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On January 29 2013 07:00 Whitewing wrote:Show nested quote +On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem.
6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord.
Mines are still there even when the Vulture dies--ie it is 0 supply.
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On January 29 2013 07:02 Thieving Magpie wrote:Show nested quote +On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply.
But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue.
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On January 29 2013 07:10 AndAgain wrote:Show nested quote +On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue.
I'm not evading the issue. A BL can't have anymore than 6 broodlings.
In order for 6 broodlings to exist, 6 supply needs to be taken up.
This 6 supply is a slow moving unit that can only have the 6 broodlings near it.
ie 6 broodlings are chained down by 6 supply worth of hitpoints.
These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc....
But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc...
If the problem is that the interaction is boring--that also has nothing to do with how free the unit is.
Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost)
Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently.
No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring.
I simply think people are looking at the wrong part of the "free unit" dilemma.
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United States7483 Posts
On January 29 2013 07:45 Thieving Magpie wrote:Show nested quote +On January 29 2013 07:10 AndAgain wrote:On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue. I'm not evading the issue. A BL can't have anymore than 6 broodlings. In order for 6 broodlings to exist, 6 supply needs to be taken up. This 6 supply is a slow moving unit that can only have the 6 broodlings near it. ie 6 broodlings are chained down by 6 supply worth of hitpoints. These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc.... But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc... If the problem is that the interaction is boring--that also has nothing to do with how free the unit is. Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost) Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently. No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring. I simply think people are looking at the wrong part of the "free unit" dilemma.
A broodlord can't have more than 6 broodlings at any given point in time, but it can spawn an unlimited amount of them in a game. The fact of the matter is that you've constructed a unit that is basically a guardian (long range siege unit from the air that is slow but powerful) that also happens to spawn a unit on attack that blocks pathing, continues to deal damage, chases enemies down that run, and absorbs attacks. It is not limited to spawning 3 broodlings that block attacks and then once those are dealt with (like a vulture) it can no longer spawn them. Thus the problem at hand: the broodlings do not cost resources once you've got your brood lord, and continue to function as actual units do, and are unlimited. The vulture did not have unlimited spider mines, and spider mines did splash to your own units giving them a risk and reward paradigm that is simply not present with units that spawn unlimited units that cost no money. If it cost you minerals to spawn a broodling (like it does to spawn an interceptor), we wouldn't be having this issue. They are too cost effective.
And reavers were exciting because they were duds half the time, so people were holding their breath to see if the damn unit would actually work or not.
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On January 29 2013 08:04 Whitewing wrote:Show nested quote +On January 29 2013 07:45 Thieving Magpie wrote:On January 29 2013 07:10 AndAgain wrote:On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue. I'm not evading the issue. A BL can't have anymore than 6 broodlings. In order for 6 broodlings to exist, 6 supply needs to be taken up. This 6 supply is a slow moving unit that can only have the 6 broodlings near it. ie 6 broodlings are chained down by 6 supply worth of hitpoints. These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc.... But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc... If the problem is that the interaction is boring--that also has nothing to do with how free the unit is. Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost) Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently. No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring. I simply think people are looking at the wrong part of the "free unit" dilemma. A broodlord can't have more than 6 broodlings at any given point in time, but it can spawn an unlimited amount of them in a game. The fact of the matter is that you've constructed a unit that is basically a guardian (long range siege unit from the air that is slow but powerful) that also happens to spawn a unit on attack that blocks pathing, continues to deal damage, chases enemies down that run, and absorbs attacks. It is not limited to spawning 3 broodlings that block attacks and then once those are dealt with (like a vulture) it can no longer spawn them. Thus the problem at hand: the broodlings do not cost resources once you've got your brood lord, and continue to function as actual units do, and are unlimited. The vulture did not have unlimited spider mines, and spider mines did splash to your own units giving them a risk and reward paradigm that is simply not present with units that spawn unlimited units that cost no money. If it cost you minerals to spawn a broodling (like it does to spawn an interceptor), we wouldn't be having this issue. They are too cost effective. And reavers were exciting because they were duds half the time, so people were holding their breath to see if the damn unit would actually work or not.
If the problem is the effects of the broodlings then the discussion should be about that--not that the broodlings are free.
Unit pathing, fast respawn rate, chases down wounded units, prevents ground units from fighting back, etc....
A lot of these problems could be solved, for example, if the BL was given 6 range instead of siege range--suddenly stalkers could actually try to fight them, Vikings "actually" outrange them (ie, can keep them at a safe distance from tanks), etc...
