesting. The energy cost unfortunately is high, but if Sci Vessels are even more expensive i don't see why a few queens couldn't come in handy at least mid-late game.
29 fps
Profile Blog Joined March 2008
United States5724 Posts
February 13 2009 10:41 GMT
#30
it takes a lot of time to reach 150 energy for broodling. and also, it costs a lot of extra gas to research extra energy, which does help but not a lot.
4v4 is a battle of who has the better computer.
petzergling
Profile Blog Joined August 2008
538 Posts
February 13 2009 15:40 GMT
#31
On February 13 2009 19:41 29 fps wrote:
it takes a lot of time to reach 150 energy for broodling. and also, it costs a lot of extra gas to research extra energy, which does help but not a lot.

This.

At first I understood your comparison to science vessels, as broodling works similar to irradiate sniping units between and during battles. The thing is though, you cant just pop 5 queens out and then grab 5 tanks. You have to invest 5 larve and money into queens that just sit there for an extremely long period of time doing nothing. Terran science vessels atleast provide detection and can be used to irradiate soon (esp with upgrade).
Mod Edit: Don't bold your entire post
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2009-02-13 17:10:26
February 13 2009 17:07 GMT
#32
Doesnt work because queens die in record time to ranged, upgraded gols and the queen needs to be alive when the broodling hits (and remain still before it hits i think, like emp) for it to work.

The energy needed is not really an issue, it just works much like a toss going arbiters for recall.
BlueLaguna on West, msg for game.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2009-02-13 19:58:12
February 13 2009 19:57 GMT
#33
Just adding to what's already been said. You can't really directly compare costs from different races. Vessels do cost more gas, but they're everything the Terran needs gas for. Zerg needs TONS of gas for countless of units (lurk, muta, scourge, defiler, ultra). Building queens and researching the required tech means you'll have a far weaker army as a result. Terran army (in the case of SK Terran of course) is always the same whether he builds vessels or not, so he can easily use all gas he gets for vessels from 2 ports and not have any disadvantage from that.
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
February 13 2009 22:58 GMT
#34
queens are better used against standard terran army when you go hydra/lurk or lurker/ling.

snipe tanks, then gogogo.

or remember the reason why people dont do this and just fucking get defilers already.
With a gust of wind, perhaps.
s031720
Profile Joined December 2009
Sweden383 Posts
December 10 2009 18:55 GMT
#35
Im sorry about this bump, but Ive been looking everywhere for a discussion about this. I hope I dont break any forum-policies or such for awakening this thread again. It seemed unmotivated to start a new thread when this one was already here.

Ive thought about this quite a bit, and I see several advantages with atleast one queen late game. This is only theory-starcraft since im truly a noob, and while I might sound like im stating facts I merely mean this as a question to more experienced players. My apparant lack of humbleness is mainly a lack of english vocabulary, its easier for me to write it down like this.

A queen have 4 (but Id like to add a 5th) abilities:

1. Infest CC
2. Ensnare
3. Parasite
4. Spawn Broodling
(5. Muta-speed)

Even one queen would be useful VS terran, esp late game where you get the chance to clear out a terran expansion in no-mans land. In an even, long game this situation should probably occur, even more than once? And keep in mind that the queens nest is on the way to hive so you will allready have all the prerequisites anyway.

The Terran respons to zerg (lurker/ling) cleaning out an expansion is usually just to lift the CC to the safety of the air, and counterattack somewhere else, and force the Zerg-army away, land, restart expansion. But with a queen (and maybe a few scourges) you can take that CC out rather handily with infest and respond to the terran counterattack.
First of all, you get to keep the queen wich is great. Secondly he looses a CC and position, wich is also great. And you gain infested terrans. And it dosent cost any energy. (I believe).

As a bynote; I guess you could fly the CC over his base to psych him and having him kill his own CC, or maybe just land it at that expansion spot to block it and delay future expansionattempts. Infested terrans could be built and used to drop at siegetanks with the help of an overlord, much as the protoss does with zealots. An overlord can carry eight infested, and they do 500es damage (explosive, splash) so they could really throw havoc. Another way to make infested useful is to use darkswarm to help them reach their target before beeing blown apart. Dropping them at a supply-depot cluster would lower a terran supply quite a bit.

Parasite on the other hand have a great range, 12, cost 75 to cast, and could give you valuable intel. If you cast it at a siege tank, will he sacrifice it? Or will he put it somewhere where he dosent give away uneccesaryt intel? It will probably influence his game at any rate, hampering him and thus help you. If he dosent notice or dosent care, you will know what he is up to all the time wich could be invaluable.

