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[D] Let us meld our minds for BroodLords - Page 6

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cerebralz
Profile Joined August 2009
United States443 Posts
April 19 2010 08:48 GMT
#101
I would vote for reducing broodling hp to 5 or 6 so they die in one shot to anything. Either that or make the brood lord into a semi-reaver. Make the unit build and hold the broodlings (say max 10), double the firing delay, but make the broodlings last 20 seconds instead of 8. It is kind of ridiculous to think that a unit can make free zerglings, when you have to pay for them and have supply to support them normally.

It's a great concept but ya, no one goes ultras since BL own so hard.
ccou
Profile Joined December 2008
United States681 Posts
April 19 2010 08:49 GMT
#102
On April 19 2010 17:42 Johoseph wrote:
Show nested quote +
Chen wrote:
Why do zergs in this thread seem to not have a brain? yes they are slow but by the time you kill 2 of them the others are out of range (unless you've never played the Beta and never tried this out, and are just randomly theorycrafting). plus while your stalkers are trying to kill the broodlords they are getting massacred by the zerg ground army that they just blinked directly into the middle of.
btw, after the stalkers are dead he doesnt need a broodling line, since there is no AA left. Stalkers work well if BL's are unprotected by ground army, not so much otherwise


How about... Blink under them, and spam FFs to push his hydra line toward your own army, giving the stalkers free rein on the BLs?

See, we're expanding the strategy already!!! Thanks for making me come up with another facet of the strategy! Good work sir!


Could replace FFs with storm or probably colossi. Colossi is usually the reason I end up with broodlords instead of a purely roach/hydra army because I'd have a bunch of otherwise worthless corruptors.
Wake up Mr. B!
Random69
Profile Joined April 2010
35 Posts
April 19 2010 08:51 GMT
#103
The only problem I see with Broodlords is that their armor type is Armored if memory serves correct.

There is no air unit that can handle armored air units properly, hence why broodlords are so hard to kill using anti air, it is the armor type nothing else.


Give each race 1 air unit that does +armored damage, well modify one of the existing air units to do +armored damage is all.

Protoss Stalkers have the best chance at killing broodlords = Blink+ranged+shoots air+armored damage, matching each broodlord with a Voidray is also another way to handle them, broodlords movement is very slow.

Terran Vikings are pretty effective at handling them only for the simple reason that you can produce vikings for so much cheaper and so much faster, reactor for the win

Zerg vs Broodlords, well can go muta/corruptor yourself to combat the broodlords.

The game is about matching up strategy/unit, if you see or suspect your opponent going broodlords you should prepare for that, start making your own anti air units, whatever they might be.

Cant expect to stick with ground units and win vs air

Brroodlords are annoying yes, they are powerful yes, imbalanced hard to say, since they cost alot, take alot of time to build and move slowly.
The pen is mightier than the sword, but the pen has no chance versus my Axe
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-04-19 08:56:49
April 19 2010 08:53 GMT
#104
On April 19 2010 17:47 Rucky wrote:

Okay, depth. I got it. Give Broodlords energy like you said and require 50 energy to shoot out 1 broodling so that broodlords will have to sit around before they can spawn more than the initial 2+1(starts with 50 energy)=3. HERE'S my addition to make it even crazier. Give broodlords the consume ability so that they can consume zerglings giving them 50 energy each so that they can shoot out more broodlings. With full 200 energy, you got 4 broodling shots and you can consume during the battle to effectively trade a zergling on the battlefield into a broodling which messes with the AI way more than a zergling.

I started out serious about this, but i just realized how funny it sounds LOL


haha well at least your thinkin out of the box! :D
we could even think of better ways the BL functions like giving it an ability that "sucks up" your units and then the BL can shoot that unit at the enemy instead of broodlings lol
probably would only be realistic for it to only work with lings
Absence of evidence is not evidence of absence.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
April 19 2010 08:53 GMT
#105
On April 19 2010 17:51 Random69 wrote:
The only problem I see with Broodlords is that their armor type is Armored if memory serves correct.

There is no air unit that can handle armored air units properly, hence why broodlords are so hard to kill using anti air, it is the armor type nothing else.


Biological and massive.

not armored
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
April 19 2010 08:56 GMT
#106
I personally think that Broodlords are the only reason why Zerg has chances of winning in the lategame (in case of huge armies on both sides), so if you nerf them again, it should only be a very small nerf, or the ultralisk has to be buffed at the same time.

Lowering the hp of the broodlings from 20 to 15 seems like the smallest of the proposed nerfs, and thats what i guess would be ok.