It could also be solved by reducing the spawn rate, or forcing them to spawn from beneath the BL and run (this means infestors can't just hide behind broodlings btw), they could come with a reduced timer, etc...
Or do you think having the BL cost 1-10 minerals per attack will make the already boring fights look more exciting? It won't since the problem is the engagement, not that Broodlings respawn quickly. The problem is they stream in too steady a pace not allowing for gaps of weakness. The problem is that BL range + Broodling run speed = fucking long range death machine. The problem is that it keeps units too far away from the Zerg army (even forcefields have to be close enough to actually trap units), etc...
it could also be solved by changing the Broodling mechanic altogether--but simply that the broodling doesn't cost mins/supply is not the reason watching Broodlord fights is boring.
When you watch a carrier lose interceptors no one goes "OMG! That's 1000 minerals lost!" They simply go "Oh no, the carrier is vulnerable now!"
Why? Because interceptors don't block pathing. They're exciting not because they cost 15 minerals but because they have a build time. They're exciting not because they don't take up supply but because you can prebuild 4-8 of them before the fight instead of "building them up" during the fight.
The freeness of a unit is not what makes it exciting.
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United States7483 Posts
On January 29 2013 08:22 Thieving Magpie wrote:Show nested quote +On January 29 2013 08:04 Whitewing wrote:On January 29 2013 07:45 Thieving Magpie wrote:On January 29 2013 07:10 AndAgain wrote:On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue. I'm not evading the issue. A BL can't have anymore than 6 broodlings. In order for 6 broodlings to exist, 6 supply needs to be taken up. This 6 supply is a slow moving unit that can only have the 6 broodlings near it. ie 6 broodlings are chained down by 6 supply worth of hitpoints. These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc.... But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc... If the problem is that the interaction is boring--that also has nothing to do with how free the unit is. Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost) Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently. No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring. I simply think people are looking at the wrong part of the "free unit" dilemma. A broodlord can't have more than 6 broodlings at any given point in time, but it can spawn an unlimited amount of them in a game. The fact of the matter is that you've constructed a unit that is basically a guardian (long range siege unit from the air that is slow but powerful) that also happens to spawn a unit on attack that blocks pathing, continues to deal damage, chases enemies down that run, and absorbs attacks. It is not limited to spawning 3 broodlings that block attacks and then once those are dealt with (like a vulture) it can no longer spawn them. Thus the problem at hand: the broodlings do not cost resources once you've got your brood lord, and continue to function as actual units do, and are unlimited. The vulture did not have unlimited spider mines, and spider mines did splash to your own units giving them a risk and reward paradigm that is simply not present with units that spawn unlimited units that cost no money. If it cost you minerals to spawn a broodling (like it does to spawn an interceptor), we wouldn't be having this issue. They are too cost effective. And reavers were exciting because they were duds half the time, so people were holding their breath to see if the damn unit would actually work or not. If the problem is the effects of the broodlings then the discussion should be about that--not that the broodlings are free. Unit pathing, fast respawn rate, chases down wounded units, prevents ground units from fighting back, etc.... A lot of these problems could be solved, for example, if the BL was given 6 range instead of siege range--suddenly stalkers could actually try to fight them, Vikings "actually" outrange them (ie, can keep them at a safe distance from tanks), etc... It could also be solved by reducing the spawn rate, or forcing them to spawn from beneath the BL and run (this means infestors can't just hide behind broodlings btw), they could come with a reduced timer, etc... Or do you think having the BL cost 1-10 minerals per attack will make the already boring fights look more exciting? It won't since the problem is the engagement, not that Broodlings respawn quickly. The problem is they stream in too steady a pace not allowing for gaps of weakness. The problem is that BL range + Broodling run speed = fucking long range death machine. The problem is that it keeps units too far away from the Zerg army (even forcefields have to be close enough to actually trap units), etc... it could also be solved by changing the Broodling mechanic altogether--but simply that the broodling doesn't cost mins/supply is not the reason watching Broodlord fights is boring. When you watch a carrier lose interceptors no one goes "OMG! That's 1000 minerals lost!" They simply go "Oh no, the carrier is vulnerable now!" Why? Because interceptors don't block pathing. They're exciting not because they cost 15 minerals but because they have a build time. They're exciting not because they don't take up supply but because you can prebuild 4-8 of them before the fight instead of "building them up" during the fight. The freeness of a unit is not what makes it exciting.
