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Broodlords have me scratching my head a little, they dont seem effective. A forum search pulled up several threads talking about how broodlords are OP this and useless that, but nothing that really went over the broodlord unit in detail.
So i hit the unit tester and its showed tier 1 units to be superior in damage output. marines and stalkers have no problems versus brood lords in a cost for cost fight.
Finally i used them in a ladder match, the instant i got them i lost the game. I had roaches, Hydras, corrupters, and brood lords. My opponent had voidrays, stalkers, collosus, and an imoortal or 2. he ignoreed the brood lords which appeared to do mediocre damage, and cleaned up my now slightly smaller force.
The thing that got me was that the toss player was able to just ignore the broods due to mediocre dps, a run in the unit tester confirms the broodlords less than awesome DPS. However people in the forums go on and on about how OP they are, yet no one really explained why. DPS wise 4 broods have about the same DPS as 4 hydras, just a lot more health and WAY more expensive. http://www.starcraft-source.com/unitdatabase/unit/view/?id=114
So i know for a fact that they are slow, expensive, dont do a ton of damage, dont have spell or AOE effects, and dont have a bonus damage effect versus anything. They do have a long range attack, but how is that worth all the tech, resourses, and population they require?
so my question is in what situation are these things OP? and could anyone that posts also explain why or how they are OP. (By OP i just mean really effective)
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the thing is when theres mass roach hydra with broodlord support the broodlings tank all the damage and deal great dmg. sooo they are extremely hard to deal with mixed in. just broodlors kinda suck.
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Depends on the army comp of your enemy and what your trying to accomplish.
A turtling Terran or Protoss player, Brood Lords are the seige weapon of choice. They out range all static defenses, and deal signifigant amounts of damage via the broodlings. They also suppliment a Roach/Hydra Army very very well.
The key is positioning them so they have the AA of the Hydralisks, so that Vikings/VR/Pheonix/Muta's can't run around and pick them off. Some people keep a few Corruptors/Muta's with their Brood Lords for Air Cover.
Also, don't forget upgrades! The inital Broodling landing I want to say is modified by Air Weapons Upgrades, but the Broodlings themselves are modified by your Ground Weapons/Armour upgrades.
If you've been getting upgrades during the course of the game, PLANNING for a Brood Lord Transition for late game, you should be decently prepared for them upgrade wise.
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Broodlords are very effective siege units, they do background damage while your main damage dealers are hitting hard in the front.
Here is how a broodlord works in any late game situation. Lets say you went standard 2 base play against a terran, cross map positions on metalopolis. 20 minutes into the game both players have 4 bases each or zerg has 5 etc. Lots of bases vs lots of bases.
It would be completely useless for zerg to maintain 2 base units, such as roaches and lings. Lings and roaches are important but think of trading in half a page of lings for an ultralisk and a few roaches for a broodlord. The point is that just because they aren't cost effective, doesn't mean they aren't useful, if terran truly wants to take out broods he needs plenty of marines or a couple vikings, if he has vikings that cuts into his actual army while corruptos magically turn into broodlords and are pretty good against vikings especially because a terran player for the most part can't micro vikings and marines and tanks and medivacs and marauders all at once. So bring banelings along with your corruptors and broodlords.
Now for a situation where Broodlords would be "OP" (eew bad word btw but I guess necessary) Lets say you have 6 broods and 12 corruptors and a bazillion lings on Xel naga caverns. You are against terran who has turtled on two bases the whole game. You cannot banelings bust him because he has +1 tanks around his base and we all know that +1 attack tanks beat +3 defense banelings with 1 shot. Your only choice is to attack him from afar. Toss has colossi and HT, Terran has tanks and vikings, Zerg has broodlords. They can see really far and shoot really far meaning that if you are having trouble with tank lines, send a few broodlords and corruptors, the broods pick out the tanks and the other tanks shoot at the broodlings causing splash damage towards their own tanks. Depending on how many tanks he has good chance one broodlord shot can kill a tank because of AoE of other tanks.
Broodlords also cause distraction for armies against Toss, Send in your broodlords first so the broodlings make zealots waste charge, then send in your units. If he blinks to attack your broods just rush your units in. In the time it takes him to pick off one brood with stalkers you can already of surrounded him with lings. Then pull back your lings when his stalkers are dead run in with roaches or more broodlords to take care of zealots and colossi.
A unit is only OP when someone loses to it in a way that they can't seem to beat. "Omg Marines are OP because I lose to them every time I play against them" Well duh Marines are the core unit of terran, banelings/HT/Tanks take care of marines easily. Broodlords are the same way, Broods are only OP until you have about 20 vikings lying around, or they are only OP until you have a bunch of corruptors and mutas around, or they are only OP until you got voidrays. Its a matter of perspective and not balance or unit value.
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Korn pretty much nailed it. Broods are a "forcer" unit. Vs a turtling player you're going to force them to mobilize and create Vikings that they may not have wanted too. Siege in an air unit is just tremendously valuable, add in the fact that they utilize ground upgrades as well as air and they're superbly cost effective when the situation calls for it.
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Plus they remind me of SCI Guardians and those were kick-ass =D
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Versus terran, Broodlords are completely nullified by vikings.
Everytime a zerg goes broodlords vs terran, he has maximum 2 min to do the damage, or he looses. If the terran scout the corruptors it's almost guaranteed loss for the zerg. On top of that Broodlords are super gas heavy, and to protect them from vikigns they requires the support of other gas heavy units: infestors and hydra. The way I see it, vs terran brood lords are an all-in you can try against mecha units. Otherwise, they aren't that usefull, except you need them to finish a game you have already won against a turtling player.
Against protoss, it's more viable since you usually make corruptors against colossus and the transition is easy. Still, they are not particularly cost efficient but they are supply efficient, so really intesting to have some in your unit composition when you are maxed.
In ZvZ, it's rare to go far enough in the game to see broodlords, but they are efficient.
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Yeah, Broodlords confuse the shit out of ground units. They'll attack the broodlings first so you have to sit there and make sure they're attacking the right units which can be a pain if there are a bunch of lings in the mix as well.
I think of the Broodlord as more of the Colossus of the Zerg army. It is better if they are in a ball of units where they can take out the anti-air that will be thrown at them while the ground army is getting confused with the broodlings that continuously shoot at them.
That being said, they can be a giant waste of money as well if you don't use them correctly. Just sending them in by themselves is dumb. You want to protect your investment so you need to have enough ground units to support them as well. You can't just send them in by themselves into an MMM + Viking ball because they'll get destroyed and you can't send them in by themselves against a Toss Death Ball because blink stalkers can pick them off while colossus target the broodlings.
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If he has a bunch of vikings he doesn't have a lot of tanks (trust me im a terran), and if he is turtling that hard just leave him alone, starve him. Expand everywhere (but please don't expand "everywhere") I've beaten zergs who got greedy when I was turtling and they took two expos, problem was I just moved out and killed both his expos after they finished. Now its a 2 basing Terran with a shit ton of units against a 2 basing zerg who just spent all his larva on drones. I wonder who is going to win that fight? 9/10 times its the terran. But if its an already late game 50-1 hour longish. Broodlords are a necessity, even throwing down ultralisk cavern he is going too much marine heavy. 10 ultras and 40 banelings will clean up any amount of marines no matter what their name is, FoXer or not.