What many people have not yet managed to do very well is to just outmaneuver the Broodlords, as they are extremely slow, and just attack the mainbase or an expansion once they move out to attack.


Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Attica
Profile Joined February 2010
United States277 Posts
April 19 2010 08:57 GMT
#107
You guys saying broodlords build time need to take into account that they are practically tier 5 units. They require...

Spawning pool
Lair
Infestor Pit
Spire
Make Corruptors
Hive
Upgrade Spire
Upgrade Corruptors

I think the latest tech in the game deserves to be pretty good no? You can't expect them to be just a little better than a carrier or cruiser when they can't hit air and take much longer to build.
Ozarugold
Profile Blog Joined February 2008
2716 Posts
April 19 2010 08:58 GMT
#108
This isn't my idea but I read it off another site can't remember which though...

Someone said giving the Consume-like ability to the Broodlord. Giving the Broodlord a certain capacity would force the Zerg user to use the Broodlord with their main army so they can constantly replenish their broodlings in order to attack. Also, this makes Zerg make a decision whether to sacrifice mobility for firepower.

I thought this was a pretty neat idea~
this is my quote.
Zzoram
Profile Joined February 2008
Canada7115 Posts
Last Edited: 2010-04-19 09:00:23
April 19 2010 08:59 GMT
#109
I think Broodlords are fine. Late game, Zerg units melt way too fast to splash without them.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 09:00 GMT
#110
On April 19 2010 17:58 Ozarugold wrote:
This isn't my idea but I read it off another site can't remember which though...

Someone said giving the Consume-like ability to the Broodlord. Giving the Broodlord a certain capacity would force the Zerg user to use the Broodlord with their main army so they can constantly replenish their broodlings in order to attack. Also, this makes Zerg make a decision whether to sacrifice mobility for firepower.

I thought this was a pretty neat idea~


only problem is that i cant really think of a good reason to sacrifice units just so your BL can shoot broodlings :\
Absence of evidence is not evidence of absence.
trueg0x
Profile Joined April 2010
South Africa86 Posts
April 19 2010 09:01 GMT
#111
ill tell you all what the problem is. sc2 players suck and are not creative and have bad micro =D just think about how all these games play out. players get HUGE balls of units and move out. the end. doesnt that sound, well, noobish. surely its not a bad thing that your one huge ball of units dies to something? doesnt this require you to... SPLIT YOUR ARMY. oh my lord, i need to breath...a sc2 game where there isnt just one big army late game that moves around... who would have thunk it? never mind, this idea is too radical... lets rather adjust the game to fit a 1 big ball of death style of play...
Random69
Profile Joined April 2010
35 Posts
April 19 2010 09:01 GMT
#112
On April 19 2010 17:53 FictionJV wrote:
Show nested quote +
On April 19 2010 17:51 Random69 wrote:
The only problem I see with Broodlords is that their armor type is Armored if memory serves correct.

There is no air unit that can handle armored air units properly, hence why broodlords are so hard to kill using anti air, it is the armor type nothing else.


Biological and massive.

not armored


Im sorry but my memory is too good even for you...

here are the stats

Race

Zerg
Armament

Broodling strike[1]
Properties
Hit points

275[1]
Type

Air
Massive[1]

Armor type
Armored[1]


Production
Minerals

150[1] Image:Minerals Terran SC1.png
Gas

150[1]
Control

2[1] Control
Build time

34[1] time
Evolves from

Corruptor[1]
Requires

Greater spire[1]
Hot key

B[1]
Combat
Ground attack

20 (unleashes 1-2 broodlings, +3 damage per upgrade)[1]
Cooldown

Normal[1]
Armor

2[1]
Attack range

9[1]
Unit speed

Normal[1]

As you can all now see, Broodlords armor type is the issue, since alot of air units and anti air units damage is designed for +light armor they are useless versus Broodlords and the same goes for Battlecruisers to be honest.

1 Battle cruiser can kill 2 carriers, 1 battlecruiser can solo 4-5 phoenix

So ye Cruisers are also imbalanced, Yamato Cannon OP vs Carriers

and Phoenix damage vs BC are just a joke and same vs Broodlords
The pen is mightier than the sword, but the pen has no chance versus my Axe
leejas
Profile Blog Joined August 2007
United States440 Posts
April 19 2010 09:02 GMT
#113
Broodlords might not necessarily need a nerf; the units that counter them may need a buff.

