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Late game units should be powerful but one of the problems is that carrier and cattlebruiser arent at the same level.. Especially carriers since bcs have yamato to 1shot all their air counters from all 3 races and have more armor and hp to deal with GtA attacks from marines, hydras, stalkers.. And good air support raven with point defence. Its not all about stats either, its how they fit in your army and what counter other races have.. Also ultras have awesome stats but they dont work well..
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I would say since the broodling messes with the ai just lower the attack of the broodling to 1 damage (upgradable to 4 (1+3)
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I think they need to be easier to kill. A unit with that kind of range with that kind of damage shouldnt also have good survivability. Getting in range to target them (which is difficult in and of itself) with any ground force is suicidal because by the time you get in range the rest of their army is in ur face.
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why is it that i am scared of protoss and zerg t3 units while my terran t3 units are just meh? 
on the BL: the spawn broodling ability needs to go. just make it a buffed guardian and buff ultralisk speed and make the armor upgrade free.
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Broodlings only spawn upon the killing of a unit or structure.
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On April 19 2010 19:46 Powda wrote: Broodlings only spawn upon the killing of a unit or structure. no?
edit: oh, that was a suggestion of yours, i'm sorry.
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On April 19 2010 19:41 Attica wrote:Show nested quote +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 ZergSpawning 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 495tCorruptor- 150m 100g 2food 40t Broodlord- 150m 150g 34t Total Unit Cost- 300m 250g 4 food 74t ProtossGateway- 150m 65t Cyber core- 150m 50t Stargate- 150m 150g 60t Flight beacon- 300m 200g 60t Total Building Cost- 750m 350g 235tCarrier- 350m 250g 6 food 120t TerranBarracks- 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 275tBattle 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).
+1 thats the math i was waiting for someone else to do!
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On April 19 2010 19:41 iounas wrote: Late game units should be powerful but one of the problems is that carrier and cattlebruiser arent at the same level.. Especially carriers since bcs have yamato to 1shot all their air counters from all 3 races and have more armor and hp to deal with GtA attacks from marines, hydras, stalkers.. And good air support raven with point defence. Its not all about stats either, its how they fit in your army and what counter other races have.. Also ultras have awesome stats but they dont work well..
super emphasis on the bold part
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Rofl, if your opponent has time and resources to tech to broodlords, you've already lost or deserve to lose. It's both ridiculously expensive and time consuming (even compared to other races' high tier units as someone else adequately pointed out).
And no, you can't build a hive and infestation pit at the same time. lol.
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On April 19 2010 20:04 Lollersauce wrote: Rofl, if your opponent has time and resources to tech to broodlords, you've already lost or deserve to lose. It's both ridiculously expensive and time consuming (even compared to other races' high tier units as someone else adequately pointed out). So you say if both players have half the map it should be auto-win for Zerg? Regardless of their cost or tech requirements, end-all units are bad design.
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If you put the same amount of resources into units that are faster than broodlords and don't have to engage them, you can push their bases and win.
Edit: and it's not an auto win, broodlords die rather easily to air, even ground if they're caught in open areas. You definitely have a chance with air when all the corruptors have just morphed, unless you let your opponent get a greater spire which takes about a year to complete without having any air yourself...
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On April 19 2010 19:57 Inori wrote:+ Show Spoiler +On April 19 2010 19:41 Attica wrote:Show nested quote +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 ZergSpawning 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 495tCorruptor- 150m 100g 2food 40t Broodlord- 150m 150g 34t Total Unit Cost- 300m 250g 4 food 74t ProtossGateway- 150m 65t Cyber core- 150m 50t Stargate- 150m 150g 60t Flight beacon- 300m 200g 60t Total Building Cost- 750m 350g 235tCarrier- 350m 250g 6 food 120t TerranBarracks- 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 275tBattle 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). You can build Hive, Spire and Infestator Pit at the same time. As you said yourself, Zerg gets a fast expo, so doing this in later game isn't a problem. It's not like protoss or terran can get away with early carrier/bc tech, so it will happen in late-game as well. I'd also like to add that you can build BLs simultaneously, whereas Carriers/BCs is 3 at a time max (+about 20 seconds and 100 mineral for each carrier because of interseptors).
actually iv seen lz do a super fast bc build and he raped shit with it O_O
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Guys, I have the obvious solution.
Make Broodlords shoot banelings that transform into Zerglings after explosion. Now, Broodlords would also function like Reavers. You buy their ammo. Each baneling into Zergling shot would cost 75 minerals and 25 Gas. This will make Zerg think twice before doing anything.
Otherwise I think their fine. Yeah, they are insanely strong, but seriously, I like never get to the point where they actually save me or are useful to me. Everytime I get Broodlords it functions as a finisher where I clearly had won the game but the opponent is being stubborn.
Considering it's new damage, it's incredibly slow speed, and in-capability of shooting air, and it's massive tech requierement and cost, I think it is relatively balanced.
It's similiar to Ravens, if you let a Terran get tons of Ravens you did something wrong, or you should have something to counter it ready.
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On April 19 2010 20:10 NonFactor wrote: Guys, I have the obvious solution.
Make Broodlords shoot banelings that transform into Zerglings after explosion. Now, Broodlords would also function like Reavers. You buy their ammo. Each baneling into Zergling shot would cost 75 minerals and 25 Gas. This will make Zerg think twice before doing anything.
Otherwise I think their fine. Yeah, they are insanely strong, but seriously, I like never get to the point where they actually save me or are useful to me. Everytime I get Broodlords it functions as a finisher where I clearly had won the game but the opponent is being stubborn.
Considering it's new damage, it's incredibly slow speed, and in-capability of shooting air, and it's massive tech requierement and cost, I think it is relatively balanced.
It's similiar to Ravens, if you let a Terran get tons of Ravens you did something wrong, or you should have something to counter it ready.
nah i think they should shoot banelings and then transform into another broodlord!
but ya i agree, its also like in sc1 in zvt if t builds up too many vessels then the z is pretty much screwed
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On April 19 2010 15:39 Zaphid wrote: Aren't there some rules for topics like this ?
Anyway, they have weaknesses, mainly the thing that they can't attack top of the tree units like BC and Carriers, which is what they should be compared to. Also, don't forget that if you nerf them too much, there is simply no other go-to unit for zerg beyond mass of hydras/roaches spiced with some other stuff and people are getting sick of that already.
well, Carriers and Battlecruisers just suck at the moment. They are weak for how much they cost and no1 seems to get them because of the gas investment if you count the fact that u must research some upgrades, it's not worth the switch of tech, unless you have alot of resources accumulated, in which case you can win anyways
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Id like to see them be more like carriers in PvT in SC1. something that is really good and takes long to build. and if you have a critical mass its really hard to kill them. but if you scout early there is a viable counter. also i think an ultralisk buff could make nerfing them more plausible
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Make the AI so units will prioritize attacking other units before broodlings
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I think they should just make it an energy based autocast ability so protoss can feedback it and terran can EMP and it will eventually run out of broodlords if you use it too much in a battle ( blizz could balance out the mana cost/total mana pool of the broodlord as needed).
whoops: several people already mentioned this...
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