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[D] Let us meld our minds for BroodLords - Page 7

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HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
April 19 2010 09:42 GMT
#121
On April 19 2010 18:41 Inori wrote:
Show nested quote +
On April 19 2010 18:34 R0YAL wrote:
+ Show Spoiler +
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

Yeah, because pure Carrier or BC tech is totally viable and awesome. Oh wait...


But... he just said that it's a terrible way to speculate...

Are you able to read AND comprehend or do you just read for fun and then write whatever comes to mind?
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
April 19 2010 09:46 GMT
#122
--- Nuked ---
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 19 2010 09:46 GMT
#123
Yeah, weren't there new rules about suggesting imba?

Teh reps?
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
April 19 2010 09:50 GMT
#124
On April 19 2010 18:46 Inori wrote:
Show nested quote +
On April 19 2010 18:42 HeyheyLBJ wrote:
On April 19 2010 18:41 Inori wrote:
On April 19 2010 18:34 R0YAL wrote:
+ Show Spoiler +
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

Yeah, because pure Carrier or BC tech is totally viable and awesome. Oh wait...


But... he just said that it's a terrible way to speculate...

Are you able to read AND comprehend or do you just read for fun and then write whatever comes to mind?

I suggest you actually read the whole thing with quotes and then answer your own question.


I just did.

Answer: Yes, I can read. Yes, I can comprehend.

The one who said it was a terrible way to speculate was NOT the one who began to speculate in that manner, he just said it's a terrible way to do things... and then someone agreeing with him disagreed with him... That's not very clever at all.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 09:52 GMT
#125
On April 19 2010 18:41 Inori wrote:
Show nested quote +
On April 19 2010 18:34 R0YAL wrote:
+ Show Spoiler +
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

Yeah, because pure Carrier or BC tech is totally viable and awesome. Oh wait...


actually there is a difference because the tech required for T also allows you to get marauders, hellions, tanks, banshees, medivacs, vikings... and P can get zeals, sentries, stalkers, phoenixs, VR... its all about the transitioning...
Absence of evidence is not evidence of absence.
valaki
Profile Joined June 2009
Hungary2476 Posts
April 19 2010 09:55 GMT
#126
I'm OK with the broodlords as they are now, but with protoss, there's no, NO way to deal with them. Stalkers vs Broodlors is like goliaths vs sunkens, phoenix, void ray bah...so that leaves carriers only. Which is absurd vs zerg.
ggaemo fan
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 19 2010 09:56 GMT
#127
I just noticed this thread doesn't meet the new standards for threads in the SC2 section. Anyone want to start taking bets on how long till this thread gets closed?
Bring back 2v2s!
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 10:05 GMT
#128
On April 19 2010 18:56 ComradeDover wrote:
I just noticed this thread doesn't meet the new standards for threads in the SC2 section. Anyone want to start taking bets on how long till this thread gets closed?


probably before they bring back 2v2's
Absence of evidence is not evidence of absence.
Silent_Tao
Profile Joined February 2006
Israel87 Posts
April 19 2010 10:06 GMT
#129
I got a replay

I know i'm not the the best player (Low Gold league) - but the replay really shows how 6-7 broodlords just annhilate a huge army of thors and MM, and completley turning the game.

http://jump.fm/MJWRO
(Press save file to your pc)
life of lively to live to life of full life thx to shield battery
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-04-19 10:10:10
April 19 2010 10:09 GMT
#130
On April 19 2010 19:06 Silent_Tao wrote:
I got a replay

I know i'm not the the best player (Low Gold league) - but the replay really shows how 6-7 broodlords just annhilate a huge army of thors and MM, and completley turning the game.

http://jump.fm/MJWRO
(Press save file to your pc)


nice effort to help contribute but the rules are 8+ plat level reps... its the thought that counts tho n_n (if only...)
Absence of evidence is not evidence of absence.
Ziel
Profile Blog Joined May 2007
Malaysia241 Posts
April 19 2010 10:11 GMT
#131
Make the Broodlords require energy every time it attacks, say 15 energy (Give Broodlords a total of 200 energy)? This way Z has to prioritize its targets for the Broodlord. Plus, allows Ghost's EMP and HT's Feedback to soft counter them.
TheLittleOne Fan Club! Best game to date -> TLI RO4 TLO v Naz http://www.youtube.com/watch?v=91XjX59O-VQ
Silent_Tao
Profile Joined February 2006
Israel87 Posts
April 19 2010 10:15 GMT
#132
On April 19 2010 19:09 R0YAL wrote:
Show nested quote +
On April 19 2010 19:06 Silent_Tao wrote:
I got a replay

I know i'm not the the best player (Low Gold league) - but the replay really shows how 6-7 broodlords just annhilate a huge army of thors and MM, and completley turning the game.

http://jump.fm/MJWRO
(Press save file to your pc)


nice effort to help contribute but the rules are 8+ plat level reps... its the thought that counts tho n_n (if only...)