I don't believe in nerfing stronger units all the time; If the AA ground units that should counter them are having issues against them, then it isn't the broodlord's fault. The ground units may need something to do better damage against them. Broodlord's are seen as "imbalanced" because of their ability to exert so much ground control at the moment.
Feefee
Profile Joined November 2009
Canada556 Posts
April 19 2010 09:21 GMT
#114
On April 19 2010 15:33 CharlieMurphy wrote:
Show nested quote +
On April 19 2010 15:32 nodule wrote:
It would be much better to lay out a supported case for why you think that they are imbalanced rather than trying to figure out an appropriate nerf. It only results in silly unworkable proposals (e.g., to give broodlings all armor types)

Do I really have to do this? The main problem lies within the fact that broodlings screw with the AI and movement of the ground AA units.


Well if that's the main problem then at least from a protoss persepctive blink fixes everything. "Broodlords are too strong because I have to tell my units to attack them or they'll attack broodlings instead" isn't really much of an argument =P. It's supposed to be a game that requires skill afterall. And blink makes positioning your stalkers trivial.

Honestly I don't have much to say about broodlords, because I don't encounter them often enough. But I do find that that's the same for everyone else. People are much too quick to scream nerfstick as soon as something seems to be "hard" in the game. I mean, these are the top tier of zerg tech, they're supposed to pack a heck of a punch. From the time I have encountered broodlords they seemed about as hard to beat as a carrier switch was in TvP in SC:BW. Meaning borderline broken, definitely frustrating, but with experience it can be handled.

I think the bigger problem people have with the broodlord is the fact that it spawns from the corruptor, essentially resulting in both a dedicated anti-air and a dedicated anti-ground army flying around the map with massive HP. Like I said I don't have any insight on how to most efficiently deal with that kind of an army composition, but I would wager that the same is true for almost anyone else. Even the top players.
For example in broodwar you handled carrier switches by expanding all over the map. And i know I've heard people say that enough hellions will roast any broodlings before they can do damage.
Are broodlords strong and annoying? yes. Are they overpowered? I'm not convinced yet.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2010-04-19 09:26:15
April 19 2010 09:24 GMT
#115
On April 19 2010 17:57 Attica wrote:
You guys saying broodlords build time need to take into account that they are practically tier 5 units. They require...

Spawning pool
Lair
Infestor Pit
Spire
Make Corruptors
Hive
Upgrade Spire
Upgrade Corruptors

I think the latest tech in the game deserves to be pretty good no? You can't expect them to be just a little better than a carrier or cruiser when they can't hit air and take much longer to build.


How many times do I have to post this, BC takes 110 seconds and 120 seconds for Carriers (even if you manage to save up infinite amount of chrono boost the stargates it still builds slower than Broodlords).
Broodlords have build time of 40+33 and can be built simultaneously without building multiple starports or stargates. sighz. The irony is that they are practically tier 5 but builds so so fast, it's insane. Actually it makes no sense what so ever =_=;

So basically if you go up to tier five, you can make units that build in 73 seconds and own ground units.
Hi!
Chen
Profile Joined June 2009
United States6344 Posts
April 19 2010 09:30 GMT
#116
On April 19 2010 17:57 Attica wrote:
You guys saying broodlords build time need to take into account that they are practically tier 5 units. They require...

Spawning pool
Lair
Infestor Pit
Spire
Make Corruptors
Hive
Upgrade Spire
Upgrade Corruptors

I think the latest tech in the game deserves to be pretty good no? You can't expect them to be just a little better than a carrier or cruiser when they can't hit air and take much longer to build.

Carriers require:
Pylon
Gateway
Cybernetics Core
Stargates (yes plural, unlike zerg)
Fleet beacon
BC's:
Barracks
Factory
Starports
Tech lab
Fusion core
Armory for upgrades so they can do something.
Plus the build/morph corrupter mechanic is an advantage. A) it takes significantly less time to build at the cost of 1 more click, omg thats soo fucking hard. B)you get a return on your investment much faster plus you automatically get the unit that covers the BL's weakness
Zerg:6 buildings needed
Toss:5 buildings, 6-7 in reality since 1 stargate carriers is just bullshit
Terran: 6, 7-8 for the same reasons as above.
Broodlords are not excessively expensive as compared to the other races top units, yet can't be compared in effectiveness.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-04-19 09:34:45
April 19 2010 09:34 GMT
#117
On April 19 2010 18:30 Chen wrote:

