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Baneling Detonation Logic - Page 5

Forum Index > StarCraft 2 Strategy
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Chriamon
Profile Joined April 2010
United States886 Posts
May 10 2010 11:07 GMT
#81
I don't see how this isn't obvious, but reading people's post shows me it isn't, so I guess thanks for sharing.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
HyDRa
Profile Joined May 2003
Sweden70 Posts
May 10 2010 13:23 GMT
#82
Imo banelings detonating on death is a huge flaw. It's way too easy and rewarding for a zerg player to tear bio apart with them and microing with marines against them is pretty much impossible. You can just stand and attack and pray to god the blings don't reach you. I guess there was a reason spider mines/inf. kerrigan/scourges didn't do any damage when they died in bw.
Mot Sherwoodskogen!
Atnas
Profile Joined March 2010
Sweden38 Posts
May 10 2010 14:15 GMT
#83
No, banelings would be fucking useless if they didn't detonate on death.

Anyway, I've used this and it has helped, but the best way to counter it seems to be stimpaks. This makes all of the units run like hell (even quicker or just as quick as upgraded banelings) and thus kite them, especially with marauders slowing. It's not perfect, but it's absolutely doable. My banelings were even on creep but couldn't do much about it- and my hydras, even on creep, couldn't catch up quick enough to make the moust of the "free hits". Perhaps if I had used them to flank it would've worked better, but it's tough to hide so many banelings!
Fi fo fum
YKK
Profile Joined June 2009
United States13 Posts
May 10 2010 16:45 GMT
#84
On May 10 2010 12:31 codewarrior wrote:
Show nested quote +
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.


Whoa, I'm so glad I checked this thread again! Thanks man! I'm definitely going to play around with burrowing a lot more!
omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2010-05-10 16:51:58
May 10 2010 16:50 GMT
#85
On May 09 2010 22:42 TheGreenMachine wrote:
Yep just tested, banelings who are told to move will explode on death doing the same damage they would normally do. Definitely changing the way im handling banelings. Awesome thread!


great OP.. and to the guy i quoted are you a reference to the Tairy Greene Machine? If so I applaud.
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
May 10 2010 17:35 GMT
#86
Interesting post. As a terran player I've already been using marauders to shield my marines, but I wasn't aware that a single marauder could eat up seven banelings.

Banelings certainly make bio ball a hard unit comp to play, but I wouldn't call them overpowered yet. Terran just has to be really good at conrolling his army and being absolutely certain that his marines are shielded by his marauders (using natural walls from terrain or structures helps a lot with this too). If you can at least take out the banelings, your marines can generally clean up whatever zerg has left.

I also find that tanks are very useful in the midgame against banelings, because you can detonate them long before they reach your army.
Bird up
Blacklizard
Profile Joined May 2007
United States1194 Posts
May 10 2010 18:59 GMT
#87
Good post. I actually sent in a bug report on day 2 of the beta (for me) complaining that the death animation and explosion animation was way too similar for Banelings. Immediately after the post I played another game with banelings and later watched in slow motion... then all became clear.
puril
Profile Joined April 2010
United States43 Posts
May 10 2010 19:13 GMT
#88
i <3 post, ty !
Chrion
Profile Joined March 2010
United States31 Posts
Last Edited: 2010-05-11 02:33:32
May 11 2010 02:32 GMT
#89
Every zerg today has tried to baneling bust me, and has atleast made me stay on one base longer than id like while he safely expands. Im 1-4 so far against it today with my only win being the one where I was able to get 2 siege tanks out to protect my ramp, they blew up the incoming banelings, as i snuck a few banshees into there mineral line. What other strats can terran use when they see the dreaded banelings? There pretty much ruining my fun with the game so far, there has to be more ways to make sure my precious army or buildings dont go boom.
micro, macro, micro, macro, ahhhhhhhh!!!!
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-11 04:08:22
May 11 2010 04:08 GMT
#90
Hi all, thanks for the kind words!

Just to add a little bit. Many Terrans say this is 'overpowered'. No, this is not overpowered, this is just strong against Bio. No one is forcing you to build MMM.

The biggest reason this is so powerful is because SC2 promotes being lazy with control groups, and virtually every Terran puts everything into one control group. If you were to split your armies into 2 smaller groups of Marauders and 3 smaller groups of Marines. You would be able to counter Banelings FAR more effectively. It turns into the 2 Marines, 1 Zealot kiting game.
JaspluR
Profile Joined April 2010
Australia174 Posts
May 11 2010 07:18 GMT
#91
banelings my fav unit and the reason i want to switch to zerg but i suck at defending my FE and hate playing off 1 base as zerg it feels so slow
Quesadilla
Profile Blog Joined October 2007
United States1814 Posts
May 11 2010 07:31 GMT
#92
This actually makes me reconsider the unit.. I've had great luck without them and have always hated how they function under attack move. Awesome pointer.
Make a lot of friends. Wear good clothes. Drink good beer. Love a nice girl.
slowmanrunning
Profile Joined March 2010
Canada285 Posts
May 11 2010 08:14 GMT
#93
Yeah I'm fairly certain banelings can manually detonate while burrowed doing 100% damage. It's sad I haven't seen enough of this, because it's not much more intensive than spider mines. Apm in sc2 is lower as well so thats another reason this could be viable.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Hasudk
Profile Joined October 2009
Denmark78 Posts
May 11 2010 08:57 GMT
#94

Now, I'm not saying Burrow is useless, because it's certainly not. However, I am suggesting that you NEVER Detonate while Burrowed.


