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Aotearoa39261 Posts
On March 05 2010 20:25 Klive5ive wrote:Show nested quote +On March 05 2010 20:14 FortuneSyn wrote: Broodlords are one of my favorite units, so great!!! They break terrans with many tanks, and can really put the hurt on in isolated scenarios vs P (like Lost Temple close spots). Remember they are expensive (300/250) and tech heavy as fuck. Remember that 4 broodlords are more expensive than 4 colossus :O I think this is the point here, they are a very expensive unit . I think we need A LOT more games played before we can look at late game balance. It's less expensive than a Carrier, or a mothership. I don't see the point in including the price tag in this argument Again, I urge you to watch the rep.
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i been saying it since like day 2, brood lords are gonna be nerfed. They might get either armor or HP reduction., but imo what they should do is make the attack some sort of acid ball and the broodlings come with it. Then you can shoot the broodlings down in the air and reduce the self splash done by tanks etc. So essentially broodlords would still rape anything unable to shoot back.
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On March 05 2010 20:24 Plexa wrote:Show nested quote +On March 05 2010 20:18 Mente wrote: Furthermore if you're getting into that late game vs a zerg and he has the cash to throw all that stuff at you, you probably did something wrong in the midgame. There are several incredible timing pushes that protoss has in their arsenal that can completely stop zerg in their tracks. Plus with the combo of storm/harass capabilities I don't think there's much else to say. If you watch the rep you'll see that Wax went 2base muta -> broodlord and pretty much get steamrolled. But he manages to get 6-7 broodlords on my cliff and I think its pretty ridiculous the amount of damage they can do. Irrespective of the current metagame and whatnot, the very fact these guys can deal an obscene amount of damage is wrong. If SC2 becomes "protoss has to kill zerg in the mid game with a timing push else lategame zerg wins" then again, that's just not right.
I'll watch the replay and let you know what I think further. But lets re-examine starcraft 1 for a second:
2 hatch muta. Remember when that build came out? For a month there was no answer for the terran when it came to that build. Then finally people started getting used to the transition and found a way to deal with that.
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Try to imagine the influence 4 colossus have in a P army and compare it to the influence of 4 broodlords. Then consider that broodlord are wayyyyy up the tech tree, and are more expensive than colossus.
I know this is a very simplistic and flawed way of looking at things, but people often don't take into account the tradeoffs that zerg do when they decide to tech to that in late game...
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On March 05 2010 17:12 Plexa wrote: Voidrays sound like a good answer, but in my games I never end up getting them because the threat of a hydra switch is too great and simply massing up on Voids when I need the gas for Colossi/Templar is just silly.
If this your problem with using void rays I think you'll have to consider the possibility that Protoss in the late game has to out expand Zerg so that way you can offset the switching costs problem.
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On March 05 2010 18:44 Plexa wrote:Show nested quote +On March 05 2010 18:40 Zelniq wrote: uh yeah no phoenixes are about equal to corruptors in a head to head fight, except that phoenixes move like twice as fast (kind of like scourge vs slightly slower dropship) so they can always just run if corruptor numbers are too high, plus can EASILY pull away the near dead phoenixes basically never losing a phoenix to a corruptor. however if corruptors are too outnumbered they just all die when trying to flee. you have to realize plexa that corruptors also dont get any bonuses vs phoenixes, so phoenixes are actually fair vs them. i'm assuming you tried to start building up a phoenix army when he already had several corruptors..obviously you'll be outmatched..
however the corruptor is such an uninteresting air to air unit, they should redesign imo. phoenixes are similar except their ability is pretty sweet. but air to air theyre uninteresting. bring back scourge or corsairs imo Last I checked Pheonix deal 6 damage to corruptors, they're not fantastic against them by anymeans. Yes I know they can fight head to head okay despite this, but that's not what this thread is about. Unless you're suggesting that every midgame PvZ I start to mass Phoenix, which I don't really think is optimal since to match a Zerg making Corruptor I'd need 2stargate.
I don't know if that's what you meant but actually a phoenix has 2 attacks so it's 6*2 = 12 damage to any air unit other than light (+5 against light).
Can't watch the replay at work but if you see the 2 hatch muta and you counter with phoenix, if he switch to hydra what's stopping the protoss to switch to an adequate force too? Supposing you see it with an observer or anything.