Nothing in this game is cost-effective. Everything costs money and it all depends on what you do with it, a rushed battlecruiser is a waste of money because stim marines, hydralisk, and stalkers just break them so easily in small numbers. But you have 5 Battlecruisers 20 marines 10 vikings and a couple siege tanks and you've got yourself a very hard-to beat army. Broodlords suck by themselves, even in large numbers I see 20 broodlords and I laugh because the guy has no units around to protect it, I just have to run up with stimmed marines and wreck them, but if we are fighting int he middle of the map and his broods are in an unreachable position while he has banelings coming at me, Im not going to win that fight at all. My vikings will kill his broodlords but I won't have any units left to defend when zerg can easily muster up 50 lings at the drop of a hat.
Think of unit compostions before you start calling a unit imba or useless.
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they r nvr cost effective unless the zerg has a massive economy.... all i know is they do good against storm, so i use it... xD
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I am not sure how good your opponent was but it sounds like he a-moved his army. Most (all?) ground units' AI will try to kill broodlings in front of them instead of the broodlords. I'd focus fire broodlords first with whatever I've got that can hit them otherwise they wreck a massive havoc.
If you and your opponent had comparable army there is no way his ground army can be a-moved to win the battle with broodlings. Broodlings also blocks the AI pathing, making ground units stuck where they are. At that point only useful ground units are blink stalkers, and they should focus fire the broodlords - and that's not an easy task faced with accompanying roaches/hydras. Only air-to-air units become a realistic answer to broods. That's the power of the broodlords. You can't simply compare DPS/cost. Don't zerglings have more DPS with the T3 upgrade? But how useful is that high DPS when they can't make contact with enemy units?
It sounds like your opponent simply had more stuff than you.
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why would u compare broodlords vs marines/stalkers? when do u ever see that battle? lol
idk how your games play out but usually when my broodlords show up theres an army in front of them and they arent getting touched (while putting out units that confuse an enemy's a-clicked army)
they do solid damage, can mass an army of their own (5 broodlords can really put a lot of broodlings on the map), dont get hurt if you position them right, and have the ability to siege from long distances.
the only problem is their tech takes a while to get to so they are rare to see :/ i wouldnt swear em off if i were you, once u find a composition that supports these bad boys u'll see what people are talking about
EDIT: Kornholi0, I'm a 1.4k diamond. It doesn't say much and isnt very impressive, but zerg depression has hit me hard and I cant motivate myself to 1v1 :/. Hopefully 12 weeks with the pros helps? cant wait for it!
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Hahaha Terrence what level play are you? I'm just curious. If a zerg player has broodlords they are for obvious reasons, people don't get later tech units just because its the next thing to get. You get them once you know you need them, I see lots of vikings, well you'd be stupid to get corruptors and broodlords. I see lots of marauders, you'd be stupid to get ultralisk.
But if you see mass MMM its just best to get infestors and banelings zerglings. The best part about having 4 bases is that you can have all 3 techs, infestor ultralisk and broodlords. Mass vikings? Get ultralisk. Mass marauder? Get broodlords. Mass Marine? Get infestors. The only common thing with all three is that you have banelings and zerglings as back up, with ultras you might want to get hydralisk or roaches for cover as banelings would get blocked by ultralisk.
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Versus Protoss they are pretty overpowered I would say. They have no effective counter for a Broodlord/hydra/roach army which is why they go for the big midgame colossus push before hive tech is ready. Once Broodlords are out all of Protoss ground is eaten up and if they haven't been massing void rays for a while, hydra support counters the only broodlord counter. Actually counters both broodlord counters as the other is blink stalkers and hydra's perform well against them. And if you opt for roaches instead of hydra's you will still do fine.
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The first rule of Zerg is that your units aren't cost effective. Period. You have an economic advantage to make up for it. I swear, someday I'll see a thread speculating on whether overlords are cost effective or something...
Biggest points to keep in mind about broodlords are the range and the broodling tanking ability.
The range + flight means that in a 200 vs 200 battle more of your 200 is actually firing while a ground army 200 ball is 50 food of units firing and 150 food of units jockeying around trying to find a shot. 200 vs 200 with a ground battle isn't really 200 vs 200, its more like 50 vs 50 played out 4 times in a row. Having long range air units changes that completely. Considering how much pains players go through to have good formations that ensure that just a hairs length fraction more of their units are firing then their enemies, having long range aerial siege units able to change that mechanic completely is very powerful.
The fact that it spawns broodlings just fucks up enemy damage. Don't think of the broodlord just doing damage, every time it takes a shot it spawns a 30 HP broodling that will take 30 HP of damage meant for your real units. So if you want the 'true' differential in how much the broodlord affects your DPS vs your opponents DPS, each shot of the broodlord actually puts you 50 HP ahead (20 damage and 30 damage averted on your units). This is doubled on your first shot (release of 2 broodlings), gets stronger with upgrades (both air and ground affect parts of the final value), the broodling itself does damage that isn't being taken into account (probably not much if they do damage at all, though), the broodlings mess up enemy pathing and AI (hard to quantify but a real benefit), and the fact that enemies will often overkill the broodling and it prevents even more then just 30 HP worth of damage (as an exaggerated example, if you are lucky enough to have the broodling get hit by a siege tank or colossi shot you can be literally 100s of HP ahead).
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I didn't realize they cost 300/250 to put out on the field... Holy shit....
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Low tier units should always be more cost effective than high tier units in pretty much every RTS ignoring counters. Marines, zealots, and lings are probably the most cost effective units in the game. High tier units are more food effective generally and suffer less from diminishing returns.
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How is this even debatable?
Broods are hands down, bar none, the best end game unit in the Zerg arsenal. There is literally no way to win late game without them.
Against Toss - they allow you to engage over forcefields, tank absurd amounts of damage with their broodlings, and outright own the ai of any toss unit not being told to focus fire. In other words: Good luck breaking the Toss deathball without them.
Against Terran - they're almost the only answer we have to the high siege tank numbers that come out in the later parts of a game. Siege tanks single handedly shut down banelings, and do fantastic damage against any ground unit Zerg has.
Enter the Broodlord. Now every tank T owns has to be unsieged and moved.
Does the Viking kill the Broodlord? Sure it does, but that's a supply investment T has to make in a unit that's no longer going to serve a purpose after the Brood are dealt with, opening up tons of doors for tech switches to things like ultras.
And don't even get me started on ZvZ. Just try killing a broodlord in ZvZ.
TLDR: Broods are amazing. Good luck winning without them.
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Wow, I sat down to just say a few things and I kinda ended up ranting hardcore. Spoiler tagged.
+ Show Spoiler +I've logged in as a first post to say that it hurts my soul whenever I see a high level zerg reveal BLs somehow and then, 2 minutes later, float them alone to an expo to target-fire a structure. I saw a game the other day where a zerg army was actually fighting even with a terran army (I KNOW, right?) and they had like 5-6 brood lords... ...firing at a PF under repair. The battle raged on for about a minute, and the zerg lost his army and shortly after, the brood lords, and then shortly after, the game.
It also makes me die a little inside when a zerg charges in with ~10 roaches, ~20 lings, and ~3 brood lords and thinks he's gonna win every battle he gets into regardless of how bad his position is.
Stop that.