I dont have access to the beta myself, but it seems that you are missing a key point here. If you unburrow something like 4 or 5 banelings in the middle of a MM cluster, the banelings will push the MM's away to make room for themselves (like forcefields do). So now splash will hit fewer units because the units are only surrounding the banelings instead of also being on top of them.

An ugly attempt at an illustration
X = Baneling
O = MM

Burrowed
OOO
OOO
OOO

Unburrowd
OOO
OXOO
OOO

When the baneling is burrowed it will hit all 9 MMs, but when it is unburrowed, one of the MM is pushed to the side, and therefor wont get hit by the splash.

So detonating banelings while burrowed CAN THEORETICALLY be more cost effective, if you are can figure out how many it takes to kill the target and not detonate anymore than that. Of course this might not always be possible in the real world. =)
Lighioana
Profile Joined March 2010
Norway466 Posts
May 11 2010 10:14 GMT
#95
On May 10 2010 12:36 On_Slaught wrote:
As a terran I must say I do not approve of this thread...

LOL I'm sorry for but MMM shouldn't be the magic bullet that works every time. And since when you're supposed to require no micro?
And forgive me nothing for I truly meant it all
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-11 15:32:57
May 11 2010 15:32 GMT
#96
On May 11 2010 17:57 Hasudk wrote:
Show nested quote +

Now, I'm not saying Burrow is useless, because it's certainly not. However, I am suggesting that you NEVER Detonate while Burrowed.


I dont have access to the beta myself, but it seems that you are missing a key point here. If you unburrow something like 4 or 5 banelings in the middle of a MM cluster, the banelings will push the MM's away to make room for themselves (like forcefields do). So now splash will hit fewer units because the units are only surrounding the banelings instead of also being on top of them.

An ugly attempt at an illustration
X = Baneling
O = MM

Burrowed
OOO
OOO
OOO

Unburrowd
OOO
OXOO
OOO

When the baneling is burrowed it will hit all 9 MMs, but when it is unburrowed, one of the MM is pushed to the side, and therefor wont get hit by the splash.

So detonating banelings while burrowed CAN THEORETICALLY be more cost effective, if you are can figure out how many it takes to kill the target and not detonate anymore than that. Of course this might not always be possible in the real world. =)


You bring a good point, but infact this is not the case.

I will talk about the Motherships Temporal Rift or whatever its called, to explain why.

Imagine my opponent is Protoss and creates a Black Holey Rift thing with his Mothership, but for some reason accidently places it on his group of 10 Zealots. And then accidently runs another 50 Zealot into it.

If i move FIVE Banelings into the Rift, as soon as the Rift is over, EVERY SINGLE ZEALOT WILL DIE.

Why? Because units 'unstacking' is not instant, and for a split second, all 60 Zealots and 5 Banelings are EXACTLY ontop of each other, and in this moment, Banelings will all Detonate automatically.

The same thing happens when unburrowing.




willeesmalls
Profile Joined March 2010
United States477 Posts
Last Edited: 2010-05-11 15:49:39
May 11 2010 15:44 GMT
#97
Banelings are freaking nuts. If zerg players ever macro well enough to keep 20 banelings in their armies at all times Terran is done. The 10 larvae cost is almost greater than the resource cost (1000/500). It's not as if hydra/roach/infestors aren't enough to deal with. Something needs to be done imo, sooner or later ZvT will get heavily in favor or Zerg.

Any move u make to draw baneling fire is so obvious the zerg will move past it. It really doesn't matter how many groups u separate your army into. If the banelings explode next to a control group of infantry units they've done their job. Try stimming and kiting against fungal growth and creep speed.

Best bet is probably to position siege units well to snipe banelings, but If they're too close to your units you eat the damage anyway.

Edit: What are the alternatives to bio? Banshee/raven? Thor/hellion? Hellion are light too, so if 3 banelings manage to get in you lose a clump of hellions.
Chrion
Profile Joined March 2010
United States31 Posts
May 11 2010 18:56 GMT
#98
I was in full QQ mode about this yesterday and my buddy said shut up and look at this replay. It was him trying to baneling and getting pwned by hellion micro. Guess Im going to drop my factory on a reactor today and see if i have success. Banelings still feel paramount to two men about to duke it out and one starts with throwing dirt in the other guys eyes before he punches him in the face.
micro, macro, micro, macro, ahhhhhhhh!!!!
Hasudk
Profile Joined October 2009
Denmark78 Posts
May 11 2010 19:00 GMT
#99


You bring a good point, but infact this is not the case.

I will talk about the Motherships Temporal Rift or whatever its called, to explain why.

Imagine my opponent is Protoss and creates a Black Holey Rift thing with his Mothership, but for some reason accidently places it on his group of 10 Zealots. And then accidently runs another 50 Zealot into it.

If i move FIVE Banelings into the Rift, as soon as the Rift is over, EVERY SINGLE ZEALOT WILL DIE.

Why? Because units 'unstacking' is not instant, and for a split second, all 60 Zealots and 5 Banelings are EXACTLY ontop of each other, and in this moment, Banelings will all Detonate automatically.

The same thing happens when unburrowing.





=)
I see. I stand corrected then. Guess that's what happens when you can't actually test your theories. /gief beta or release. =)
Ceadless
Profile Joined April 2010
Korea (South)12 Posts
May 11 2010 19:55 GMT
#100
a replay would be great to see this in action :O
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