Ensnare is the golden deal here (that is my belief). It also cost 75 to cast. With lurker/ling vs a mixed terran, ensnaring the marines (doesnt matter much if your lings get ensnared aswell, i guess the best microorder would be, swarm, lings, ensnare, lurkers) will increase the efficiancy of the lurker push immensly. They wont be able to get away as easily. Ensnaring Science Vessels will help you kill them off with scourge.

Ensnare also works great defensively and will help your sunken kill of many more marines before dying maybe buying you some necessary time to get the rest of your (less mobile) force over there to deal with the threat.

Spawn broodling does seem rather hard to get pay-off from, maybe best used to kill annoying tank-drops on hard to reach places. It costs 150 to cast. As mentioned before you would need alot of queens for them to make an impact, and all else things equal between the two players, investing in that many queens must give the zerg player an economic disadvantage that will be hard for the queens to make up for. Or so I think. Queens really need a massive army to make them useful, its a support unit, and building that many queens means building alot less other units.

Last, the speed. Queens are lightening fast (just as quick as a muta I think as long as they dont stop.) While waiting for them to reload, have it/them moving around the map and they will give you great scouting-capabilites. Unfortunately they die very easy to turrets so a keen eye and quick reflexes might be necessary to keep her alive. My point here is that they are not enirely useless when low on energy, they can still be somewhat helpful.

Getting atleast one queen late-mid just to kill of CCs seems like a really good idea to me. Ensnare mid-game also seems like a cheap way to get the economical advantage (helping your lurkers killing of more marines). If one (or a few) queen makes your opponent change his build to include goliaths, well, then that too is a good thing since (I believe) vulture/tanks is a stronger combination, and goliaths vs groundunits are a weaker alternative.

Queens start out with 50 energy, so they should at a minimum be able to throw down atleast one good ensnare before dying to irradiate, and maybe that will save the life (for a little bit longer atleast ) a defiler.

I understand that pro-gamers and "europeans" play the game diffrently, progamers never use queens as far as I have seen, are queen used in the european "style" at all?
Just another noob
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 10 2009 19:51 GMT
#36
Well... the whole faking the opponent into killing his own CC is probably not going to happen, and although a queen is a good way of taking down a CC, if you can get the queen in there, you're probably in a good enough position to just kill the CC without it (Of course there are exceptions, but this is just what I've seen) The infest CC is used more as a slap in the face rather than a true offensive technique. Ensnare is gold I agree, but overall I think the limited queen usage is more about the focus and apm that it takes off other things, and very rarely does a queen turn the tide of a game. However that being said there is a recent zvz that uses queens and ensnare to great effect and in spectacular fashion.
s031720
Profile Joined December 2009
Sweden383 Posts
December 11 2009 17:37 GMT
#37
I cant tell you how many replays ive seen where the Zerg cleans out a terran expansion with lurker/ling and where the terran respond with just lifting off the CC. The zerg have nothing to reach it, and are forced to respond to a counterattack somewhere else and so the Terran just slaps down that CC again, reinforce and all the gain is lost. I guess a controlbutton of scourge would remedy that aswell, or just saving some hydras for the occasion, but a queen is just such a beutiful solution (and a quen bitch-slap in the face is part of the psychological war that all great mano-a-mano games are.. : ) )
And I wonder if you couldnt make infested terran have an impact on the game if you knew what you where doing, i was outlining some ideas above.

Im thinking that the queen should be a great support unit for a lurker/ling strategy vs M&M and mixed terran. And at that stage, mid-late building a queen shouldnt strain economy to much. I understand that it would take more micro skills than it is worth for many players, but im sure you could just train until it works as it supposed to. A lurkerpush would work just like usual, just finish off with an ensnare to make those marines runaway at a slower rate.

I understand that it isnt easy to pull off routinely, but when it hits it should really improve the push, maybe killing as much as twice the number of marines? Maybe letting a few more lings suvive to rush the tanks?

Once again, if I come across as obnoxious or so, its because of lack of vocabulary and understanding of the english language and nothing else. It is not my intention.
Just another noob
rredtooth
Profile Blog Joined December 2008
5461 Posts
December 11 2009 18:55 GMT
#38
On December 11 2009 03:55 s031720 wrote:
A a bynote; I guess you could fly the CC over his base to psych him and having him kill his own CC
my god. you're right!
[formerly sponsored by the artist formerly known as Gene]
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