They're not there to snipe buildings. You're thinking of mutas and occasionally banelings. There are exceptions, when the enemy doesn't have anti-air and you can fire from a position where they can't retaliate off the map or something. Ok, fine. Think "evil banshee" in that case, or void ray, or something like that.
They're not there to snipe workers. You're thinking of mutalisks and banelings again. They're not there to tank. You're thinking of roaches. Also, don't say ultralisk or I will hurt you.
They are colossi that mess with the targeting priority of the A.I. They are flying, constantly deployed siege tanks that never splash your own army.
They are there for the exact reason other people have said. You put them in the back of your army, and perhaps I should outline this point: with your army, and that's where the magic occurs. About 15 seconds into a battle where brood lords are firing into an army, you're going to notice that nearly everything on the ground is now either a broodling or dead. They do massive damage on initial hit- much like their roach friends, and their follow-up is not only a fast little dps unit that draws bullets like an electromagnet but it's also a huge positional advantage unit. Tanks will fire at the unit and splash allies. They block forward movement into your army, forcing the only option to be "retreat" which if you are good at all means "into your army." They eat attacks, letting everything else with range (You know, the hydras, roaches, and mutas) get literal free shots off.
If they make up more than a fourth of the food your army is comprised of, you're probably doing it wrong. If you are ever attacking with them alone, you are probably doing it wrong. It's actually easier to figure out how to use a brood lord if you look at how the other two races use their units.
Have you ever seen a protoss worth their salt march 6 naked colossi (side note: yes it is "colossi", not goddamn "coloxen" I don't care what the root of the word is, Zeratul himself says colossi during the campaign ("overmind level" intro scene) and that's called "Word of God") into an expo and not immediately lose the game? Probably not. There are exception games and situations, but generally throwing away 6 colossi for a command center ends with the protoss losing. That's why you don't see that. What you see is the colossi in with the rest of the army in a gigantic death ball. When they engage, what naturally happens? Well, the zealots charge in, the stalkers blink back if micro'd, and the colossi, since their pathing isn't interrupted by other units, usually end up waaaaaaaaaaaaaay in the back, lighting everything on fire including the doodads from range 9. Sounds good to me.
When a terran makes siege tanks, the units serve the same general purpose no matter where they are. They're there to blow things up from very far away. Hint- the only melee terran unit in the game (besides the predator from the campaign for fun zergy flavor and the firebats from Brood War) is the SCV and they most certainly have a right to complain when you send them in. In fact, terrans seem to excel at fighting battles several hundred yards from where they're standing don't they? If they should so happen to be at their home base, than an attacking army gets hit and goes "oh no, better not invade that." If the tanks are the ones invading, they get to happily blast away at far away targets like buildings and people while the rest of the army assumes a defensive stance- something terrans are very good at, please note- and yells "bring it!" Go ahead, walk into that defensive line that's actually firing at your stuff, and see if you're not quickly turned into a giant half-concave streak of red blood on the ground. Go watch the most recent Dreamhack Steel series final rounds, except watch them while repeating the phrase "The terran is attacking with his defense" and you're going to see it in a whole new light. That guy knows what's up.
When a terran makes ravens or a protoss makes high templar or even some zerg make infestors, what are they trying to do? They are trying to use an infinitely renewing resource- unit energy- to deal damage. A raven can drop turrets which are stationary and armor plated marines, they can deploy (hunter) seeker missiles which, if not noticed, make large explosions of red mist, and they can deploy point defense drones which confuse (or rather flat out stop) incoming attacks and allow moments of "free fire" from allied forces. A high templar casts feedback, which stops all other energy units dead (literally sometimes), and they cast storm which, if not reacted to, kills you near immediately. And then, when they have no energy, they can turn into archons. Archons may not be the best unit in the game, but unlike high templar, raven, and infestors they possess an attack and significant life. As hilarious as it would be, you can't click a button on an infestor and have it explode into 2 roaches. And infestors cast fungal growth- which allows for surrounds and delays- and they cast neural parasite which results in the best confusion ever- you get a free unit that probably kills some of their army off, and then their army probably kills the unit. Talk about a wasted shot! Plus, infested terrans are sort of an "instant reinforce- just add water" sort of unit that, if you ever actually give them a chance and look at their stats, don't do too badly against armored units. In particular, toss a few at some unprotected buildings. They'll usually wreck it before they despawn if allowed to stand there and fire.
Use that "energy logic" on a brood lord now. What do they do? They basically spawn little mini-zerglings. For free. Constantly. Without energy. You can't feedback them and stop them. They're big ole' armored fellows, and the moment they swing, they deal massive damage. They're not dropping turrets you can destroy immediately. You can't "dodge" it like a storm or a missile. You have two choices once a brood lord fires at you- one, you can stand there and shoot the broodlings like a tool or two- you can run (backwards.) And this happens constantly. Every swing, over and over. Contrast to a carrier, which do the same thing but in mid-air (so guess what? they're not blocking forward movement) and which require money to create and then replace the interceptors (last I checked, broodlings were free.)
When a zerg makes brood lords, the units serve as a kind of "swarming aid." In the most ideal sense, how does zerg win games? Generally they make a lot of stuff, and all of that stuff hits the enemy either all at once (swarming them, which is where you get the title "the swarm") or in such a pattern that the defender can't be everywhere at once and loses ground from the sides until eventually either a key support structure is accidentally lost or a position occurs where the zerg gets to land a proverbial chess "checkmate" surround/swarm as outlined earlier (Starcraft is chess at warp speed- Day[9].) In both cases, the zerg has done what? They have confused the enemy somehow, they have surrounded them somehow, they have taken a good fighting arc, they have split the army and outnumbered them, or they have surprised them.
A brood lord is the best unit, in my opinion, you could ever have during a fight with zerg. What a brood lord does is usually demolish the unit it strikes (high initial strike damage) and then creates a situation where the unit is surrounded and more easily swarmed (broodlings) and then the victim throws attacks at a unit (broodlings) that cost you nothing (confusion.) This unit encompasses everything but subtlety into it's design, it is the quintessential zerg unit. For the BW players, remember the queens had an ability that would blow a unit up and turn them into broodlings? Boy, doesn't that sound familiar? Yes, except like all the other races the Zerg have evolved too. The queens are now putting their skills into the hatcheries, and the Lords- the Kings if you will, since "brood king" sounds kinda stupid- are now doing what the queens used to do, but better. They went from doing that with energy- which was already good- to doing it for free, which is even better.
It is there to swarm your enemy. When your army attacks from 3 sides into the protoss deathball, about 10 seconds in what happens is the broodlings get almost all auto-fire'd down by the protoss but the zerg has now completely swarmed the protoss in a circle, oval, or jacked up venn-diagram of death, nearly negating the collosi and their "arc demolishing" attack completely. When the zerg army suddenly outranges the terran's siege tanks, the terran is scrambled into an offensive position where they must attempt to reach in and counteract this unit or lose their greatest strength- their defensive stances. A zerg can react to this, and after 20 seconds of their 60 marines "exploding into broodlings" 6 at a time, the battle is over because the rest of the zerg army has been wailing away at them this entire time.
And when a zerg does run out of regular army after the attack, having just looked back after re-injecting all their hatcheries, they laugh, remake their entire army in one production cycle, re-support the brood lords, and outnumber the defenses that are coming back 5-6 at a time.
