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Banelings really a "counter"? - Page 2

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Slix36
Profile Joined May 2010
United Kingdom145 Posts
Last Edited: 2010-12-05 02:21:39
December 05 2010 02:19 GMT
#21
it would be silly to only have banelings, even vs mass marine, they can kite, so you can kiss your 'counter' units goodbye. should always have zerglings to cut off the escape route and then when they cant move and are paying attention to the lings you run your banelings in, hell if you do it well enough you'll probably still have some banelings and at least half of your lings left. really no point in morphing more banelings when they'll be just as useful as lings, plus you can do some more teching with all that spare gas, probably on lair or upgrades.
Never too late to stand your ground.
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2010-12-05 02:25:59
December 05 2010 02:25 GMT
#22
On December 05 2010 09:32 Falcon-sw wrote:
In BW, you countered bio with lurkers, which could kill tons of marines, firebats and medics without incurring any losses.





Apparently you haven't seen Boxer's Micro


Banlings efficiently counter Marines, unless they micro REALLY WELL. Micro in order to change the notion of a counter is good for the game.


Lurkers vs. Marines
Vultures vs Dragoons
Wraith+Corsairs vs Scourge
Carriers vs Goliaths


All these are examples of how micro can change the effectiveness of a unit. This is GREAT for the game as it make for interesting game play rather then.

Marines turning into giant Green Puddle every game.

+ Show Spoiler +
Losing to MASS marines? Get infestors!!! Their FestorTastic
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Troublmaker
Profile Joined November 2010
Canada3 Posts
December 05 2010 02:30 GMT
#23
If this game was designed around counters it'd be terribly boring. Certain units are effective against certain units. Banelings are effective against marines. I took my eye off the map for a second while dropping some supply depots and I instantly lost my entire marine ball to banelings. After watching the replay I saw that he did a banelings drop on me.

Marines can also be microed against siege tanks effectively.
Lavitage
Profile Joined September 2010
United States71 Posts
December 05 2010 02:33 GMT
#24
Stimmed marines outrun banelings unless they have both the rolly speed upgrade and creep. So, uh... marines need micro to win but not sick marine king level micro. They just have to run away and occasionally stop to shoot. If I spread my creep far, every fucking terran I play nowadays spends a scan or two to push it back.

Infestors have a different problem: They tend to face huge marine balls, and they can only get close enough to fungal the front half of it without dying. So they let banelings counter half the marine ball, yay. The survivors, with their shields and stim and medivac support, are still pretty fucking dangerous. You're also more likely to be facing ravens at that stage in the game, so say goodbye to all your creep advantage.
SharkSpider
Profile Joined May 2010
Canada606 Posts
December 05 2010 02:39 GMT
#25
Think of banelings as "how much would you pay to have XXXX dead?" Often times that's more than the value of XXXX. Think about baneling busts. You break the wall to give your zerglings a positional advantage that lets you win the game. Likewise, think about killing that massive blob of marines. Maybe you can't do it cost-effectively, but you'd pay anything to avoid autolosing right? It's gonna be somewhere in between.
Fiercegore
Profile Joined July 2010
United States294 Posts
Last Edited: 2010-12-05 02:40:29
December 05 2010 02:40 GMT
#26
I'd think comparing cost versus cost is a little unfair isn't it? At least the way I see it banelings take less time to reproduce, and I'm not sure but i think they're still 1/2 food while a marine is 1 food. I do agree that it seems like banelings aren't amazing against marines but they are the best in certain situations. As for cost efficiency it seems that zerg is based more around being able to outproduce their opponent and just have more stuff than their opponent. Infestors change everything, a good fungal growth will annihilate marine based armies. But as we've seen, good micro'd marines will beat banes especially if they're backed up by tanks.
http://us.battle.net/sc2/en/profile/506893/1/Fiercegore/
sas911
Profile Joined November 2010
Canada113 Posts
Last Edited: 2010-12-05 02:55:41
December 05 2010 02:48 GMT
#27
Well I mean banes were never really a cost-effective unit. They were mainly constructed on the entire premise to weaken the terran force for YOUR real army. In the case of banelings, using them and sacrifice my economy (since banelings aren't cost-effective, it's hardly likely each baneling kills three marines), I get to wipe out your army, and send my speedings around and kill everything. It's like a baneling bust. It doesn't "work economically", as 100 minerals and a supply -8 isn't worth the banelings (or is it? Let's just say it isn't for the sake of argument), but then when you have the lings inside, they win you the game. So basically banelings are army supporters that counter marines. By using MORE gas, you're maximizing your army.
----
EDIT: And a main reason why banelings work so well, is because with zerg, they can rebuild their army at an unbelievable speed, unlike terran, meaning by using them in say a timing push, or a critical moment of defence, you'll have a strong advantage. Banelings can also be used to drop end game (into overlords with speed), and they'll just DEMOLISH the terran army, because the banelings at that point are cost effective, and they can't rebuild army fast enough to stop your 170 supply army (if you had 60 banelings..)

