[D]Banelings - solution to the weak 200/200 Z army? - Page 3
Forum Index > StarCraft 2 Strategy |
RedHelix
250 Posts
| ||
5miley
United States64 Posts
| ||
Markwerf
Netherlands3728 Posts
| ||
Numy
South Africa35471 Posts
On November 09 2010 05:49 Markwerf wrote: This can work but imo its inferior to other options like corruptors, infestors and/or ultra's to counter the colossi. Cost effectively beating stalker/colossi is imo impossible if you didn't start of with muta/ling but generally you won't have too as you should be up a base against colossus play. 1) Corruptors - Corruptors don't instantly do their damage. They take time to kill colossi and don't do anything after colossi are dead. With this strat not only are the ground units damaged/killed but colossi are too all in one big explosion. I really think this is far better than corruptors when you are ahead/even eco wise. 2) Infestors - Not quite sure how infestors counter colossi. NP normally just gets target fired and then you just lost 150g. 3) Ultras - This is before you have ultras kicking in and you need to break a Ps army. Really people should read the OP before commenting like this. It's a solid idea that seems far better than having zerglings when maxed. | ||
Gryffes
United Kingdom763 Posts
| ||
Treemonkeys
United States2082 Posts
| ||
Avril_Lavigne
United States446 Posts
On November 09 2010 06:04 Luckbox wrote: Surprised nobody mentioned my favourite thing in these replays - the game on metalopolis he realises the P is going fast expand and he hatch cancels > evolution chamber at the protoss natural to delay it quite a lot. Such a sexy move. then he waits for the evo to die so that the broodlings can take the damage from the canons and he can runby into the protoss's main with his lings. so good. god damn koreans | ||
Zdrastochye
Ivory Coast6262 Posts
On November 09 2010 05:58 Numy wrote: 1) Corruptors - Corruptors don't instantly do their damage. They take time to kill colossi and don't do anything after colossi are dead. With this strat not only are the ground units damaged/killed but colossi are too all in one big explosion. I really think this is far better than corruptors when you are ahead/even eco wise. 2) Infestors - Not quite sure how infestors counter colossi. NP normally just gets target fired and then you just lost 150g. 3) Ultras - This is before you have ultras kicking in and you need to break a Ps army. Really people should read the OP before commenting like this. It's a solid idea that seems far better than having zerglings when maxed. Mixing banelings with infestors who have NP is actually highly effective. They have to focus infestors and spread out their forces all at once. You can test your opponents micro without too much of your own (besides a couple control groups). | ||
Deathfairy
148 Posts
If you add the resources saved from units that didnt die to collosus it becomes hugely effective. Hydra roach ling >> gateway units VERY cost effectively. So even if you loose some resources on killing collosi you make them up in the rest of the fight. | ||
s1eger
United States126 Posts
![]() ![]() ![]() I am now a happy person ![]() | ||
Saracen
United States5139 Posts
On November 08 2010 16:03 Alpina wrote: Banelings are pretty expensive. You should try to drop raoches instead of banelings, I don't think it would be much worse, and they don't suicide instantly. Anywayss that's pretty cool, would work wonders on zealot/sentry heave army. On November 08 2010 18:44 Douillos wrote: Question: why not just drop lings instead of banes? Is it really that useful to have banes to kill the collosii? You drop banelings because they, unlike anything else Zerg has, are supply-effective, which is absolutely necessary once you start approaching 200/200. | ||
Tobberoth
Sweden6375 Posts
| ||
orcslayermac
United States138 Posts
On November 09 2010 01:21 Sclol wrote: i feel like it works mostly since people see overlords and think (food) i had so many games in zvt where my enemy was just walking there ignoring my overlords and all his marines died It completely dawned on me how many overlords I sent into my opponent's base to scout, Or his natural, or his 3rd. How many opponents casually send 2 marines or 2 stalkers to kill it? Often times my overlord will get through the base barely scathed when they don't notice. How many times have I been sending overlords all over the map for vision, (specifically scrap station) and I see my opponent's M&M ball? What if those overlords had banelings?! Now is the time that our Overlords learn to instill FEAR into our enemies! | ||
Catyoul
![]()
France2377 Posts
On November 09 2010 05:42 5miley wrote: that first replay was insane, a 166 zerg army beating a 200/200 toss army with 7 collosi?!?! the toss was so far ahead, was even in expansions and had like twice the worker count. this is definitely something i will be trying to work into my play. Do you think this would work on a stalker/ collosus mix also? I tend to see that more on ladder than zealot/collosus/pheonix. The first replay was superb, the protoss army just got vaporized. However, army wise they were almost equal (in resources). The protoss actually had 90 probes (!!), which made his main army about 20-30 supply weaker than it should have been. | ||
AzureD
United States320 Posts
On November 08 2010 16:21 ayadew wrote: I made some unit testing and vs colossi the baneling drop is just barely economically worthwhile. The enemy needs at least 5 colossi clumped together and you need 20+ banelings Are you serious? Then this means they are extremely effective. You know why? It takes a TON of time to get that many Colossi. While it takes mere seconds to get a huge swarm of Banelings. You are buying time and destroying his time resource. The faster production cycle makes them a counter to long production units even if on the mineral and gas count it is at a net loss. | ||
Aiua
France11 Posts
600 diamond here. I think people aren't aware that banelings are VERY effectives against protoss. When i hadnt internet for a few weeks, i trained a lot against insane AI. At first i thought zerg would be the hardest race to face AIs, since they have way more resources than you. But then i discovered how well a 20/30 banelings cluster could crush a protoss army. Since then i didnt stop making banelings against toss, less effectively since real players can spread and use FF. With drops it's just the same except they cant do a shit, even with FF. And about the price of that drop, since you are killing the most powerfull unit of his army, every second you fight with 4 less collosus on the other side is like 4 roachs just added to your army. (Sorry if my english isnt very clear.) | ||
Dragar
United Kingdom971 Posts
| ||
nanoscorp
United States1237 Posts
So, yeah, looking past just the unit cost, banes let you put a substantial army on the field without the need for a lot of extra hatcheries or overlords. It makes a smoother transition, especially vs P, where they love to hit right when you're going over to lair tech units. Zerglings are larva-intensive, roaches eat up supply, banes are a nice compromise. Timing on the baneling nest is crucial, too early and you hurt your econ, too late and, well, no blings when you need them. | ||
Actua
Canada101 Posts
When you think about it, any ball of death can be countered with ovied blings. At 20 dmg vs non light unupgraded, 20 blings loaded up will do 400 dmg in a certain splash radius ( the epicenter). Even thors cant live trough that. Coupled with a strong army, its pretty freacking awsome. | ||
sooch
Canada299 Posts
| ||
| ||