The rules are for the OP, I'm just trying to demonstrate the point better - everyone is free to judge themself.
life of lively to live to life of full life thx to shield battery
InFiNitY[pG]
Profile Blog Joined December 2002
Germany3474 Posts
April 19 2010 10:17 GMT
#133
I feel that the real power of broodlords comes less from their power itsself and moreso from protoss' lack of antiair. Granted I have not had many games against this yet, I still had HUGE problems when someone went air. I remeber one game, some guy play 1hatch muta with just a shitton of sunkens, getting his nat eventually and just going for pure sunk/drone/upped muta with a few corruptors to stop cannons. I outexpanded him and went for mass gateway units with a couple phoenixes, but i saw virtually no way to defend any expo without having pretty much my whole army there, while he happily took out the ones that were "only" guarded by 5 or 6 cannons.

The other game a guy went for mass speedlings with a couple roaches into pretty fast broodlords. And while again I had a huge economic lead and a big enough army I just couldn't kill his broodlords. Storm doesn't do much damage to them, stalkers with blink is pretty much suicide against the massive amount of zerglings underneath the broodlords. and void rays/phoenix just suck against other air units (or just putting like 10 hydras under your broodlords).

Of course I didn't use the timing windows which I'm sure I had during those games to finish the z off, but I still feel that there is no efficient counter to air even with a big economic lead.
compare what protoss had against air in sc1 to sc2

Archons had splash damage
Storm was more powerful against mutas (easier to dodge now)
Corsairs had splash AND a useful anti-ground ability.
even scouts were strong against devourers and guardians

possible solutions from the top of my head:

-Give archons or phoenixes splash damage
-add a damage bonus against air to storm or a certain unit (maybe the phoenix, can't think of any other) or give phoenix back the overload ability.
-add an anti-air unit or ability (which would be very tricky, because a unit that can counter mutas effectively might suck against broodlords and vice-versa, it would have to be a goliath kind of unit with low damage to ground and high damage/range to air)

"I just pressed stimpack, and somehow I won the battle" -Flash
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-04-19 10:19:21
April 19 2010 10:18 GMT
#134
So nerf broodlords so that zerg can't engage a terran or protoss ball in any way? I don't agree Broodlords take forever to get to and cost a tonne considering what they do.

Terran have:
Vikings
Thors
Marines
Ravens
Ghosts
Battlecruisers
(6 units)

& Protoss have :
Stalker
Sentry
High Templar
Archon
Pheonix
Void Ray
Carrier
Mothership (8 units)

They can all target air so what is the problem? Before you scream for nerfs try and use those units. Just cos your current ball owns zerg so hard except for broodlord you can't expect a nerf its just ridiculous at this point. Its like saying Zerg can never have a good long range unit even though toss & terran have insane long range units that do splash much earlier in the tech tree.

The only concern I would have as a toss or terran is with Broodling interfering with the Attack AI and taking priority from attacking units, but with the splash in both races I don't see it being a problem anyway.

Ways you can deal with broodlings for terran are hellions and seige tanks or enough of a bio ball to just mince the lings instantly which isn't that big of a ball at all.
For Protoss its a bit more tricky but just having enough stuff is enough to deal with broodlings, colossi, mince them np's.

I just don't think they are as OP as people say they are, if you let the zerg get to the point of getting broodlords you've pretty much given them a hell of a lot of time to get there and you probably should use your many options more effectively.
Motion
Profile Joined January 2010
Germany183 Posts
Last Edited: 2010-04-19 10:23:13
April 19 2010 10:21 GMT
#135
Protoss has psistorm and z has broodlords, both are imba but in the game, life with that!
And they are cool and good for sc2 as they are...

On April 19 2010 19:18 Adeeler wrote:

Terran have:
Vikings
Thors
Marines
Ravens
Ghosts
Battlecruisers
(6 units)

& Protoss have :
Stalker
Sentry
High Templar
Archon
Pheonix
Void Ray
Carrier
Mothership (8 units)

They can all target air so what is the problem?


Yes there is no problem! Close
http://www.gentle-nerds.com
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
April 19 2010 10:21 GMT
#136
One thing that I think would make the brood lord perfectly fine, is keep broodlings how they are, but have the broodlord not do damage on hit, or atleast significantly less, that gives armies the chance to pick off the broodlings.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Nuclear
Profile Joined July 2009
Bulgaria17 Posts
Last Edited: 2010-04-19 10:41:37
April 19 2010 10:28 GMT
#137
The problem is not with the Broodlords, but with their counters.
They are similar to the Guardians in SC1. - they require the same tech level, they cost a lot of money, move slow and attack ground only.

There were several counters to Guardians in SC1, but they are removed/changed is SC2. I'll tell about ground units, because anti-air is responsibility to Devourers in SC1 and Corruptors in SC2.

Protoss has one major counter to Guardians - psi storm. It needs 2 to kill a Guardian. Now in SC2 the psi storm is too weak - it has smaller radius and does less damage. In SC2, 4-5 storms are needed to kill a Brood Lord.
The other counter vs Guardians are the Goons. But their range is smaller, they are big and their AI is stupid. Maybe they are as good against Guardians, as stalkers are good against Brood Lords.
Also the Maelstorm could be helpfull (which doesn't exist in sc2).