Early game, they are used as baneling busts, or to stop terran from pushing out, as if they overextend themselves, banelings can be used to wipe out their army, and your army can finish the opponent off.
Mid game you can use various flanks, using burrow and unburrowing below them (making them extremely cost efficient), or used to try and sneak into the mineral line and devastate economy.

So are they really a "counter"? They are, but banelings are such a different type of unit, that works largely only with the zerg-style production, that it's hard to define.
ComTrav
Profile Joined April 2010
United States1093 Posts
December 05 2010 02:49 GMT
#28
Worth pointing out that even with 8+ Barracks, on 3+ bases, Terran has a tough time re-maxing has fast as a well-saturated Zerg.

MarineKing is famous for his micro for a reason: it's really hard, and very unforgiving. There are lots of TvZs from the GSL, MLGs and elsewhere where very good Terrans slip up their micro for just a second and lose everything. Zerg can use positioning and micro to his advantage, too.
Powda
Profile Joined February 2010
United States116 Posts
December 05 2010 02:55 GMT
#29
In regards to OP post.

I have to agree with everything OP said. Not that Zerg needs a counter to marines. I have discussed this in great depth with my friends since I wish Lurkers were in the game instead of Banelings (Their replacement).

I have to say, although there is no official definition for "counter", Banelings in my opinion wouldn't be a counter to anything unless the cost efficiency worked. If that weren't the case one could claim a nuke would be the counter to stalkers or roaches, we all know that isn't the case. Having the ability to beat something doesn't make it a counter, thus to me, Banelings can not be considered a counter to any unit as they are just a landmine that cost a lot resources....unlike Spider mines from Broodwar that were free and stationary.

If anything I would consider Banelings to be Zerg's best option against marines, not a counter.

It is my opinion that the meta game of sc2 is still EXTREMELY young, I mean that in the loudest way possible. Pouring over replays and commentary of the current pro scene makes that very evident. That being said, I pray banelings are replaced by lurkers in the expansion the way they were in alpha.

1a2a3a4a
Falcon-sw
Profile Joined September 2010
United States324 Posts
December 05 2010 05:42 GMT
#30
On December 05 2010 10:43 pigtheman wrote:
Show nested quote +
On December 05 2010 09:32 Falcon-sw wrote:


In BW, you countered bio with lurkers, which could kill tons of marines, firebats and medics without incurring any losses.




did you even play sc1?
or terran for that matter? or even zerg?
its called micro T.T its not the marines just walk around the lurkers getting raped..