It hurts my pride as a zergling when I see someone make 3-4 brood lords, fly them out of position to snipe a unit or two, and then lose half of them to vikings. God... dammit. Play protoss and go colossi a few times. Play terran and make tanks. Then come back and play zerg, and make brood lords. Do you remember when you took those 3 colossi, marched them into the enemy mineral line, and watched them die to corruptors? No? Good. Don't do that with your brood lords then. And for god's sake, don't do them on less than 3 bases unless you actually know what you're doing. By the time you get them out they comprise half your army (which is oftentimes more than a fourth) and you can't very well swarm an enemy that outnumbers you, now can you? I mean they're actually not too bad at supporting the calamity that is a "zerg defense" much like how tanks do it. And hell, even if you do break even, you still lose. Zerg units are designed to lose straight up, short of a surround. Please learn that before throwing 50 brood lords at X whatever in Unit Tester and declaring they suck because they didn't win. If your instinct was to do this to "test" the brood lords, then you honestly don't know how to use them. When 50 brood lords fire at something in a ball or against a wall, not every broodling gets to play a role. You shouldn't have that many to begin with.
Besides, the transition should be easy. There's a 99.9% (lol) chance you went mutas for harass. You have the spire. You might have an upgrade for the mutas. You probably focused on upgrades for zerglings/banelings too. Just get the greater spire. Transforming the spire doesn't stop you from making mutalisks or corruptors the way creating a reactor halts production at that terran facility. Ah ha. Didn't think of it like that eh?
Brood lords work with any upgrade except maybe air armor. High air damage? Great, units explode more easily on hit. Melee attack? Swarm them fast, you're getting free zerglings with every volley. Melee armor? The A.I. will fire at the wrong unit for that much longer. All of those help with either outnumbering, or confusing, the enemy. Remember that battle I talked about in the first paragraph? I wonder how that would have turned out if the 5-6 brood lords were actually participating in the fight against the army. If the fight was close to begin with, the introduction of five brood lords would have made it horribly one sided for the zerg. And then the zerg, after smashing the army, could have just rolled the PF with their entire unopposed army. I don't care how many scvs are repairing it when there are 15 roaches, 3 brood lords, and for some reason a 4 hp hydralisk firing at it.
"Cost effectiveness" is not a term you should even be using in this game because the effectiveness of any army unit here is solely reliant on the grey matter roughly 8 inches in front of the monitor. A marine's "cost effectiveness" becomes 0 when you walk them into a siege line and watch them burst into blood. A single void ray could have a cost effectiveness nearing infinity if, by it's use perhaps by rush against a no-AA player, it single-handedly wins the game for you. Every battle in this game is situational somehow. Brood lords become "cost efficient" when they fire a bazillion volleys into an army while you flank and wipe them out, and they suck hard when you have them fire at some structure while your army which is missing 20 food gets killed in the straight up brawl nearby. You don't even have to micro them, for god's sake. This is probably the one zerg unit you're supposed to 1-a. All they're supposed to do is sit in back and catapult zerglings at people, you're free to micro everything else as needed and lord knows you have to if you want the the other 3/4 of your zerglings to do something besides dry hump each other or perform the "spiral dance" when they attack. Good god, I don't even know why I've gone into so much detail about this. This isn't a hard unit to use. Just... put them in the army. That's it. It's not that hard. They handle like dynamite loaded cement trucks for a reason. Just drive them at things and the A.I. suddenly becomes your best friend.
If you went for brood lords and lost, and are wondering why the brood lords didn't "win you the game," maybe you need to rewatch the replay right now and see if you're actually playing like a zerg or an infested terran.
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lol FZ.
I think you win the internet, for tonight.
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nice read FZ, made my morning, especially this part:
On December 30 2010 16:51 FlyingZergling wrote: [...] you're free to micro everything else as needed and lord knows you have to if you want the the other 3/4 of your zerglings to do something besides dry hump each other or perform the "spiral dance" when they attack [...]
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Lol at FlyingZergling ...I did the same thing!
Broods are expensive for a reason!
I feel they are used best attacking a base from the outskirts accompanied by an af.
In open field play I would accompany them with infestors if playing toss...purely for blink stalkers. vs thors / marines / hydras you need to outflank them...which is always possible as broods fly.
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The last lines are win hahhahahaha
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Great post by FZ. Especially the part where he (quite rightly) points out that a units cost-effectiveness is garnered by how and when it is used... and not just by its stats and dps as seen in the map editor.
Broodlords are insanely powerful late game units. Actually they might be the most powerful unit in the entire game (not saying they're op).
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FZ that post made my morning, very accurate comparison to the colossus and siege tank which just die horribly unsupported.
Another note is the dreaded broodlord/ultra tech switch if the terran ever over invests in vikings in an attempt to kill the broodlords. Coincidently they share the same ground upgrades which is just handy.
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In an effort to prove cost effectiveness and settle this debate once and for all, as well as solve the game of Starcraft 2 for all time, I have compared every unit to every other unit in the unit tester (always cost equal). To be extra sure of my results, I have even tested battles of the same unit against itself (after adjusting for the relative skill of the unit tester). And from now on, I'm only going to make one unit, the unit that won the highest percentage of it's cost-effectiveness battles. With this unit, and THIS UNIT ALONE, I shall rule this sector or see it burned to ashes around me.
-- X-Men Origins: MarineKingPrime Coming to Cinemas 2012
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I got the info i needed from this post, info that wasnt in other threads i searched. It seemed like after a few posts people were not really reading the orginal post anymore. just skimming it and the title then replying with some of the same generic answers i saw in the other threads, but thankfully some people did read the Org.P. =]
Ill sum it up here for future searches by other players.
1.) If using the standard roach hydra force be aware of the fact that broodlords benfit from the "melee upgrade", start getting that if you think your going to use broods late game. This also benefits a tech switch to the ultra
2.) Broods are NOT cost effective, and they are not ment to be just like most late tier units. They are food effective however and allow for a more maximized force at pop cap
3.) Broods should be looked at like a siege tanks. dont try to micro them instead Micro around them and abuse the long range + free units that generate from them. Alone or poorly supported they die super easy.
4.) The Broodlings fired from Broods will block pathing once on the ground just like zerglings, this can help bolsters zergs "swarm mechanic".
5.) Understand 1 - 4 and dont just get Broods expecting a free win, use them correctly. If a job would be better dont by another unit, then use the other unit.(like mutas for base harass)
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I think that important point of broodlords is that they are supplyefficient. Would you rather have 3 roaches or 1 BL in 200/200 clash?
edit: Flying zergling should be nominated for post of a month.
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On December 30 2010 16:42 MUirbeqU wrote: Low tier units should always be more cost effective than high tier units in pretty much every RTS ignoring counters. Marines, zealots, and lings are probably the most cost effective units in the game. High tier units are more food effective generally and suffer less from diminishing returns.
This. If you compared every unit on a dps basis with marines you'd think a lot of units sucked.
Do this same analysis for bcs or carriers and you'll find similar results. They are only cost effective when they don't die, which all 3 of those units are great at not dying.