The problem is one of the two things: firstly that the unit is too cost effective because broodlings don't cost resources, or that broodlings are too good. Only one of these is a problem, and you can fix it by eliminating either of those issues. Nerf broodlings or make them cost money, and the problem dissapears. You are arguing that the solution is to nerf broodlings, the OP argued that the solution is to make them cost money or to remove them entirely.
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They're both free and not free. Each spawn is technically free, except time, but everything occupies time. We don't consider a Marine attack costing ~0.86s even though it technically does. They're also not free because the spawner itself occupies resources and supply, and they have their own upgrade/tech that needs to built toward it. They also occupy mindspace if they need to be micro'd. It's more useful to look at them as modifiable attacks or spells that attribute negative stats to the opponent, either a reduction in their DPS by tanking or their HP by hurting.
So ultimately, for balance sake, you would just take different scenarios and see whether or not their attacks are too potent or adaptable to deal with equivalent "standard" units. You would have qualitatively two scenarios, varying resource investment levels (X minerals/X gas), and of course, max supply army where investment count doesn't matter. The difficulty lies in most spawners relying on the long haul to cost effectively trade. There's very little way to predict what the average payoff time should be, it must be empirically deduced. You will still get extremes, where they either die immediately, or break the game when all the resources have run dry, but as long as 95% of the games are accounted for, theoretically there should be no issue with balancing the unit. Blizzard generally balanced the spawners by making glaring weakness, i.e. ground only, hence ITs posed an issue for some time.
This begs the question of whether or not an infinite spawner can be balanced for max supplies then, seeing as most conclude with a deathball vs. deathball in a short interval, which is too short for a balanced infinite spawner to be effective. If even 200 supply armies can work by attrition, then they can reliably occupy a useful niche.
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United States7483 Posts
On January 29 2013 08:35 Cloak wrote: They're both free and not free. Each spawn is technically free, except time, but everything occupies time. We don't consider a Marine attack costing ~0.86s even though it technically does. They're also not free because the spawner itself occupies resources and supply, and they have their own upgrade/tech that needs to built toward it. They also occupy mindspace if they need to be micro'd. It's more useful to look at them as modifiable attacks or spells that attribute negative stats to the opponent, either a reduction in their DPS by tanking or their HP by hurting.
So ultimately, for balance sake, you would just take different scenarios and see whether or not their attacks are too potent or adaptable to deal with equivalent "standard" units. You would have qualitatively two scenarios, varying resource investment levels (X minerals/X gas), and of course, max supply army where investment count doesn't matter. The difficulty lies in most spawners relying on the long haul to cost effectively trade. There's very little way to predict what the average payoff time should be, it must be empirically deduced. You will still get extremes, where they either die immediately, or break the game when all the resources have run dry, but as long as 95% of the games are accounted for, theoretically there should be no issue with balancing the unit. Blizzard generally balanced the spawners by making glaring weakness, i.e. ground only, hence ITs posed an issue for some time.
This begs the question of whether or not an infinite spawner can be balanced for max supplies then, seeing as most conclude with a deathball vs. deathball in a short interval, which is too short for a balanced infinite spawner to be effective. If even 200 supply armies can work by attrition, then they can reliably occupy a useful niche.
You are more or less correct, the primary issue is that the unit spawners don't have enough weaknesses. The infestor, for example, is pretty good at everything, and doesn't really have any weaknesses. The broodlord has a weakness in its speed and in its inability to attack air, but the speed isn't an engagement weakness and thus doesn't hinder its cost effectivness. Because zerg can always unburrow spines and walk them with the army, this weakness is insufficient. The inability to attack air is an issue, but zergs anti-air in WoL was always extremely strong due to the power of the infestor, so there simply was no reasonable answer to a broodlord/anti-air army. In other words, broodlords are easy to support. Swarm hosts have a weakness in that they must be stationary while spawning, so they are the least problematic, but the units they spawn are so powerful that in decent numbers you just can't do anything to them (plus corrupters are really good before max army supply).
Unit Spawners are units with amazing potential for cost efficiency, and that has to be tempered by having significant weaknesses that are hard to compensate for.