Yes and yes. I know lurkers don't autokill bio, but they can rack up kills without ceasing to exist.
https://www.youtube.com/FalconPaladin https://twitch.tv/falconpaladin
Creegz
Profile Blog Joined November 2010
Canada354 Posts
December 05 2010 06:44 GMT
#31
Banelings are an interesting thing, realistically they have their place, but in the long run, they are somewhat useless and more of an "oh shit" thing to do with your remaining Zerglings in my opinion. I take injured Zerglings and turn em into Banelings just to give them some more versatile use than just run and be cannon fodder, usually as a base crack, I do thin, small waves to just split the defenses up a little bit so I can move my other units in.
Who is this guy? ^
Treadmill
Profile Joined July 2010
Canada2833 Posts
December 05 2010 07:40 GMT
#32
Banelings may die when they get used, but the rest of your army doesn't have to. And once your banelings kill the terran army, speedlings can do crazy damage to a terran base. Banelings are great, but. wow, you actually need to have other units.
whomybuddy
Profile Joined August 2010
United States620 Posts
December 05 2010 09:41 GMT
#33
Bannelings are counter to marines = yes. Try to burrow 1 banneling and clump up as much marines as you can to see how many marines 1 banneling can kill. Or just 1 banneling roll to a clump up marines group. Bannelings is just like Thor vs mutas. If you see a bunch of mutas, you would need to get a thor out. When you see a bunch of marines clump up, speedlings can't do anything but bannelings can. When the marines spread out, good micro speedliings will destroy them.
Roaches all the way way way.
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
December 05 2010 10:01 GMT
#34
On December 05 2010 09:36 Demus wrote:
well, each baneling needs to hit 3 marines on average for them to be "somewhat" effective ( this is assuming a 1:1 mineral - gas value ratio, which in itself is skewed). banelings cost 50/25, marines 50/50 and it takes 2 banelings to kill a marine. Also, even without micro some Blings will die before they hit the marine ball thanks to the marines actually shooting at them.

In itself, Blings aren't really a counter to mass marine. They can become one, though, with the proper support. Both infestors and ovie drops vastly improve the capacity of the Bling, making them very effective


Yo since when do marines started costing gas? I thought its 50 minerals per marine lolz.

But I agree, blings need infestor support to be really effective. Ovie not so much, coz they may get sniped even before they get into position above marines, if the marines stim and kite shoot, or if there are vikings around.
I'm the King Of Nerds
tournamentnow
Profile Joined August 2010
Australia111 Posts
December 05 2010 10:07 GMT
#35
IN bW lurkers almost killed close to no marines. Lol defensive matrix marine split dodge. Now banelings evaporate entire marine ball, and its quite mineral effective. 2 banelings costing 100/50 take up only 1 supply and if these 2 banelings hits a blob of 8 marines, you just killed 400 minerals worth of marines while you used up 100/50.

maxed out banelings 200 pop worth of them vs 200 pop vikings. Guess who wins cost effectively? The banelings do, there's a youtube video of this.

Banelings are time efficient and larvae efficient. Mop up enemy and you can continue to drop more.
Douillos
Profile Joined May 2010
France3195 Posts
December 05 2010 10:16 GMT
#36
i just want to add that marines splitting is good vs banelings, but bad against lings, coz you get better surround. So dont just pure baneling, that's ridiculous!
Look a giraffe! Look a fist!!
Rowen
Profile Blog Joined October 2010
United States76 Posts
December 05 2010 10:46 GMT
#37
On December 05 2010 11:39 SharkSpider wrote:
Think of banelings as "how much would you pay to have XXXX dead?"


I've been struggling with rationalizing my baneling usage, too, until I read this quote. This is EXACTLY how it feels! I will pay more than the cost-effective amount to make sure that the big scary bio ball you have is reduced to green goo.

The other side of that coin is that essentially you're already invested in the zerglings. Nobody gets lings JUST to make banelings. I have never once said "Oh, better make 12 zerglings so I can get 12 banelings," because zerglings are typically (past early-game) a filler unit. "Oh, I have extra minerals but I don't feel safe enough to expo and I'm already saturated. Best pump lings." Suddenly, you have 40-50 zerglings and nothing to do with them.