So, if the storm was so weak in SC1 and if there was no maelstorm, the protoss would have no good counter against Guardians.


Terran has great counters vs Guardians in SC1. First is irradiate. It costs 75 energy and can easily kill a guardian (and damage nearby enemy units).
But there is no irradiate in SC2. Seeker missiles maybe can do something, but they require more energy and do less damage.
The second counter in SC1 is the Goliath - it has the same range as the Guardian. But in SC2 it is replaced by the big, expensive and slow Thor.

So, without irradiate and Goliaths, terrans would have trouble against Guardians.

Zerg - vs Guardians they have Hydras+Dark Swarm and Plague. Both Swarm and Plague don't exist in SC2.

The problem is not that BLs are too strong (thei HP is MAYBE too high), but the (ground) counters against big air ranged slow units (Guardian in SC1 and Brood Lord in SC2) from SC1 are removed in SC2 (Goliaths, Maelstorm, Irradiate, Plague, Dark Swarm) or are too weak (psi storm, Thor).
Garrl
Profile Blog Joined February 2010
Scotland1978 Posts
April 19 2010 10:39 GMT
#138
I feel that you probably need to beat mass Broodlords like you would as a Zerg vs Terran Mech army in SC1 - they're relatively slow (same speed as BCs), so constantly threaten to backstab as soon as they try to move out, then outmass them. Haven't really played against many broodlord-heavy zergs, so I might be wrong, but to me, that seems like a good idea.

Chen
Profile Joined June 2009
United States6344 Posts
April 19 2010 10:40 GMT
#139
On April 19 2010 19:18 Adeeler wrote:
So nerf broodlords so that zerg can't engage a terran or protoss ball in any way? I don't agree Broodlords take forever to get to and cost a tonne considering what they do.

Terran have:
Vikings
Thors
Marines
Ravens
Ghosts
Battlecruisers
(6 units)

& Protoss have :
Stalker
Sentry
High Templar
Archon
Pheonix
Void Ray
Carrier
Mothership (8 units)

They can all target air so what is the problem? Before you scream for nerfs try and use those units. Just cos your current ball owns zerg so hard except for broodlord you can't expect a nerf its just ridiculous at this point. Its like saying Zerg can never have a good long range unit even though toss & terran have insane long range units that do splash much earlier in the tech tree.

The only concern I would have as a toss or terran is with Broodling interfering with the Attack AI and taking priority from attacking units, but with the splash in both races I don't see it being a problem anyway.

Ways you can deal with broodlings for terran are hellions and seige tanks or enough of a bio ball to just mince the lings instantly which isn't that big of a ball at all.
For Protoss its a bit more tricky but just having enough stuff is enough to deal with broodlings, colossi, mince them np's.

I just don't think they are as OP as people say they are, if you let the zerg get to the point of getting broodlords you've pretty much given them a hell of a lot of time to get there and you probably should use your many options more effectively.

....
do you have beta/ever even SEEN a game of sc2? have you read a single page of this thread? or are you just spouting random bullshit?
the fact that you even mention sentries, archons, carriers, motherships, and phoenix as possible counters to BL's is laughable, not to mention ravens(if z is retarded these work) and ghosts.
stop doing your bullshit theorycraft if you have no idea what you are talking about.
retards like you deserve to be banned.
Attica
Profile Joined February 2010
United States277 Posts
Last Edited: 2010-04-19 10:43:03
April 19 2010 10:41 GMT
#140
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.


I like how you counted a Pylon in there as if zerg and terran don't get overlords and supply depots. Let's try this out so you can understand better.

m = minerals
g= gas
t= time

Zerg

Spawning Pool - 200 m 65t
Lair- 150m 100g 80t
Spire -200m 200g 100t
Infestation pit- 100m 100g 50t
Hive- 200m 150g 100t
Greater Spire- 100m 150g 100t

Total Building Cost - 950 m 700g 495t


Corruptor- 150m 100g 2food 40t
Broodlord- 150m 150g 34t

Total Unit Cost- 300m 250g 4 food 74t

Protoss

Gateway- 150m 65t
Cyber core- 150m 50t
Stargate- 150m 150g 60t
Flight beacon- 300m 200g 60t

Total Building Cost- 750m 350g 235t

Carrier- 350m 250g 6 food 120t

Terran

Barracks- 150m 60t
Tech Lab- 50m 25g 25t
Factory- 150m 100g 60t
Starport- 150m 100g 50t
Fusion Core- 150m 150g 80t

Total Building Cost- 650m 375g 275t

Battle Cruiser- 400m 300g 6 food 110t

It takes twice or almost twice as long to get to broodlords than it does for toss or terran to get to their tier 3 air. One might argue that you could lay your spire while upgrading to Hive but if you want to be realistic no zerg is going to have that much gas lying around to immediately spend unless it's much later in the game. I'd also like to add that zerg tech even slower than those numbers due to the style of the race (fast expo, mass units due to inability to block chokes, etc).
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