More practically, broodlords rape the shit out of almost any ground unit. It sounds like stalker or hydra or marine should easily counter broodlords, but they don't. If you keep them at range and have that hydra/ling support (you should never have broodlords without cracklings...awesome t3 mineral dump) marines or hydra or stalkers are going to get raped to pieces. Whenever I have BL I get giddy when I see marines, it means I'm about to kill a ton of marines for free.
While Vikings do counter broodlords very hard (and corruptors), that's really the only Terran unit excluding the BC that beats a broodlord... So take advantage of morphing 8 outside their door then knocking hard.
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Don't forget that marines lose DPS proportionately when they die after taking damage, and they die easily, while BCs do not lose DPS until they have taken 550 damage. Not saying the BC is more cost efficient, but keep this in mind.
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Wow, great second post FlyingZergling.
Speaking as a Terran, I almost never see broodlords in my games, although I wish I did instead of the same banelings, lings, roaches, mutas which comprise of 90% of my games.
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In the late game, supply efficiency matters more than cost efficiency. And Broods are hell good in that area. They cost TWO ROACHES.
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I'm a Protoss player and think Zerg Tier 3 sucks. Blink stalkers kill them far too easily with basic micro. Broodlords at least in PvZ should be used just as a base buster or harass unit. Putting them in your army is pretty bad imo as If I kill your army you're not going to be able to spam 200/200 for very longs since and I'm guessing this but Brood Lords are expensive, as is any other Tier 3 unit. I think Brood Lords maybe need a bit of a speed upgrade or something idk, definitely a buff of somekind tho.
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I don't agree with people that broods are meant to be used in a big army ball. They are okay in that position if you have a ton of anti air, but I personally prefer to use them for harassment of expansions. Not planetary fortresses, but every other kind of expansion. If you put them off the edge of a base out in the air, they cannot retaliate effectively until they have air units. For terran that means you have about a minute and a half to do damage before the viking count gets high. For protoss it means you're probably going to outright destroy their expansion before they can do anything about it.
You get the broods, you make like 4, not 12, not 8, just 4. You put them in a hard to snipe position like over a cliff on lost temple to snipe their nat, and they force the other person to make a bunch of crap that is useless against the rest of your army, or to sit there and micro stalkers trying to damage them and lose a bunch of them in the process while you are rebuilding the rest of your army. If you put one behind a mineral line, all those workers have to be pulled or they will die, and that lost income will cost him the game.
Another situation I use them in is if I'm facing a maxxed marine/tank army that is slow pushing. I sac a bunch of units and just build corruptors/brood lords and then I slow push across the map and he just outright loses because I can hold off the small number of vikings he will build with just the right amount of corruptors.
Also upgrades play such a huge roll in brood lord play. If you have no melee attack and your opponent is +2 armour, they do squat. This needs to be taken into account before you consider using them. Those broodlings only do 4 damage per hit and they come out late game, so upgrades are so utterly crucial and I see so many people ignore this issue when they employ them.
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FlyingZergling is proof that postcount doesn't matter.
We can end the thread here.
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On December 31 2010 00:07 onmach wrote: I don't agree with people that broods are meant to be used in a big army ball. They are okay in that position if you have a ton of anti air, but I personally prefer to use them for harassment of expansions. Not planetary fortresses, but every other kind of expansion. If you put them off the edge of a base out in the air, they cannot retaliate effectively until they have air units. For terran that means you have about a minute and a half to do damage before the viking count gets high. For protoss it means you're probably going to outright destroy their expansion before they can do anything about it.
You get the broods, you make like 4, not 12, not 8, just 4. You put them in a hard to snipe position like over a cliff on lost temple to snipe their nat, and they force the other person to make a bunch of crap that is useless against the rest of your army, or to sit there and micro stalkers trying to damage them and lose a bunch of them in the process while you are rebuilding the rest of your army. If you put one behind a mineral line, all those workers have to be pulled or they will die, and that lost income will cost him the game.
Another situation I use them in is if I'm facing a maxxed marine/tank army that is slow pushing. I sac a bunch of units and just build corruptors/brood lords and then I slow push across the map and he just outright loses because I can hold off the small number of vikings he will build with just the right amount of corruptors.
Also upgrades play such a huge roll in brood lord play. If you have no melee attack and your opponent is +2 armour, they do squat. This needs to be taken into account before you consider using them. Those broodlings only do 4 damage per hit and they come out late game, so upgrades are so utterly crucial and I see so many people ignore this issue when they employ them.
Did you read FlyingZerlings post?
If i was to describe a good harassment unit, I'd say a key trait would be that it is very mobile, can engage and retreat very quickly and thus hit an enemy at different locations.
Now Broodlords are probably none of this. The only mobility they have is the fact that they can fly. But if you are laying siege to an expansion with your broodlords, your enemy can basically just push your main army and will probably win or he just kills your broodlords if you don't back them up. Protosses will have air agaisnt Zerg anyways, Voidrays are awesome when mixed in a core army and ONE VR counters 4 BLs. And if a Terran spots your Broodlords he can build 4 vikings and have them snipe BLs whenever you attempt to harass with them.
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I'll sum up. Yes, they are cost effective if used properly.
Try hydra/ling into BL some time vs protoss.
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I read enough of it, and I disagree with most of it. If you have enough money to have a big ball and brood lords both, you were probably ahead anyways and might as well have ended it already.
My definition of a harass unit is one that you can send out in small numbers to cause major damage compared to their cost. Fast is just a trait that most harassing units have, but broodlords more than qualify.
You morph the spire, you make some corruptors, you beeline the corruptors to where they can do damage and then morph them. They hit places your troops can't, because of tanks, cannons, turrets, or a wall in, and even if they don't break it, it gives you time to do things, expand, make units or finish tech, chances for tanks to unseige, buildings to lift off, templar to die, probes to be pulled off, or even nexuses sniped. And then they die, but you only lost a little bit of gas for it, and the alternative was making a monstrous army and smashing it into, at best, another big ball, at worst, an entrenched position.
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You are talking about DPS of broodlord and failing to recognize the power of the broodlings. Broodlings both inflict damage and absorb damage. Idk about pvz, but in tvz broodlords are amazing against everything except vikings. Tanks will attack the broods and deal damage to his own units. Thors will either waste dps aiming at air or waste dps at broodlings. Given broodlord range, you cannot snipe it with marine or stalker if he is supported by a zerg army.
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I guess the people above have pretty much summarised more than everything. Also, remember. When the broodling spawns it is immediately targeted, making 'attack-move' a deathwish against an army with composition involving broodlords. And I just love a very fortified sieged tank line. A single broodlord shot on a huge bunch of grouped up marines near the tank line can end up having 6 or 7 die. The broodlings are like bombs, lol.
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On December 31 2010 01:35 onmach wrote: I read enough of it, and I disagree with most of it. If you have enough money to have a big ball and brood lords both, you were probably ahead anyways and might as well have ended it already.
My definition of a harass unit is one that you can send out in small numbers to cause major damage compared to their cost. Fast is just a trait that most harassing units have, but broodlords more than qualify.
You morph the spire, you make some corruptors, you beeline the corruptors to where they can do damage and then morph them. They hit places your troops can't, because of tanks, cannons, turrets, or a wall in, and even if they don't break it, it gives you time to do things, expand, make units or finish tech, chances for tanks to unseige, buildings to lift off, templar to die, probes to be pulled off, or even nexuses sniped. And then they die, but you only lost a little bit of gas for it, and the alternative was making a monstrous army and smashing it into, at best, another big ball, at worst, an entrenched position.