Well any mid- or late-game army will just crush zerglings. Every matchup includes at least one unit that's just ridiculously good against lings (colossi or high templar, blue-flame hellions or properly positioned tanks, infestors or banelings) that are likely to be present in their army composition. Face it -- any zergling you make will die unless you're so massively better than your opponent that it doesn't matter WHAT you do, you'll win. If every zergling will die anyway, then we have to find the equalization point where paying 25/25 (~75 min, or another three zerglings without the food cost) will increase their total damage output before death.

Let me put it this way: if a zergling will attack four times each (on average) then it will do equal damage to non-light units as if it turned into a baneling, but for less cost. You can even think of it as becoming cost-effective to start investing in banelings when four zerglings will do less damage than one baneling (since 100min for 4 zerglings is equivalent to 50/25 for 1 baneling), for the simple fact that you will have the zerglings there anyway. What they kill is irrelevant.

Mainly, blings are a force-multiplier. Especially useful in early-game ZvZ and mid-/late-game ZvT, their job is to make holes in your opponent's army for your zerglings to fill in and create a better surround. You can try unit-testing some seemingly non-sensical matchups for ling/bling and see the force multiplied. Try cost-equivalent amounts of ling/bling (4 lings per bling I find is best) against stalkers. Depending on the numbers involved, the zerg will still lose, but then try that with JUST lings or JUST blings and see the difference in remaining units?

Blasting holes is a good thing. Sudden damage is a good thing. Being one-and-done is just fine if there's nothing left afterwards. Screw the cost, you're the motherf*%(ing ZERG. Expand again and saturate it in one production cycle and your cost will be refunded immediately. Drive your enemies before you and hear the lamentations of their medivacs.
FirstQT
Profile Joined October 2010
United States115 Posts
December 05 2010 10:53 GMT
#38
i see baneling as the 'support' unit akin to sentries(eg. sentries alone are near worthless but make your army infinitely more effective). keep a few of them in your army along with a bunch of lings and you should be fine. with a lot of lings mixed with the banes, if the marines do the baneling spread speedlings can surround better. if they don't, banes wipe them all out.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
December 05 2010 11:03 GMT
#39
On December 05 2010 10:02 EmilA wrote:
Show nested quote +
On December 05 2010 09:53 PirateGus wrote:
50 marines = 2500 minerals
50 banelings = 2500 minerals and 1250 gas

they better kill all of the marines or you are in trouble.

In fact 25 of them would have to kill all 50 for it to be an even exchange in terms of non-time resources. That is assuming a 1:1 value of gas and minerals which isn't really true.



Not really fair to make these cost-effectiveness comparisons across races.
A stalker is supposed to counter roaches, and it costs accordingly much more, but in equal costs and especially with upgrades, roaches will still rip stalkers to shreds.

Anyhow, 50 banelings a moved against 50 marines with shield on creep will result in 30 banelings living through.


Misconception. Stalkers are countered by roaches with speed on creep. Immortals counter roaches.

In attack move, you 50 banelings will definitely not all die vs 50 marnies. As long as they're cost effective they're a counter.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
December 05 2010 11:17 GMT
#40
On December 05 2010 19:07 tournamentnow wrote:
IN bW lurkers almost killed close to no marines. Lol defensive matrix marine split dodge. Now banelings evaporate entire marine ball, ...

Are you joking or what?
Lurkers definitely rips marines, why do you think people use lurkers vs terran? to NOT kill marines? Please...
Have you even seen lurker under a dark swarm holding off 32143 marines that couldn't do shit until the lurkers are irradiated? Do you have anything of that effectiveness in SC2? I don't think so. Baneling is one time usage but lurkers, you can really use them for a long long time.

Think of it this way:
3 lurkers on ramp = unkillable base w/o tanks against endless marine/medics.

Now you try to put 10 banelings somewhere, I highly doubt that can save your base against any descent army.
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!
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