[GSL 2020] Code S - RO16 - Group A - Page 9
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LemonyTang
United Kingdom428 Posts
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FataLe
New Zealand4497 Posts
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Andi_Goldberger
Germany1608 Posts
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pvsnp
7676 Posts
On May 06 2020 19:31 Ej_ wrote: Yes, banelings need a nerf, because TaeJa loses a 20 minute game to Dark. Not this game in particular, just the mechanic that Dark demonstrated where you can mass-produce 40 banes at once. And then do it again, and again, for as long as you have a bank. Snowballs an eco lead really hard. | ||
Fango
United Kingdom8987 Posts
On May 06 2020 19:29 pvsnp wrote: This is why banelings need a nerf. By far the easiest way to convert a bank into a win. There is a conversation to be had about zerg being able to continue getting a better army post 200 supply by just increasing the lurker/baneling count. | ||
deacon.frost
Czech Republic12129 Posts
On May 06 2020 19:33 pvsnp wrote: Not this game in particular, just the mechanic that Dark demonstrated where you can mass-produce 40 banes at once. And then do it again, and again, for as long as you have a bank. The issue isn't baneling but the ability to get the bank which is more of a zerg general issue nowadays and somehow this didn't work in HotS. | ||
Zzzapper
1793 Posts
On May 06 2020 19:33 pvsnp wrote: Not this game in particular, just the mechanic that Dark demonstrated where you can mass-produce 40 banes at once. And then do it again, and again, for as long as you have a bank. Snowballs an eco lead really hard. So banelings need a nerf because they allow you to... win games you would have won anyway faster? | ||
pvsnp
7676 Posts
On May 06 2020 19:35 Zzzapper wrote: So banelings need a nerf because they allow you to... win games you would have won anyway faster? A lead is not a win. Banes change that. | ||
Ej_
47656 Posts
On May 06 2020 19:35 Zzzapper wrote: So banelings need a nerf because they allow you to... win games you would have won anyway faster? Wait till he learnes that Zerg can inject to make 120 lings at once. | ||
Fango
United Kingdom8987 Posts
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Circumstance
United States11403 Posts
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Zzzapper
1793 Posts
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Ej_
47656 Posts
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pvsnp
7676 Posts
On May 06 2020 19:36 Ej_ wrote: Wait till he learnes that Zerg can inject to make 120 lings at once. Lings don't have burst damage the way banes do. A surround of 200 lings is not much better than a surround of 20. | ||
Ej_
47656 Posts
You could've made it clear that you dislike they are strong and, not that they are mass produced then. | ||
seemsgood
5527 Posts
i think its fine but having moar muneh is the real problem tho. may be zerg strength in skirmish battles needs a little tweak by....cutting 5hp from baneling ? ;o | ||
Zzzapper
1793 Posts
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pvsnp
7676 Posts
On May 06 2020 19:40 Ej_ wrote: You could've made it clear that you dislike they are strong and, not that they are mass produced then. They aren't too strong. Not until you can mass produce them against a struggling opponent. Normally banes being suicide units is a disadvantage. Once Zerg has a huge bank, it paradoxically becomes an advantage. | ||
Ciaus_Dronu
South Africa1848 Posts
Last game you made the good comp. It worked. | ||
Ej_
47656 Posts
On May 06 2020 19:41 pvsnp wrote: They aren't too strong. Not until you can mass produce them against a struggling opponent. Normally banes being suicide units is a disadvantage. Once Zerg has a huge bank, it paradoxically becomes an advantage. Yeah you aren't supposed to lose your army to banelings so I don't know what to tell you here. Mass baneling lategame is only good if your upponent already has 0 ways to deal with them. Unless you want 3/3 marines to beat hive tech? | ||
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