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Baneling Detonation Logic - Page 4

Forum Index > StarCraft 2 Strategy
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ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 10 2010 03:15 GMT
#61
I honestly think the fact that when you focus fire a baneling and it dies it still kill ur units it broken...

-orb-
Profile Blog Joined September 2007
United States5770 Posts
May 10 2010 03:23 GMT
#62
IMO It's completely BS that banelings still do damage when you target fire them and they die...

Not doing friendly fire damage unlike spider mines I can at least understand from a balance perspective, but having this magical unit that still has an identical huge explosion regardless of whether it dies or attacks is just plain silly.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
codewarrior
Profile Joined April 2010
United States52 Posts
May 10 2010 03:31 GMT
#63
On May 10 2010 07:50 codewarrior wrote:
Burrowed banelings can have "unburrow" on autocast, turning them into Spider Mines.


I just checked this out again. All zerg ground units can have "unburrow" on autocast (with the exception of Drones and Infestors). They will automatically unburrow when an enemy unit or building comes into attack range. Each unit remembers its "auto-unburrow" setting for its entire lifetime. Setting your Roaches to auto-unburrow interferes a tiny bit with burrowed movement: when you stop giving them movement commands while burrowed, they'll pop out if anything hostile is nearby.
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-05-10 03:37:04
May 10 2010 03:36 GMT
#64
As a terran I must say I do not approve of this thread...

it makes my life harder.
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-10 03:46:49
May 10 2010 03:43 GMT
#65
On May 10 2010 12:23 -orb- wrote:
IMO It's completely BS that banelings still do damage when you target fire them and they die...

Not doing friendly fire damage unlike spider mines I can at least understand from a balance perspective, but having this magical unit that still has an identical huge explosion regardless of whether it dies or attacks is just plain silly.


You've got to remember that Banelings cost 50/25 and suicide. This is a LOT of money for something that can attack once. Spider mines were technically 25/0 and thats ignoring the amazing harass unit that came with it, I'd take that over Banelings any day.

Also remember, Banelings are only good against a very select few units, and are useless (lose more money than you do damage) against virtually everything else. Workers/Zerglings/Marines/Hydras are the only good use for them. Okay against Zealots, Hellions and Sentries too, though, theyre generally awful against Protoss.

Finally, you are still very capable of kiting them with ranged units without being hit by the detonation, the splash is pretty small. This is especially the case pre-speed upgrade.

If they didn't explode on death, they'd be gutter trash.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 10 2010 03:48 GMT
#66
On May 10 2010 12:43 chiss wrote:
Show nested quote +
On May 10 2010 12:23 -orb- wrote:
IMO It's completely BS that banelings still do damage when you target fire them and they die...

Not doing friendly fire damage unlike spider mines I can at least understand from a balance perspective, but having this magical unit that still has an identical huge explosion regardless of whether it dies or attacks is just plain silly.


You've got to remember that Banelings cost 50/25 and suicide. This is a LOT of money for something that can attack once. Spider mines were technically 25/0 and thats ignoring the amazing harass unit that came with it, I'd take that over Banelings any day.

Also remember, Banelings are only good against a very select few units, and are useless (lose more money than you do damage) against virtually everything else. Workers/Zerglings/Marines/Hydras are the only good use for them. Okay against Zealots, Hellions and Sentries too, though, theyre generally awful against Protoss.

Finally, you are still very capable of kiting them with ranged units without being hit by the detonation, the splash is pretty small. This is especially the case pre-speed upgrade.

If they didn't explode on death, they'd be gutter trash.

scourge?
Asobitai
Profile Joined May 2010
United States20 Posts
May 10 2010 03:52 GMT
#67
I almost always get banelings vs. P and T because of the harass I can do to workers in the mid game. If I dont have the extra gas, which is rarely the case due to my bad macro, I won't get them. However, coupled with an effective push on a 3rd expansion, sending banelings to a natural or main to either kill workers or blow up supply buildings can be extremely effective.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
May 10 2010 03:52 GMT
#68
On May 09 2010 22:29 mrlie3 wrote:
Once Banelings get speed upgrade, all of these logics are negligible. =) Man aren't they fast!

I want to see more Zerg to play burrowed Banelings btw. Stop Lurkers did terrible, terrible damage to SC1 Terran, why not here?


I use banelings in almost every game I play
OT : Very nice write up Ty!
133 221 333 123 111
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 10 2010 03:53 GMT
#69
Just plant 6 Banelings clumped in groups of 2 in such a way that the splash will kill all workers when you burrow them in the mineral line.

Or spend all of your early-game resources teching to Banelings + Burrow, burrow them all at the opponent's choke, and then they'll realize what you've actually been doing.
Avaran
Profile Joined January 2010
Sweden43 Posts
May 10 2010 03:59 GMT
#70
Very useful thread. Everyone read.
Fuck Medicine - I want to be a Ninja!
Floophead_III
Profile Joined September 2009
United States1832 Posts
May 10 2010 08:08 GMT
#71
On May 10 2010 12:48 Fayth wrote:
Show nested quote +
On May 10 2010 12:43 chiss wrote:
On May 10 2010 12:23 -orb- wrote:
IMO It's completely BS that banelings still do damage when you target fire them and they die...

