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[R]Broodlord magic number? - Page 2

Forum Index > StarCraft 2 Strategy
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Scottymc
Profile Joined August 2010
Australia134 Posts
October 07 2010 06:14 GMT
#21
Even tho you will be gas capped hard with that many brood lords u need infestors/fungal growths to make up for their lack of speed.
If you think playing with under 100APM is noob try having a ping of 450. Welcome australians to BNET 2.0....
bulge
Profile Joined July 2010
161 Posts
October 07 2010 10:00 GMT
#22
the magic number is zero :D
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 07 2010 12:55 GMT
#23
Queens DO sound really really cool now that I think about it...

If you up the armour on those broodlords they can be quite beefy, combine that with queens' AA and transfusion... i think we might see something interesting!!

I actually never made a single broodlord in my sc2 career... i gotta try them
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Sabin010
Profile Joined September 2010
United States1892 Posts
October 07 2010 14:42 GMT
#24
Im a bronze league dude, but I have had some success against terran mech tech. You really force them to tech switch, and when they've been upgrading factory units then switch to starport units you're going to have teh advantage. I was on scrap station did a nydus wurm into the terrans main. The worm really crippled his economy, but to my supprise he had taken my third expo and the gold minerals. He went for a push out of my third, but a second queen and some spine crawlers was able to stuff it. I expo'd to his main, and the island. When my infestors got detected by towers I went BL and got a gg after I took out the two expos. I don't know what the magic number is, but 5-7 is pretty solid. You also keep the spare corrupters in a seperate hot key and have them just follow the broodlords. That way they don't go running out in front, and die for no reason. It cost me about 3 groups of corrupters to figure that one out. When you see the vikins, pheonix, void ray, etc. you just hit your hot key drop some corruption (you can hold shift and que it up to hit a bunch of guys before the first corruption even starts), and kill all the air units targeting those BLs. Really really powerful against opponents who like to tower up and turtle to 200 food.
Undercroft
Profile Joined April 2010
United Kingdom166 Posts
October 07 2010 14:50 GMT
#25
around 4-5 seems to be a nice number. i opt for 4 myself (morphed in position since they're so damn slow). they'll bust whatever i need to without overcomitting on them. Then i can morph spare corruptors if need be.

When i go for heavy broodlord/corruptor though i'll get around 5 at the start and keep a high corruptor count till i can gauge their anti-air. then i'll morph morph if i feel its safe (but still liek to keep the ratio at 2 corruptors per broodlord for just in case)
Our dronessssss are under attaahck!!
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
Last Edited: 2010-10-07 14:59:06
October 07 2010 14:54 GMT
#26
I love broodlords vs mech, 5/6 Broodlords + ultra tech, broodlord to break contains, ultra ling to run around abusing mobility at the same time, oh joyous times.

Too bad that's so situational, getting 4 bases to manage that and hope the terran doesn't really push. Works best on xel naga for me.

I also like them late game vs protoss, Broodlord/Hydra can be devastating, especially if they go a blink stalker style of play, or Broodlords can be used to break the huge protoss army and draw collossi fire aswell. I generally get a bit more vs protoss, around 6-8, but i really either rely on a more lair based army or ultras vs protoss.
sAviOr...
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2010-10-07 21:25:30
October 07 2010 21:24 GMT
#27
I think it is more of a question of how many other units do you need to defend your brood lords? I like to only get 3 as that is plenty to wreck almost any number of siege tanks or even thors. Then I have at least 10 mutas and ~2-3 corrupters to defend the brood lords and the corrupters to morph in case a brood lord goes down. I like to have plenty of slings/blings to mop everything up once the siege tanks have been destroyed.

Overall it's much better to have too many units defending the lords instead of too many lords, because regardless of how many you have, they will die quickly against very few vikings if your air defense dies too quickly.
http://shroomspiration.blogspot.com/
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
Last Edited: 2010-10-07 21:34:32
October 07 2010 21:30 GMT
#28
On October 07 2010 14:44 EriktheGuy wrote:
Don't feel bad if you can't micro your broodlords well. If you watch the top replays, pros lose their broodlords "too easily" all the time. They are a powerful unit, but very hard to keep alive.
I'm not zerg, so of course I can't offer any advice on how to play them.


On the flip side they are very easy to micro because they are so slow. Good brood lord mico is more about smart positioning rather than gosu micro. All you have to do is find a good spot and be sure to move them back and forth when they get attacked. They are great at abusing cliffs or map edges.

Also don't forget how awesome melee upgrades are for brood lords. I think the base broodling damage is 4 so that would make +3 a 75% damage increase for broodlords?

This makes zerg late game so awesome and flexible because you can start with sling/bling and transition to either ultra or brood lord and retain all your upgrades. I think this is really the main purpose of having broodlings instead of the old guardian booger shot.
http://shroomspiration.blogspot.com/
Yilar
Profile Joined September 2010
Denmark90 Posts
October 07 2010 21:36 GMT
#29
There is no magic number. Just get as many as you can, once you reach about 10 they are pretty much unstoppable without vikings or some shit. Also using some kind of meat shield units like hydra/muta/roach is also a good idea. Zerglings and Ultras don't really go that well together with broodlords, since the broodlings can take up space.
Not another Terran failure :(
Chill
Profile Blog Joined January 2005
Calgary25979 Posts
October 07 2010 21:42 GMT
#30
I can give you some convoluted advice, but I'd rather you ask yourself "Does my question make sense?". The answer is no. Certain situations warrant 24 Brood lords, and others 4. It's situational.
Moderator
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
October 07 2010 21:48 GMT
#31
On October 07 2010 08:18 Chairman Ray wrote:
There is no magic number for broodlords, the more the better. You want just enough broodlords to do the job and keep corruptors around to fight air.


The more broodlords you have, the less corruptors. And by the time you reach them you have many units arround and the supply cap is nearing in. So usually is better to have less broodlords but more corruptors to defend than the other way arround.

5 Broodlords with support will eat trough any army provided you are in a good position.
Don't work hard. You die at the end anyway, dummy.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
October 07 2010 22:00 GMT
#32
On October 08 2010 06:42 Chill wrote:
I can give you some convoluted advice, but I'd rather you ask yourself "Does my question make sense?". The answer is no. Certain situations warrant 24 Brood lords, and others 4. It's situational.


Pretty much. I did 4v4's last night for the Funday Monday event for Monday 11th, 2010 and I called out Brood Lords so in that case 200/200 Brood Lords was my 'magic number'. For those unfamiliar with this weeks Funday the requirement is everyone picks ONE unit on top worker units to mass, and that is the only unit they can make all game, must be done on 3v3 and 4v4. Surprisingly my team actually won most of its game going generally 'silly strats'. I made Spines all game until I got Broods, and my team had Phoenix, Infesters, and Ghosts and we still one, suffice it to say I surprised. Anyways thats really beside the point. In that game as many Broods as I could get was the right number. Some games will call for 0 Broods. If you REALLY want a number I would say 5 to 8 if they are intended as a late-game compliment to the army, and not being brought out as a direct counter to something specific.
i-bonjwa
misaTO
Profile Joined September 2010
Argentina204 Posts
October 07 2010 22:18 GMT
#33
i use them as siege breaking units. kind of a surprise buttsecks on mech pushing terrans.
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