No.
You're wrong, and you're doing it wrong. You completely misunderstand the function of the Broodlord.
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^ agreed. I'll admit you can do that, but losing 2-3 brood lords to kill some supply depots or cause a mineral line evacuation is silly. A brood lord costs more than a thor. Unless you're way ahead that's a silly tactic that won't cause nearly as much damage as it cost you. It would only be beneficial if you were way ahead.
Brood lords are like colossus, long ranged but worthless without a buffer in front of them. I don't think most zerg players like them. I don't. Too slow, too easily countered. It's kind of rough when the counter to the protoss death ball is slower than the protoss death ball.
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oh man, FZ really did win this thread.
I agree with him on the point that broodlords are the best end-game unit for zergs. its hard to stop em when they have some roaches/infestors/etc. underneath
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Use broodlords like toss uses collosi. They have quite a bit of similarities. Seige unit, no "unit crashing", massive units. The only real difference is broodlords seems to make their own supply of additional tanking units.
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I tend to get these units in cases where I already have a Hive and a Spire, and I do not get too many of them. They generally always have a supporting army and I prefer to keep some corruptors over making all brood lords.
They are used as a siege unit for the most part but provide some unique benefits: 1. Only siege units that can go off terrain. 2. Spawns units but also does static amounts of damage 3. Broodlings are targetable only when they hit their target, therefore enemy friendly splash is devastating 4.If not focused, Broodlings form a surround and immobilize armies, making focus fire difficult. 5. Ignoring Broodlings increases damage over time 6. Air upgrades affect initial attack and brood lord armor, while ground increases broodling stats.
I tend to go Brood Lords mostly against a mech terran, as they are very effective against tanks and generally outperform Thors.
Of course, you can use them to break a fortified position but I tend to just get map control and starve in these cases.
Unlike the other races, you shouldn't really have Brood Lords in your mid game, maybe not even late, you'll have to rely on Baneling/infestor to mimic siege tanks and colossi, and hyper expand if your opponent is turtling too much.
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I'm of the opinion that broodlords are trash, so it really piques my interest to hear all you zergs talking about using broodlords against terrans. They force the enemy to make useless vikings? Whoop dee doo. They already had a starport for medivacs, they don't even have to make any additional structures for vikings. They just build several vikings. gg. YOU had to get a hive, upgrade your spire, get useless corruptors (in the case of ZvT), and then finally morph them into broodlords. You think terran minds going vikings? Terran will have spent infinitely less money into vikings than you did into broodlords. And after all your broodlords are hard countered, they can always land and help out in the ground fight.
Over and over again in his post FZ says that broodlords do massive damage on hit.. He keeps comparing them to the likes of siege tanks and colossi. FYI, broodlords do less "on-hit" dps than a stimmed marine. Their damage is very very low for a siege unit. They do less than half of a colossus' damage, and that's only to one target. Colossi hit like 4 or 5 usually. They can actually kill something. Same with siege tanks, really, but I think colossi are a better comparison as both broodlords and colossi can fight without having to deploy, and can move over obstacles.
I guess I've just never seen them used well. Personally I think they could use a little something something. If you're going to have an extremely slow and easily countered (less so for toss) siege unit that deals no splash, at least have that single target damage be worthwhile so the enemy has to pay attention to them. Or increase their speed so you can pull them back from blinks/viking attacks. Or make corruption worth a damn by making it a small AOE. I don't honestly remember ever seeing broodlords in any high level play. I think I saw IdrA make them once against HuK, but then he got rolled anyway.
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On December 31 2010 00:04 QuantumTheory wrote: I'm a Protoss player and think Zerg Tier 3 sucks. Blink stalkers kill them far too easily with basic micro. Broodlords at least in PvZ should be used just as a base buster or harass unit. Putting them in your army is pretty bad imo as If I kill your army you're not going to be able to spam 200/200 for very longs since and I'm guessing this but Brood Lords are expensive, as is any other Tier 3 unit. I think Brood Lords maybe need a bit of a speed upgrade or something idk, definitely a buff of somekind tho.
just out of curiosity where are you on the ladder? a roach/hydra/blord composition ~20 min mark when a toss is on 2 bases getting a 3rd or has 3 bases vs 3-4 Z bases is ridiculous..
roach/hydra/blord is by far the strongest comp a Z can use vs a P in the meta game, and "Blink stalkers" trying to target Blords is only so effective as you might snipe the blords but then you just blinked right into a mass of roaches.. mass blords might be bad but if they're being used as support units they're subpar to none imo
oh and if the zerg is any good and scouts that u have blink stalkers clearly they'll just get infestors and FG ur stalkers and lol as their blords just smash your confused trapped stalkers.
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FZ ftw!
Still I'd like to see a replay of good players (not necessarily pro) with the broodlords used as described.
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Just like every other late game unit it sucks by itself, think of like 5 collosi, they would get raped, put them with a core army and defend them and they will pay for themselves 5 times over
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There are many comparisons with colossi in this thread but keep in mind that BL:
- are more expensive (by 50 gaz) - are slower (1.4 vs 2.25) - have less HP (by 125) - deal less damage (by 10) - don't have any splash damage
BUT
- spawn broodlings (every 2 second and a half) for 8 seconds (roughly same as zergling but 1 less damage, and faster) - can't be targeted by ground units
So their main ability is clearly to spawn lings (to mess with AI), to help surrounds, go over FF etc... Quite not the same as a colossus.
I've never used them but I wish they really mess a lot with the AI.
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well i didnt expect so much debate over broodlords, kind of inteersting when you try to break this unit down to its exact functionality. FZ made a really good run down of this unit on the first page, but i will diagree with him on one point. His closing statement was that the broodlord is very easy to use, but obviously there are a lot of conflicting view points on the matter.
granted the brood lord is simple enough in design, but figuring out EXATLY what role it fills confusing part. I think we should look at the brood lord as a light battle crusier with the following traits.
its a support unit, its expensive, its easy to kill if its on its own, its very slow, it has very long range, it creates broodlings which are nearly identical to zerglings, ---http://www.starcraft-source.com/unitdatabase/unit/view/?id=167 broodlings do impact damage upon being shot out, brooldings are automatically created for free but on a cool down, broodlings dont count towards pop cap,
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The broodlords are terrible slow, so i don't attack them if i don't have to or can pick them off. You need to protect them when they slowly move towards your opponents base. They are bad alone and quite expensive, but if you have them in a 200-200 battle, the brooding will take mush damage and you might win because of them.
Getting them can be hard to.
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Broodlords end the tank marine stage BADLY, and force terran to get a lotttttttttta vikings out, but you have a muta ball with guardians so it's kind a catch 22.
In no way are broodlords bad. I fear them more than ultras. I can steer ultras away with simcity, and well placed battles and tanks. BLS? Make you unsiege tanks, pull back positions, and that's when the zerg rushes in with his slings and blings and all kinds of things (see that rhyme?)
The transition from broodlord -> ultra late game is so hard to catch and get ready for, because for ultras I need mass marauders, for guardians and mutas, I need thor/viking/marine balls.
It's a very complex unit transition flow chart, but DEFINITLY get some broodlords. They're dirty
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Lol. I agree with flyingzergling.
