It's a great concept but ya, no one goes ultras since BL own so hard.
[D] Let us meld our minds for BroodLords - Page 6
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cerebralz
United States443 Posts
It's a great concept but ya, no one goes ultras since BL own so hard. | ||
ccou
United States681 Posts
On April 19 2010 17:42 Johoseph wrote: 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. | ||
Random69
35 Posts
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. | ||
R0YAL
United States1768 Posts
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 | ||
Icx
Belgium853 Posts
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
Germany1215 Posts
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. | ||
Attica
United States277 Posts
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
2716 Posts
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~ | ||
Zzoram
Canada7115 Posts
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R0YAL
United States1768 Posts
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 :\ | ||
trueg0x
South Africa86 Posts
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Random69
35 Posts
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 | ||
leejas
United States440 Posts
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
Canada556 Posts
On April 19 2010 15:33 CharlieMurphy wrote: 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
Australia1498 Posts
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. | ||
Chen
United States6344 Posts
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 Hive Upgrade Spire 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
United States1768 Posts
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 | ||
ComradeDover
Bulgaria758 Posts
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HeyheyLBJ
Sweden160 Posts
On April 19 2010 17:38 Chen wrote: 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
1664 Posts
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