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On January 29 2013 08:35 Whitewing wrote:Show nested quote +On January 29 2013 08:22 Thieving Magpie wrote:On January 29 2013 08:04 Whitewing wrote:On January 29 2013 07:45 Thieving Magpie wrote:On January 29 2013 07:10 AndAgain wrote:On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue. I'm not evading the issue. A BL can't have anymore than 6 broodlings. In order for 6 broodlings to exist, 6 supply needs to be taken up. This 6 supply is a slow moving unit that can only have the 6 broodlings near it. ie 6 broodlings are chained down by 6 supply worth of hitpoints. These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc.... But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc... If the problem is that the interaction is boring--that also has nothing to do with how free the unit is. Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost) Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently. No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring. I simply think people are looking at the wrong part of the "free unit" dilemma. A broodlord can't have more than 6 broodlings at any given point in time, but it can spawn an unlimited amount of them in a game. The fact of the matter is that you've constructed a unit that is basically a guardian (long range siege unit from the air that is slow but powerful) that also happens to spawn a unit on attack that blocks pathing, continues to deal damage, chases enemies down that run, and absorbs attacks. It is not limited to spawning 3 broodlings that block attacks and then once those are dealt with (like a vulture) it can no longer spawn them. Thus the problem at hand: the broodlings do not cost resources once you've got your brood lord, and continue to function as actual units do, and are unlimited. The vulture did not have unlimited spider mines, and spider mines did splash to your own units giving them a risk and reward paradigm that is simply not present with units that spawn unlimited units that cost no money. If it cost you minerals to spawn a broodling (like it does to spawn an interceptor), we wouldn't be having this issue. They are too cost effective. And reavers were exciting because they were duds half the time, so people were holding their breath to see if the damn unit would actually work or not. If the problem is the effects of the broodlings then the discussion should be about that--not that the broodlings are free. Unit pathing, fast respawn rate, chases down wounded units, prevents ground units from fighting back, etc.... A lot of these problems could be solved, for example, if the BL was given 6 range instead of siege range--suddenly stalkers could actually try to fight them, Vikings "actually" outrange them (ie, can keep them at a safe distance from tanks), etc... It could also be solved by reducing the spawn rate, or forcing them to spawn from beneath the BL and run (this means infestors can't just hide behind broodlings btw), they could come with a reduced timer, etc... Or do you think having the BL cost 1-10 minerals per attack will make the already boring fights look more exciting? It won't since the problem is the engagement, not that Broodlings respawn quickly. The problem is they stream in too steady a pace not allowing for gaps of weakness. The problem is that BL range + Broodling run speed = fucking long range death machine. The problem is that it keeps units too far away from the Zerg army (even forcefields have to be close enough to actually trap units), etc... it could also be solved by changing the Broodling mechanic altogether--but simply that the broodling doesn't cost mins/supply is not the reason watching Broodlord fights is boring. When you watch a carrier lose interceptors no one goes "OMG! That's 1000 minerals lost!" They simply go "Oh no, the carrier is vulnerable now!" Why? Because interceptors don't block pathing. They're exciting not because they cost 15 minerals but because they have a build time. They're exciting not because they don't take up supply but because you can prebuild 4-8 of them before the fight instead of "building them up" during the fight. The freeness of a unit is not what makes it exciting. The problem is one of the two things: firstly that the unit is too cost effective because broodlings don't cost resources, or that broodlings are too good. Only one of these is a problem, and you can fix it by eliminating either of those issues. Nerf broodlings or make them cost money, and the problem dissapears. You are arguing that the solution is to nerf broodlings, the OP argued that the solution is to make them cost money or to remove them entirely.
I don't technically believe that Broodlings need a nerf (any stat reduction needs a stat compensation as well IMHO)--but that's not important. What is important is that I specifically disagree with the idea of the problem with BL being cost--for the same reasons I pointed out with the carrier's interceptors. Never do I feel excited about interceptors because they cost 15 minerals--I'm excited by them because they're exploitable.
I don't get awed by the Spidermine's power because they cost 0 supply and only need a 75 mineral unit to spawn them, I'm awed because they are immobile front loaded damage units that are exploitable.
Both the spidermine and the interceptor can be misused (to hilarious effects) and they both can be abused (to frightening effects)
How much they cost never really pops into my head when I think of those units. And I find it strange that costs pops up when thinking about Broodlord's broodlings.