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I believe this is probably the only thing that FZ didn't say in his post (even though he didn't have to since it's that obvious) but reading a couple other posts (particularly GrassEater's) I think it's worth mentioning :
The broodlord speed is (imo) one of the main reasons why you just ALWAYS have them with your ball. Because they just bring too much and are too easy to lose if they're not with it. Broodlords with muta speed could do a hell of a harass unit though and still be able to help an army on the side for big fights - me wants.
I also find it hard to find replays with broodlords, but the biggest reason is simply because P's and T's know they can't just wait around for Z to get to T3.
I sincerely believe this is gonna change quite a bit when/if we (hopefully) get better, more macro-oriented maps. Go pro korean mapmakers!
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On December 31 2010 05:57 iAmJeffReY wrote: Broodlords end the tank marine stage BADLY, and force terran to get a lotttttttttta vikings out, but you have a muta ball with guardians so it's kind a catch 22.
Why would you need a lot of vikings against broodlords? You don't. It takes 8.5 salvos from a viking to down a broodlord. Hell, just get 2 for every broodlord and you're golden. 5 vikings 2 shot broodlords, and that's a very small investment. I don't think mutas protect broodlords from vikings. Unless you want to fly over the terran bio deathball, or thors which mince mutas just as well as broodlords.
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Broodlords are fantastic force mutlipliers, much like banelings, but far more cost effective.
Active broodlords force siege tanks to unsiege or the splash damage becomes devastating. That gives banelings free reign, and suddenly hydra-infestor is viable against Terran (where normally siege tanks would crush it). Hydra-infestor also ruins viking play.
The broodlord is a brilliant support unit.
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Against terran I like them for dealing with excesses of tanks because they pretty much disallow siege mode. Vikings can shoot them down but broods can be protected in some ways and even if they die, they still serve this purpose. If tanks aren't a big deal I don't see much reason to use them.
They can be very hard for toss to deal with if they don't have a considerable quantity of air units. Stalkers can sorda work but jumping your stalkers into the middle of a zerg army to kill broods has some pretty considerable downsides and broodlords aren't bad at killing stalkers. If the toss is using air you probably need to use your gas to deal with it so they don't seem less effective in that case.
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On December 31 2010 00:07 onmach wrote: If you put them off the edge of a base out in the air, they cannot retaliate effectively until they have air units. How do you propose getting all the way to greater spire without your opponent getting any air units or at least the economy to make a couple?
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Broodlords. Asking if a Broodlord is cost effective is like asking if any Zerg unit is cost effective. The fact of the matter is, Zerg units are NOT cost effective. What advantage does Zerg have then?
Only the advantage of MASS FUCKING NUMBERS.
Zerg can replace their army in as little as two minutes, back to full strength. I have no idea how long Protoss or Terran do, but I'm straying away from the topic here.
IMO, Broodlords are worth it to get them. They're absolutely killer when fully upgraded (52 first hit, 26 after) to almost every ground unit. The only exception to that would be a swarm of Goliaths, but those don't exist in Melee.
I compare Broodlords to Battlecruisers and Carriers. They're the most difficult unit to get, probably the most costly, but extremely worth it.
Alas, Broodlords lack air - air fighting. That lack of air - air fighting means they get a huge ass damage increase to anything ground related.
TL;DR: Broodlords kick ass, stop whining because you lost.
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I also find it hard to find replays with broodlords, but the biggest reason is simply because P's and T's know they can't just wait around for Z to get to T3.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-177452.jpg) vs 2800 zerg
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-177454.jpg) vs 2400 zerg (under 250 games I'm thinkin a smurf)
There's two for you. Mid level diamond, where zergs transition to broodlords. It didn't win them the games, as they used them stupidly. But it forces reactor vikings (at least from me) which is sure costly..
How do you propose getting all the way to greater spire without your opponent getting any air units or at least the economy to make a couple?
We're too busy scanning for new expos, sometimes we forget to scan main. And when we do, who's to say spire is there and whos to say that we even see hive, or see the greater spire.
Just drop a GS and an ultra den, it's two DIFFERENT tech paths we gotta get into to counter two different things. Just have the buildings to change.
A lotta zergs having trouble are staying T2 against T3 terran, which isn't smart at all.
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On December 31 2010 07:56 Rizzie wrote: They're absolutely killer when fully upgraded (52 first hit, 26 after) to almost every ground unit. The only exception to that would be a swarm of Goliaths, but those don't exist in Melee.
Are you sure about those numbers?
It's 26 damage fully upgraded, and it spawns 2 broodlings on the first hit, but does it mean that the damages are doubled?
For the record, colossi deal 42 AREA damage fully upgraded which IS killer.
BL are good, but not cost efficient for damage. Anyway when you are able to buy BL, money is not a problem, so the efficiency is towards larvae or pop. Since you aren't likely to be short of larva, its advantage is to be pop efficient. It's only 4!
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Brood Lords are incredibly strong units in the mid game to end game. No one rushes for brood lords, and they are usually pretty situational. If you see a lot of ground-based forces (zerglings, roaches, zealots, marauders, siege tanks, collosus, immortals), then Brood Lords are going to be a great tech for you in the later game. If you're already making a lot of corrupters to counter things like collosi, carriers, then it can usually be a pretty natural switch into Brood Lords. An important thing with BLs is to not force them into your build when you don't need them. Too many zergs think BLs mean they can win easily without having to micro or position, but they end up attacking at a horrible angle and losing while thinking "damn brood lords suck, never getting them again." Well obviously you're not going to get broods against mass marines, blink stalkers, or mass vikings. Playing Zerg is all about countering the enemy army, or playing the 300 food army game. Brood Lords shouldn't be treated any differently.
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Ugh.. don't NEED mass vikings. Need like 5 or 6. It's such a small investment in comparison it's frightening. And it's not like protoss has to go out of the way to get blink stalkers. They compose 80% of any given toss army anyway.
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Broodlords are not that cost efficient. But that simply doesnt matter, because with the way zerg plays, by the time you get to broodlords, either you are at an economy advantage, or you are dead. When you are at an economy advantage, you no longer have to worry about stuff being cost efficient, its about it being efficient.
All the other zerg stuff has low range, and thus gets terrible in 200 food fights. Broodlords have good range, thus unlike other zerg units, they actually scale well with a bigger fight on a tiny map. If zerg had a T3 unit that was the same as a roach, except cost 3 times more, and had 9 range.. Well guess what? It wouldnt be cost efficient, but we would still throw some of those in. Low range units start to suck when the map doesnt allow you to get a surrond, and you are fighting a 200 food army against another 200 food army, or close to that. It has enough range to still be good in a big fight, and thats pretty much it.
It a unit that can actually attack the opponent's army, so that during the fight, 50% of your army is fighting, instead of just 30%. That makes it good enough really. The broodlings and supply efficiency are really just icing on the cake.
Once you get to 200/200, have a few thousand minerals saved up, and are ahead 2 bases on your opponent, cost efficiency really doesnt matter much. Having units that can actually dent his army, at any cost.. That really starts to matter.