Carriers require:
Pylon
Gateway
Cybernetics Core
Stargates (yes plural, unlike zerg)
Fleet beacon
BC's:
Barracks
Factory
Starports
Tech lab
Fusion core
Armory for upgrades so they can do something.
Plus the build/morph corrupter mechanic is an advantage. A) it takes significantly less time to build at the cost of 1 more click, omg thats soo fucking hard. B)you get a return on your investment much faster plus you automatically get the unit that covers the BL's weakness
Zerg:6 buildings needed
Toss:5 buildings, 6-7 in reality since 1 stargate carriers is just bullshit
Terran: 6, 7-8 for the same reasons as above.
Broodlords are not excessively expensive as compared to the other races top units, yet can't be compared in effectiveness.


this is a terrible way to speculate imho because you cant tech straight to broodlords... pure lings cant hold u up until BL pop -.-
on paper your right but ingame is totally different
Absence of evidence is not evidence of absence.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 19 2010 09:37 GMT
#118
It's strange how I don't see Broodlords tearing it up at the highest levels of play. If they really were this amazing, you would think the people who use them would skyrocket right to the top levels and own everybody for all to see, right? Unless Broodlords aren't really all that deserving of a nerf...
Bring back 2v2s!
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
April 19 2010 09:38 GMT
#119
On April 19 2010 17:38 Chen wrote:
Show nested quote +
On April 19 2010 17:27 HeyheyLBJ wrote:
On April 19 2010 17:14 Ryuu314 wrote:
On April 19 2010 17:08 HeyheyLBJ wrote:
On April 19 2010 17:00 Ryuu314 wrote:
And for the record, BLs are not the most expensive unit in the game for everyone who's screaming that (Heyhey). Carriers cost 550/300 (more minerals) and the Mothership costs 400/400 (more gas). Additionally, you're completely retarded if you think coruptors are useless. They are very good AA units (in PvZ I can't speak for TvZ as I don't play that matchup) and also act as a very solid counter against Colossi. It's not uncommon for a Zerg to have some Corruptors lying around for earlier anti-Colossi measures or even just simple air superiority (they're pretty good against Phoenix and passable against Void Rays.)


Yeah, while Carriers don't cost 550/300 even with interceptors they are arguably more expensive than Brood Lords if you count the intercetptor cost. Battlecruisers are too.

My mistake.

Still I stand by that they are BY FAR the hardest unit to get in a real game.


8 interceptors at 25 minerals each is 200. They cost 350/300 regularly. Hence 550/300 and often you'll have to rebuild interceptors constantly as hydralisk are very good at killing them.

Every single late game PvZ I've played had BLs in it. I was previously rank1 gold and got promoted so now I'm top 30 platinum. It's not just in iunno, non-real games or low-ranked games where they appear. I don't auto-lose every time the Zerg gets them, but the amount of damage they do is just incredibly disproportionate. The difficulty of getting them is incredibly overstated. Corruptors are pretty common in PvZ as a very good counter to not only colossi but protoss air in general. Furthermore, getting a hive and later, a greater spire, is not uncommon either. Infestation pits are very common as infestors are still very useful with their fungal growth ability even after the neural parasite nerf. Morphing a Hive and Greater Spire is an additional 250/350 in resource cost. That's not that expensive at all. Yes, it takes time for those buildings to morph, but it's not like Zerg production is completely stopped or anything during the building upgrade time.


You can't just make up that Carriers cost 50 extra gas, or that they don't start with 4 interceptors already, and claim they're more expensive. Sorry.

And you don't get to say that just because some buildings can be useful, the cost can be neglected completely. Zerg players don't build all those buildings just for fun. They certainly don't build a Spire AND an Infestation Pit if they're not going for a Hive, and they don't go for a Hive unless they're going for Brood Lords.

Such a hypocrite. It's not like the spire or infestation pit unlocks any useful tech for the zerg right? like Corrupter's are terrible vs Collosi and mutas suck as a harass unit plus infestors fungal growth in terrible vs Terran Bio blobs, Oh an how can we forget how useless Neural parasite is vs thors? I mean those buildings and units are just so damn useless.


I don't believe I said anything of the usefulness of any of those units. I also don't see what Hive and Greater Spire has to do with Mutas, Infestors and Corruptors.

Just because Mutas and Infestors can be useful doesn't mean every Zerg throws down a Spire and Infestation Pit in EVERY game, or that the buildings suddenly don't cost anything.

I don't understand why threads such a these are allowed. It's not a consensus that Brood Lords are imba, and I don't really see any proof that they are. Not one replay have been posted.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
April 19 2010 09:41 GMT
#120
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