Not doing friendly fire damage unlike spider mines I can at least understand from a balance perspective, but having this magical unit that still has an identical huge explosion regardless of whether it dies or attacks is just plain silly.


You've got to remember that Banelings cost 50/25 and suicide. This is a LOT of money for something that can attack once. Spider mines were technically 25/0 and thats ignoring the amazing harass unit that came with it, I'd take that over Banelings any day.

Also remember, Banelings are only good against a very select few units, and are useless (lose more money than you do damage) against virtually everything else. Workers/Zerglings/Marines/Hydras are the only good use for them. Okay against Zealots, Hellions and Sentries too, though, theyre generally awful against Protoss.

Finally, you are still very capable of kiting them with ranged units without being hit by the detonation, the splash is pretty small. This is especially the case pre-speed upgrade.

If they didn't explode on death, they'd be gutter trash.

scourge?


I can haz?

Seriously, I miss those little suckers. It'd make killing colossi/phoenix/mutas viable with spire tech.
Half man, half bear, half pig.
iko
Profile Joined February 2010
New Zealand137 Posts
May 10 2010 08:43 GMT
#72
On May 09 2010 22:22 chiss wrote:



#1 - Banelings detonate on death
Getting them to 0/30hp simply forces them to detonate. It seems a lot of people do not know this, assuming that killing them means they wont explode. (Day[9] showed this by the fact he saw Nick focus fire his Baneling and was confused when Nicks Marines still died)






And this is honestly what I believe is the biggest flaw of Banelings. They're fire and forget, and they reward you for simply just telling them to run next to units instead of microing them properly. Banelings should not explode upon death, imo
Lighioana
Profile Joined March 2010
Norway466 Posts
May 10 2010 08:59 GMT
#73
Thanks for opening my eyes!
And forgive me nothing for I truly meant it all
roam
Profile Blog Joined February 2010
United States54 Posts
May 10 2010 09:05 GMT
#74
How do you kill roaches with mech terran? Siege tanks are surprisingly not that great against them, since the rate of fire is slow, and they take 3 hits to kill.
Tazman
Profile Joined April 2010
Egypt23 Posts
Last Edited: 2010-05-10 10:11:42
May 10 2010 10:09 GMT
#75
On May 10 2010 18:05 roam wrote:
How do you kill roaches with mech terran? Siege tanks are surprisingly not that great against them, since the rate of fire is slow, and they take 3 hits to kill.


I don't agree with that, you forget that siege tanks have splash damage, so one siege tank is effectively doing damage to a whole bunch of roaches with one attack. If you got about 6 tanks in siege mode they will rape roaches with their 60 splash dmg. the rate of fire for siege tanks in attack mode is 3 sec between each shot, also the 13 range for siege tanks in siege mode far surpasses the 3 range for roaches.
A well lived life is reflected by the number of memories one has.
Shenron
Profile Joined May 2010
United States105 Posts
May 10 2010 10:21 GMT
#76
See, I was always confused with the baneling mechanics and like all the little technical stuff that I avoided using them. Now I'm definetely going to incorperate them into my play more.

Thank you, sir.
Death is nothing to us, since when we are, death has not come, and when death has come, we are not. ~Epicurus
Kratisto
Profile Joined June 2008
United States199 Posts
May 10 2010 10:25 GMT
#77
On May 10 2010 00:10 chiss wrote:
Manually detonating each one as it gets into range seems a bit micro intensive, and you might accidentally blow up out of range. Again, I'd just pull the Zerglings back.


I haven't tried this yet, but you can probably do a Shift Move+Detonate, and they will only detonate when they reach that position. This works for Stalkers if you want them to blink across a gap a few at a time rather than all at once. http://www.teamliquid.net/forum/viewmessage.php?topic_id=117638
TheYango
Profile Joined September 2008
United States47024 Posts
May 10 2010 10:39 GMT
#78
On May 10 2010 18:05 roam wrote:
How do you kill roaches with mech terran? Siege tanks are surprisingly not that great against them, since the rate of fire is slow, and they take 3 hits to kill.

Something worth noting: disregarding splash damage, Siege Tanks do more damage to armored targets in Tank Mode than they do in Siege Mode in SC2. Because of this, in small numbers, Tank Mode is arguably preferable to Siege Mode when fighting Roaches, since it takes 6 Tank Mode shots (~the same time as 2 Siege Mode shots) to kill a roach, and you can move.
Moderator
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
May 10 2010 10:49 GMT
#79
Moving instead of attack moving resolves most of my problems. Thanks for the informative post! Maybe I won't see banelings as an all-in anymore.
uriel-
Profile Joined August 2007
Singapore1867 Posts
May 10 2010 11:02 GMT
#80
Very informative, this is the kind of simple knowledge that will greatly improve one's play. Much thanks for sharing!
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