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On July 26 2011 13:06 Whitewing wrote: There's a huge advantage you didn't cover in the OP, although your guide is good, in that after you've revealed your baneling land mines, you effectively have a pin on the terran, much like Dark Templar for protoss. They can't leave their base until they save up a bunch of scans (and they stop dropping mules) or until they have ravens out, so just using them at all can be a great delaying tactic to take another base or tech/mass up, even if you don't get kills with them. true, I'll add that tomorrow. thanks!
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Great guide. One thing you could add is a section with how many Banelings to kill a given unit. Like:
Marine = 2 Banelings Sentry = 3 Banelings High Templar = 3 Banelings Zerglings = 1 Baneling Ghost = 5 Banelings Zealot = 5 Banelings Stalker = 8 Banelings etc
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Dominican Republic913 Posts
sick guide, im not Zerg but this could help my team mates :D
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hey man rly rly great guide! Will help me A LOT.
Can I translate this to portugues? Keeping your credit ofc!
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looking forward to placement guides on different maps according to normal pathing..
i dislike luring with OLs, most times marines dont follow them , just a few, and concaved.. i think the best option is mutas.. vulnerable mutas will make any terran stim and move (instead of a moving wich causes concave = less damage) so you get optimun damage!
also,the scan that shows 3 banes..its only wrong if they all die... i liked that position, the 3 most common paths are covered.. anyway,if the oppoenet scans 1 set,they ll now you are using them so will be extra carefull and scan a lot more
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I always love to lure with Mutalisks and then BOOM!
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wow great work!
did not think of the luring, especially with overlords
also, look forward to seeing ur guide on the season 3 maps! hurray for less thinking on our/mine part!
but boo for those spots becoming more suspicious against zerg due to people using them more commonly
but yay because I know where to scan then xD
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Very nice guide. The rape van was a nice touch.
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really simple thing, but i'm very glad you took the time to make a thought out and well constructed guide. Landmines are certainly one of zergs most underused tools
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Now that I get burrow for Infestors so often, I'm definitely looking into getting good at utilizing baneling mines. It takes practice, for sure, but it's worth it when it works.
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Hey, thanks for the guide. Landmines are a super good thing to use vs. Terran especially. I started using landmines before deciding to main as Protoss and this thread is super helpful to optimizing your banelings.
I dunno if any of you have done this, but I've tried it recently and found it to be really good sometimes. Burrow like 6 banelings in the mineral line of the next expo for your opponent to take. It's more risky than a regular landmine, but the payoff can be really good.
This is like doing an baneling drop on workers, but doesn't require you to research drop. It also doesn't rely on the element of hoping your opponent doesn't react and your banelings won't (can't) target static defense like cannons, resulting in no probe kills. However, this is more risky than a drop because if he gets static defense in range, you can lose your banelings for nothing.
Here is an picture which I edited in 30 seconds to demonstrate how to utilize this speshul taktik.
![[image loading]](http://i.imgur.com/Xk2yN.gif)
This is especially good if you can catch the workers as they transfer, because they will be stacked on top of each other. Also, +2 banelings kill a worker in 1 shot, so you can use like 3 banelings to cover an expo. This works really well for me because I play an upgrade ling/bling/muta style ZvT.
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On July 26 2011 14:23 eyeEX wrote: Great guide. One thing you could add is a section with how many Banelings to kill a given unit. Like:
Marine = 2 Banelings Sentry = 3 Banelings High Templar = 3 Banelings Zerglings = 1 Baneling Ghost = 5 Banelings Zealot = 5 Banelings Stalker = 8 Banelings etc
This list is actually not 100% accurate - it takes 9 banelings to kill a stalker, for instance, assuming no upgrades on either unit, because the unit armor DOES affect baneling damage. I'll work on a write-up of important markers and such, including various attack/armor upgrade.
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Great Guide!
They are really not used much. I used them from time to time but stopped recently.. Idk why but lets do this again.
The ovi magnet is really a good idea! I tried it with mutalisks but it's not that easy like it seems. (for me)
Also you might add effect of upgrades to the post.
Also there ae various posibilities to snipe the opponents detection. Corruptor killing a raven quite quickly. (Terran has to switch tech lab to produce a new one) Also a force of 3 Corruptor + Overseer is great for sniping Observers. (Protoss have to cut robotics production)
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One interesting concept, to further build upon the pre-mining of 3rd bases, is that with a certain about of banelings, 3 I think, you can instantly cancel a nexus, hatch or CC. Like with the pre-mining, you need to make sure that the banelings are near the mineral line, but near enough to be VERY close to the command center. Then hit auto-attack building, auto unborrow, and watch as your opponents center gets instantly gibbed.
However, I don't recal exactly how many you need, but I have a feeling its a low number.
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Oh, wow. Nothing else in this thread was really new to me in concept, but that method of insta-killing an expo is pretty funny. I don't think banelings will auto-unburrow to hit buildings, though, so you'd just have to pay a lot of attention.So, I'd say 2-3 banelings to take out the structure, depending on your reaction time.
Logistics aside, I would tend to think it would be more beneficial to wait for a worker transfer instead.
Scenario A) You kill the structure immediately, making them lose 400 minerals and denying the expansion for a short period.
Scenario B) You wait for a worker transfer, and, assuming say 20 workers transferred and killed, you cost him 1000 minerals, PLUS 1/3 of his workers (assuming ~50-60 workers at the point in the game where he's taking a third).
Scenario A is a brief annoyance most of the time - Scenario B has the potential to be an instant GG.
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Good location - Destructible rocks. This is basically the idea of putting a dragon on top of the rocks to guard them 
It has been a while since I used borrowed bane since the infestor buff, but I remember a few good games in which I put a lot of borrowed banelings in the mid-late game near destructible rocks - terran would almost never scan there, position his army on the patch to the rocks, or around the rocks themselves, and a moment later there was no army to speak of.
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I have always loved using baneling mines when I got the chance too, Useally just on ramps or on the Xel towers, I really like the Overlord lure but it really seems like a one shot thing to me, Atleast if I fell for that I wouldn't fall for it twice in the same game. I think people under use baneling mines, In a game with a Terran I only had 2 Banelings on each Xel, Which caused the terran to scan the Xels befor he position his Tanks/Marines around it, If I can cause a Terran to lose his mules for 150/50+Burrow tech I'm going to do it. I have also tried burrowing banelings 'to nuke' transfering workers and it hasn't worked out for me yet, Most late game Protoss/Terran place cannons/Pf+Turrets befor transfering. I've also been working on a build to get burrow banelings out at the earliest time I can to stop certain Terran pushes, Its really hard to get placement right -.-'.
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Oh I love baneling mines. I really do need to use them a lot more I've done it in some games with hilarious results (Meatgrinder achievement hell yes!)
Thanks for the contribution, much appreciated!
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overall great guide, I just have one small disagreement
you advocate for always using explode rather than unburrow, but imo there are some cases where unburrow is better. the advantages of unburrow are:
-if you have more banelings than it takes to kill the units they wont all die -if the above happens and there are left over enemy units then the remaining banelings can target them -if the enemy is on attack move they will move closer to the banelings and you can often get more units in your area of effect -similarly when banelings unburrow they will push enemy units and other banelings out of the way, creating a better circle around them for their splash with less overlap
that being said you're also right that unlike explode it has a delay, so you have to make a judgement call of which to use based on the scenario.
PS - if marines stim it only takes 1 bling so u dont need to waste the other on the same ones
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Very nice guide. I always forget to use this, even if it proved to be very effective multiple times, especially in ZvT.
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