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Aotearoa39261 Posts
On March 05 2010 21:21 Squallcloud wrote:Show nested quote +On March 05 2010 18:44 Plexa wrote:On March 05 2010 18:40 Zelniq wrote: uh yeah no phoenixes are about equal to corruptors in a head to head fight, except that phoenixes move like twice as fast (kind of like scourge vs slightly slower dropship) so they can always just run if corruptor numbers are too high, plus can EASILY pull away the near dead phoenixes basically never losing a phoenix to a corruptor. however if corruptors are too outnumbered they just all die when trying to flee. you have to realize plexa that corruptors also dont get any bonuses vs phoenixes, so phoenixes are actually fair vs them. i'm assuming you tried to start building up a phoenix army when he already had several corruptors..obviously you'll be outmatched..
however the corruptor is such an uninteresting air to air unit, they should redesign imo. phoenixes are similar except their ability is pretty sweet. but air to air theyre uninteresting. bring back scourge or corsairs imo Last I checked Pheonix deal 6 damage to corruptors, they're not fantastic against them by anymeans. Yes I know they can fight head to head okay despite this, but that's not what this thread is about. Unless you're suggesting that every midgame PvZ I start to mass Phoenix, which I don't really think is optimal since to match a Zerg making Corruptor I'd need 2stargate. I don't know if that's what you meant but actually a phoenix has 2 attacks so it's 6*2 = 12 damage to any air unit other than light (+5 against light). Can't watch the replay at work but if you see the 2 hatch muta and you counter with phoenix, if he switch to hydra what's stopping the protoss to switch to an adequate force too? Supposing you see it with an observer or anything. Phoenix deal 2x5 damage Corruptor has 2 armor 5-2 = 3 3x2 = 6
The thing is, I was completely dominating Wax. He made some last ditch broodlords and they did a disproportionate amount of damage.
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hydra/broodlord seems to work like goon/carrier, but better.
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On March 05 2010 21:23 Plexa wrote:Show nested quote +On March 05 2010 21:21 Squallcloud wrote:On March 05 2010 18:44 Plexa wrote:On March 05 2010 18:40 Zelniq wrote: uh yeah no phoenixes are about equal to corruptors in a head to head fight, except that phoenixes move like twice as fast (kind of like scourge vs slightly slower dropship) so they can always just run if corruptor numbers are too high, plus can EASILY pull away the near dead phoenixes basically never losing a phoenix to a corruptor. however if corruptors are too outnumbered they just all die when trying to flee. you have to realize plexa that corruptors also dont get any bonuses vs phoenixes, so phoenixes are actually fair vs them. i'm assuming you tried to start building up a phoenix army when he already had several corruptors..obviously you'll be outmatched..
however the corruptor is such an uninteresting air to air unit, they should redesign imo. phoenixes are similar except their ability is pretty sweet. but air to air theyre uninteresting. bring back scourge or corsairs imo Last I checked Pheonix deal 6 damage to corruptors, they're not fantastic against them by anymeans. Yes I know they can fight head to head okay despite this, but that's not what this thread is about. Unless you're suggesting that every midgame PvZ I start to mass Phoenix, which I don't really think is optimal since to match a Zerg making Corruptor I'd need 2stargate. I don't know if that's what you meant but actually a phoenix has 2 attacks so it's 6*2 = 12 damage to any air unit other than light (+5 against light). Can't watch the replay at work but if you see the 2 hatch muta and you counter with phoenix, if he switch to hydra what's stopping the protoss to switch to an adequate force too? Supposing you see it with an observer or anything. Phoenix deal 2x5 damage Corruptor has 2 armor 5-2 = 3 3x2 = 6 The thing is, I was completely dominating Wax. He made some last ditch broodlords and they did a disproportionate amount of damage.
Ouch i see the armor really hurt. Well err a prayer maybe? :p
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Aotearoa39261 Posts
On March 05 2010 21:56 Squallcloud wrote:Show nested quote +On March 05 2010 21:23 Plexa wrote:On March 05 2010 21:21 Squallcloud wrote:On March 05 2010 18:44 Plexa wrote:On March 05 2010 18:40 Zelniq wrote: uh yeah no phoenixes are about equal to corruptors in a head to head fight, except that phoenixes move like twice as fast (kind of like scourge vs slightly slower dropship) so they can always just run if corruptor numbers are too high, plus can EASILY pull away the near dead phoenixes basically never losing a phoenix to a corruptor. however if corruptors are too outnumbered they just all die when trying to flee. you have to realize plexa that corruptors also dont get any bonuses vs phoenixes, so phoenixes are actually fair vs them. i'm assuming you tried to start building up a phoenix army when he already had several corruptors..obviously you'll be outmatched..
however the corruptor is such an uninteresting air to air unit, they should redesign imo. phoenixes are similar except their ability is pretty sweet. but air to air theyre uninteresting. bring back scourge or corsairs imo Last I checked Pheonix deal 6 damage to corruptors, they're not fantastic against them by anymeans. Yes I know they can fight head to head okay despite this, but that's not what this thread is about. Unless you're suggesting that every midgame PvZ I start to mass Phoenix, which I don't really think is optimal since to match a Zerg making Corruptor I'd need 2stargate. I don't know if that's what you meant but actually a phoenix has 2 attacks so it's 6*2 = 12 damage to any air unit other than light (+5 against light). Can't watch the replay at work but if you see the 2 hatch muta and you counter with phoenix, if he switch to hydra what's stopping the protoss to switch to an adequate force too? Supposing you see it with an observer or anything. Phoenix deal 2x5 damage Corruptor has 2 armor 5-2 = 3 3x2 = 6 The thing is, I was completely dominating Wax. He made some last ditch broodlords and they did a disproportionate amount of damage. Ouch i see the armor really hurt. Well err a prayer maybe? :p As Idra said in another thread, the ideal counter to them are stalkers who get the vs armor bonus. But stalkers just royally suck against everything else sooo...