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On December 31 2010 08:11 AlgoFlash wrote:Show nested quote +On December 31 2010 07:56 Rizzie wrote: They're absolutely killer when fully upgraded (52 first hit, 26 after) to almost every ground unit. The only exception to that would be a swarm of Goliaths, but those don't exist in Melee. Are you sure about those numbers? It's 26 damage fully upgraded, and it spawns 2 broodlings on the first hit, but does it mean that the damages are doubled? For the record, colossi deal 42 AREA damage fully upgraded which IS killer. BL are good, but not cost efficient for damage. Anyway when you are able to buy BL, money is not a problem, so the efficiency is towards larvae or pop. Since you aren't likely to be short of larva, its advantage is to be pop efficient. It's only 4!
Yes, I am sure.
One attack is 26 damage and requires 2 broodlings. If it has 2 broodlings, it attacks twice in quick succession. At least that's what happens with me
Correct me if I'm wrong please.
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i think broodlords are powerful if you design your gameplan around them. its a touchy unit and has to be played properly. what if we utilise its range and compliemnt them with hydras/banelings. upgrading ground armor the hwole way through the game so when you have your army of hydras, banelings, and broodlords the groudn armor with be +3. broodlings will benefit from that and make them more effective tanks, banelings will benefit with more time ot get to target and hydras wont melt like they always seem to do.
...?
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I find brood lords especially effective against turtles, and especially a terran turtle.. Say you have a game play to go muta but your opponent goes for thor.. if you don't go brood lord that is wasted tech, especially if you've done any upgrades.. So with that in mind it's a great idea to go brood lords, especially since they are really effective against thors.. back them up with some roach hydra and often times its a gg.
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Broods range, along with the fact broodlings tank damage and block enemy units is amazing. Think of it as an infinite supply of little weak zerglings. I think like most expensive units, you need to hit a critical mass or they aren't that great. 1 Colossus can be sniped in a few seconds, but once you get to 1shotting marines or lings with X amount of Colossi, they're pretty damn amazing.
If you mix them in with Roach/Hydra/any ranged unit, it's pretty win.
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Broodlords' value depends on their positioning, as they mess with Thor/Marine AI.
Pair with cracklings and laugh at any stalker army.
Also king of lategame ZvZ
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On December 31 2010 08:01 iAmJeffReY wrote:A lotta zergs having trouble are staying T2 against T3 terran, which isn't smart at all. Terrans basically never go T3 (BCs, arguably HSM).
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On December 31 2010 19:04 Pwere wrote:Show nested quote +On December 31 2010 08:01 iAmJeffReY wrote:A lotta zergs having trouble are staying T2 against T3 terran, which isn't smart at all. Terrans basically never go T3 (BCs, arguably HSM). Arguably mass, upgraded thor or large numbers of ghosts could be called T3 as well. And yeah, the latter doesn't happen at all and the former is relatively rare.
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brood lords are position busters, great for seige tanks and thors, not amazing vs marines unless you have ground units to get in the way - same vs stalkers and blink. They can be used to deny expo's and are rather a niche situational unit for zerg. I wouldn't get them because they are good but rather they are going to aid me in what I want to do in the long term game.
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Cost efficiency and Zerg do not go together.
Broods are expensive as hell and are not scary unless you have 6 or more of them in __one__ place. Even then they die to anything that moves faster than slow overlord. It's still the "best" choice for Zerg in the very late game, though.
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They are good to force a Terran to unsiege his Siege Tanks. They´re also good at 200/200 compared to the other units Zerg has but they´re nowhere near cost effective compared to Protoss and Terran units.
They will always be good against Terran at a non-top level as people let themselves be surprised by them. Watching top Terrans streaming and they are constantly scanning the Zerg´s spire - these Terrans very effectively counter the Brood Lords with Vikings.
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If a terran is going bio or biomech, they cannot deal with broodlord + baneling at all... Also they can't transition to vikings fast enough to counter. I've lost 2-3 games in the past two days to this because I play marine tank medivac against zerg, and a quick broodlord transition from roach baneling just murders me because I'm usually on 8-10 rax 2 fact and 1 reactor port. 1 reactor port can't deal with the corrupters in time, and marines can't charge the broodlords because first the broodlings get in the way and charging TOWARDs banelings is suicide...
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I learned the hard way in a 3v3 that Thors match Brood Lord range GtA. I also already learned the hard way that you always have to keep them with your army.
... I'm a hard knocks player. If I haven't lost the same way 20+ times I can't guarentee I won't try to lose that way again.
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On December 31 2010 08:01 iAmJeffReY wrote:Show nested quote +I also find it hard to find replays with broodlords, but the biggest reason is simply because P's and T's know they can't just wait around for Z to get to T3.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-177452.jpg) vs 2800 zerg ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-177454.jpg) vs 2400 zerg (under 250 games I'm thinkin a smurf) There's two for you. Mid level diamond, where zergs transition to broodlords. It didn't win them the games, as they used them stupidly. But it forces reactor vikings (at least from me) which is sure costly.. I actually watched both of these because I have that kind of time, and I'm surprised nobody's pointed out how the second replay is actually a demonstration of how to fail at ultralisks, not brood lords. I know it feels like they're the same unit because they both require hive, but they're different- really. Maybe it because you said that they weren't used right- now that's no fun.
Give them a scan at 8x speed, and you will notice how the t3 units didn't really support anything. Once they hit, they tried to become most of the army. The brood lords flew off and attacked a structure alone, and that accomplished the destruction of a few depots and missile turrets. Not even the PF they were attacking. When the ultralisks popped, they, because they comprised 3/4 of the army, CAERGDE in and got mollywhomped. These are units that cost more than most buildings to get to, you're not going to have 200/200 of exclusively them BGH style.
Why do people make excessive amounts of these units and try to smash face with them? It's like they're so shocked that they got them to begin with that all their previous zerg training flies out the window.
We need a Day[9] daily that forbids people from attacking zerg until the 12 minute mark. This way, every game against zerg becomes a large base macro battle. Will they have an advantage? Dur. But getting as many games with them as we have early roach plays and spine crawler positioning to counter hellions and "omg speedlings just in time" is the only way we're gonna learn to use them in ways that aren't hulk smash.
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Regarding the posts suggesting that only 5-6 vikings will counter broodlords, 5-6 vikings are a joke to any reasonably-sized combo of muta/corruptor/infestor/hydra . . . Considering that spire tech almost always involves ~10 mutas at some point and that corruptors are a prerequisite to broodloords, a quick handful of vikings will likely have to fight through a superior air force to get at the broodlords. And of course existing mass vikings maintaining air superiority preclude broodlords from being considered in the first place, right?
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broodlords are ridiculous because of broodlings. If broodlords did zero damage they would still be good. if you ever get an army advatage and you have broodlords you win. Any small army will spend half of its time killing free units that spawn constantly while dying to the real units.
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I believe another reason why BL's (or any higher tech unit) is cost effective for Zerg is because they're larvae efficient. One BL = one larvae--- however one BL has the ability to spew out hundreds of larvae worth of attack DPS.
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On January 01 2011 17:43 BEWT wrote: I believe another reason why BL's (or any higher tech unit) is cost effective for Zerg is because they're larvae efficient. One BL = one larvae--- however one BL has the ability to spew out hundreds of larvae worth of attack DPS.
That's rather supplyefficent. In altegame i can imagine having 40+larva, and 200/200 supply.
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The OP has clearly has never seen BLs used against marine/tank without viking support.
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