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[D] Let us meld our minds for BroodLords - Page 8

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iounas
Profile Joined July 2008
409 Posts
April 19 2010 10:41 GMT
#141
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..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
nEAnS
Profile Joined April 2010
Canada161 Posts
April 19 2010 10:43 GMT
#142
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)
Mios
Profile Joined April 2010
United States686 Posts
April 19 2010 10:44 GMT
#143
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.
no LAN and intercontinental bnet = T_T
dustdust
Profile Joined March 2010
Germany76 Posts
Last Edited: 2010-04-19 10:46:31
April 19 2010 10:45 GMT
#144
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.
Powda
Profile Joined February 2010
United States116 Posts
April 19 2010 10:46 GMT
#145
Broodlings only spawn upon the killing of a unit or structure.
1a2a3a4a
dustdust
Profile Joined March 2010
Germany76 Posts
Last Edited: 2010-04-19 10:47:17
April 19 2010 10:46 GMT
#146
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.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-04-19 10:54:37
April 19 2010 10:47 GMT
#147
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

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).


+1
thats the math i was waiting for someone else to do!
Absence of evidence is not evidence of absence.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 10:50 GMT
#148
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
Absence of evidence is not evidence of absence.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-04-19 11:18:56
April 19 2010 10:57 GMT
#149
--- Nuked ---
Lollersauce
Profile Joined April 2010
United States357 Posts
Last Edited: 2010-04-19 11:04:54
April 19 2010 11:04 GMT
#150
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.
dustdust
Profile Joined March 2010
Germany76 Posts
Last Edited: 2010-04-19 11:06:29
April 19 2010 11:05 GMT
#151
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.
Lollersauce
Profile Joined April 2010
United States357 Posts
Last Edited: 2010-04-19 11:12:44
April 19 2010 11:07 GMT
#152
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...
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 11:10 GMT
#153
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

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).

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
Absence of evidence is not evidence of absence.
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
April 19 2010 11:10 GMT
#154
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.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 19 2010 11:15 GMT
#155
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
Absence of evidence is not evidence of absence.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-04-19 11:18:17
April 19 2010 11:17 GMT
#156
--- Nuked ---
MindRush
Profile Joined April 2010
Romania916 Posts
April 19 2010 11:23 GMT
#157
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
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Orpheos
Profile Joined April 2010
United States1663 Posts
April 19 2010 11:35 GMT
#158
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
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 19 2010 11:38 GMT
#159
Make the AI so units will prioritize attacking other units before broodlings
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Scias
Profile Joined July 2009
United States148 Posts
Last Edited: 2010-04-19 11:47:00
April 19 2010 11:44 GMT
#160
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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