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And i had fears that there won't be PvZ wines in SC2... Good times .
Btw: "Protoss has to destroy/put Zerg behind before lategame or has no chance"..
Sounds to me a little like: "Zerg has to destroy/put Protoss behind in early/midgame before they can create their Deathball ."
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i actually think the broodlord is too bad, i pretty much laff at it cause viking own most air in a second and the broodlords dont do anywhere near as much dmg as guardians did (compared to the cost) against a MMM army
the whole problem in general is that toss doesnt have any good answer to air vs z or p. 5 banshee rape 5 stalker.
me and runa tested a banshee (no grades) vs 1 stalker (+2 dmg grade + -2 dmg shield by the sentry) and the banshee still won
i think to solve most problems in this game atm would be to make stalkers,storm,archon better and colosus worse
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I think some of it has to do with zerg players being consistant from starcraft will bring macro heavy mentality and with cheaper hatchery+ queen production cost efficiency will macro into more powerfull lategame forces. I win a lot of my games by leveraging for macro. I haven't seen more then a token few get more then 2 or 3 bases ever. I find myself routinely building at least 3 and if one gets sacked it can get to 5+ but no other race has scalable production like that. If a zerg is macroing properly 3 base with 1 hatch and 1 queen a piece is = to 7-8 hatch sc1 production-wise if a zerg gets to 5 base with queen you are looking at the relative production of 12-15 hatcheries in sc1 which is more then critical mass. The cost relatively for this infrastructure is like nothing. 500 minerals for hatchery + queen (including drone).
Each of the other races has to build a nexus or a command and then 2-3 additional production facilities a piece to even dream of keeping up and I just haven't ever seen non zerg bases with the production capabilities. I haven't done the numbers on cost but it is way more expensive for protoss and terran to build that production infrastructure. Now this can be viewed in another way as well because you can easily snipe queens or sack an expansion here or there if you know what your doing and that really can cripple zerg.
In my view Broodlords are not OP a good broodlord army wrecks but what would sc2 be if you couldn't build cool shit that demolishes. I am on the fence about macro balance in sc2 and as a final note I have seen mixed terran and protoss armies that are just as awesome to behold and use as the mixed zerg.
As terran ravens are great against broodlords so are vikings and properly microed stimmed marines can still get them sometimes. a battlecruiser or two never hurt anyone though they are more effective vs ground. Protoss have mothership+ pheonix voidray zealot stalker sentry.
Don't try to take a 3 base Zerg with 2 base and complain when you lose to unoptomized a-move zerging or crazy tech disadvantages.
Broodlings do benifit from ground unit upgrades as posted previously and they have 35 hits they are about = to a zergling. Each broodlord can have like 6-8 down at once (like on a building whree none die) I believe before they self pop but this i have not specificaly tested.
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Aotearoa39261 Posts
On March 05 2010 22:41 jabberwokie wrote: In my view Broodlords are not OP a good broodlord army wrecks but what would sc2 be if you couldn't build cool shit that demolishes. I am on the fence about macro balance in sc2 and as a final note I have seen mixed terran and protoss armies that are just as awesome to behold and use as the mixed zerg. While I don't disagree with the notion that you should be "able to build cool shit which demolishes", against Protoss, Broodlords are way too strong. I can't comment against Terran. 4-6 Broodlords are nearly unstoppable and can easily raize a nat in seconds. It's not like 6 colossi are unstoppable - isolated they are quite fragile. There just isn't any good answer against Broodlords as protoss.
Protoss have mothership+ pheonix voidray zealot stalker sentry. Does it seem right to you that to counter 6 broodlords i need mothership, phoenix, zealot, stalker and sentry? That's quite sad really. I'm not asking for an easy button (ala immortal vs roach), all I'm asking for is a viable counter which minimizes the damage they're able to do. Something like Dragoon vs Lurker for instance, or Archon vs Muta - something like that. At the moment everything just kinda gets raped - except blinking stalkers which get raped by everything else unfortunately.
