
Baneling Detonation Logic - Page 4
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ROOTFayth
Canada3351 Posts
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-orb-
United States5770 Posts
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. | ||
codewarrior
United States52 Posts
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
United States12190 Posts
it makes my life harder ![]() | ||
chiss
Australia27 Posts
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
Canada3351 Posts
On May 10 2010 12:43 chiss wrote: 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
United States20 Posts
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GenesisX
Canada4267 Posts
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 ![]() | ||
Zeke50100
United States2220 Posts
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
Sweden43 Posts
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Floophead_III
United States1832 Posts
I can haz? Seriously, I miss those little suckers. It'd make killing colossi/phoenix/mutas viable with spire tech. | ||
iko
New Zealand137 Posts
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
Norway466 Posts
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roam
United States54 Posts
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Tazman
Egypt23 Posts
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. | ||
Shenron
United States105 Posts
Thank you, sir. | ||
Kratisto
United States199 Posts
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 | ||
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TheYango
United States47024 Posts
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. | ||
ghosthunter
United States414 Posts
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uriel-
Singapore1867 Posts
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