Don't try to take a 3 base Zerg with 2 base and complain when you lose to unoptomized a-move zerging or crazy tech disadvantages. I never said this anywhere. In fact, in the rep posted it was 2 base vs 2 base, I killed his natural making it 2v1 base and then the broodlords defended then they killed my nat. I was just lucky I was so far ahead else I mightve lost.
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I find most zerg have a real problem with detection, overseers cost a lot for a detector and can get sniped really easily. A single mothership will do wonders just for the cloak, let alone the vortex. High templar for storms are also nice since broodlords are really slow, and corruptors have energy that could be feedbacked (although I'd just stick with storms, feeback costs a lot for the damage output).
Abuse mobility, hit an expansion with some left over zealots / collosi from the midgame which are completely useless against broodlords while you fight his air with your mothership + stalkers / templar / sentries. Go for a late DT drop to try and take out the greater spire or the hive, again, overseers are expensive.
Against Terran broodlords are weak, reactor viking spam dominates anything that flies.
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On March 05 2010 22:10 Velr wrote:And i had fears that there won't be PvZ wines in SC2... Good times  . Btw: "Protoss has to destroy/put Zerg behind before lategame or has no chance".. Sounds to me a little like: "Zerg has to destroy/put Protoss behind in early/midgame before they can create their Deathball  ."
Except in sc1 zerg has darkswarm and in sc2.. protoss has archons with no range/less dps and psi storm which does 80 dmg rofl.
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On March 05 2010 20:29 Plexa wrote:Show nested quote +On March 05 2010 20:25 Klive5ive wrote:On March 05 2010 20:14 FortuneSyn wrote: Broodlords are one of my favorite units, so great!!! They break terrans with many tanks, and can really put the hurt on in isolated scenarios vs P (like Lost Temple close spots). Remember they are expensive (300/250) and tech heavy as fuck. Remember that 4 broodlords are more expensive than 4 colossus :O I think this is the point here, they are a very expensive unit . I think we need A LOT more games played before we can look at late game balance. It's less expensive than a Carrier, or a mothership. I don't see the point in including the price tag in this argument  Again, I urge you to watch the rep. I watched the rep but I didn't see anything that makes me jump to the conclusion they are imbalanced. The price tag has everything to do with the argument, it's not like they're immune to damage. The only reason a unit should be nerfed is if it becomes an overwhelming strategy, where everything else is not worth using. At the moment I don't see that being the case with Broodlords.
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On March 05 2010 23:41 Plexa wrote:Show nested quote +On March 05 2010 22:41 jabberwokie wrote: In my view Broodlords are not OP a good broodlord army wrecks but what would sc2 be if you couldn't build cool shit that demolishes. I am on the fence about macro balance in sc2 and as a final note I have seen mixed terran and protoss armies that are just as awesome to behold and use as the mixed zerg. While I don't disagree with the notion that you should be "able to build cool shit which demolishes", against Protoss, Broodlords are way too strong. I can't comment against Terran. 4-6 Broodlords are nearly unstoppable and can easily raize a nat in seconds. It's not like 6 colossi are unstoppable - isolated they are quite fragile. There just isn't any good answer against Broodlords as protoss. Does it seem right to you that to counter 6 broodlords i need mothership, phoenix, zealot, stalker and sentry? That's quite sad really. I'm not asking for an easy button (ala immortal vs roach), all I'm asking for is a viable counter which minimizes the damage they're able to do. Something like Dragoon vs Lurker for instance, or Archon vs Muta - something like that. At the moment everything just kinda gets raped - except blinking stalkers which get raped by everything else unfortunately. Show nested quote +Don't try to take a 3 base Zerg with 2 base and complain when you lose to unoptomized a-move zerging or crazy tech disadvantages. I never said this anywhere. In fact, in the rep posted it was 2 base vs 2 base, I killed his natural making it 2v1 base and then the broodlords defended then they killed my nat. I was just lucky I was so far ahead else I mightve lost. come on who are you kiddin? 6 collossus ARE pretty much unstoppable by ground forces, except mass ultralisks or smth. Yeah of course they are fragile isolated, but its a bad argument to make. Its the nature of protoss to walk around with strong units that are weak isolated. Hence the ball of death. No half-decent P player will ever get their expensive core units get isolated and picked off easily.
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I tend to agree.
I remember a game I played recently in which I was up a base on the zerg the entire game long and was unable to stop his force of broodlords/corrupters. The broodlings like spawn surrounding your units preventing them from moving so you can't move into range of the broodlord to kill it and then your unit just attacks the broodlings endlessly (I can't help but feel like spawn broodlings should be a spell rather than something that happens on EVERY attack due to this).
It seems like unless you already have mass carriers you just can't stop them once they appear.
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a heavy tech unit that costs a fortue, and you want it to be nerfed? its supposed to be outstanding. if zerg can make it that far on their tech tree, it better be worth it.
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