I do believe Broodlings need to be powerful--but they need to have an exploitable weakness as well. My issue is that the mechanic of the broodling is the problem, not its cost. (For the most part, I don't actually find Broodlords that powerful--its Infestors that bug me; but that's a different discussion)
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On January 29 2013 09:04 Thieving Magpie wrote:Show nested quote +On January 29 2013 08:35 Whitewing wrote:On January 29 2013 08:22 Thieving Magpie wrote:On January 29 2013 08:04 Whitewing wrote:On January 29 2013 07:45 Thieving Magpie wrote:On January 29 2013 07:10 AndAgain wrote:On January 29 2013 07:02 Thieving Magpie wrote:On January 29 2013 07:00 Whitewing wrote:On January 29 2013 05:11 Thieving Magpie wrote:On January 29 2013 04:47 KimchiNuke wrote: Free units take away so much from the emphasis on strategy by making cost efficiency irrelevant. Locust and broodlings have no tangible cost and just break the game. And that's exactly why people hate spider mines in BW! Wait... Spider mines had a cost, and weren't free. Each vulture got exactly 3, no more or less. So by paying 75 minerals you got 3 spider mines and a vulture (after the upgrade). Now, if the vulture got to spawn an infinite amount of mines, we'd have a problem. 6 broodlings takes up 6 supply (the Broodlord itself) Without the broodlord, no broodlings. And there can never be more than 6 per Broodlord. Mines are still there even when the Vulture dies--ie it is 0 supply. But a broodlord is capable of spawning an infinite number of broodlings, which is what we're talking about. Stop evading the issue. I'm not evading the issue. A BL can't have anymore than 6 broodlings. In order for 6 broodlings to exist, 6 supply needs to be taken up. This 6 supply is a slow moving unit that can only have the 6 broodlings near it. ie 6 broodlings are chained down by 6 supply worth of hitpoints. These are facts--not opinions, facts. If your problem is that killing broodlings doesn't feel effective because new ones get made immediately after--then the problem is less to do with the fact that Broodlings are free and more to do with the frequency of their construction. This is not addressed by whining about how free the Broodlings are but by addressing how often they're made. Should the spawn every other shot instead? Should they have a shorter timer? Should their flying animation be slow? Should they spawn beneath the Broodlord and run to their targets? etc.... But to complain about the "freeness" of the unit doesn't actually resolve anything--because being free did not stop spidermines from being useful, has not made "base races" be one sided in the zerg's favor (broodlings from dead zerg structures), etc... If the problem is that the interaction is boring--that also has nothing to do with how free the unit is. Now, personally, I wish Broodlords spawned broodlings in a less linear fashion. Instead of shooting two at a time, have them only shoot like guardians but give them an ability to spawn a large number of broodlings at once (at cost) Why do I want this? Because I like "big effects" that happen rarely as opposed to "cool effects" that happen frequently. No one is impressed that a medivac heals--people get excited at a properly timed Transfuse. Make broodlings more like transfuse and less like heal and I guarantee it will be sexy. It's kind of like how the reaver's slow 125 attack is exciting but the colossi's fast 30 attack is boring. I simply think people are looking at the wrong part of the "free unit" dilemma. A broodlord can't have more than 6 broodlings at any given point in time, but it can spawn an unlimited amount of them in a game. The fact of the matter is that you've constructed a unit that is basically a guardian (long range siege unit from the air that is slow but powerful) that also happens to spawn a unit on attack that blocks pathing, continues to deal damage, chases enemies down that run, and absorbs attacks. It is not limited to spawning 3 broodlings that block attacks and then once those are dealt with (like a vulture) it can no longer spawn them. Thus the problem at hand: the broodlings do not cost resources once you've got your brood lord, and continue to function as actual units do, and are unlimited. The vulture did not have unlimited spider mines, and spider mines did splash to your own units giving them a risk and reward paradigm that is simply not present with units that spawn unlimited units that cost no money. If it cost you minerals to spawn a broodling (like it does to spawn an interceptor), we wouldn't be having this issue. They are too cost effective. And reavers were exciting because they were duds half the time, so people were holding their breath to see if the damn unit would actually work or not. If the problem is the effects of the broodlings then the discussion should be about that--not that the broodlings are free. Unit pathing, fast respawn rate, chases down wounded units, prevents ground units from fighting back, etc.... A lot of these problems could be solved, for example, if the BL was given 6 range instead of siege range--suddenly stalkers could actually try to fight them, Vikings "actually" outrange them (ie, can keep them at a safe distance from tanks), etc... It could also be solved by reducing the spawn rate, or forcing them to spawn from beneath the BL and run (this means infestors can't just hide behind broodlings btw), they could come with a reduced timer, etc... Or do you think having the BL cost 1-10 minerals per attack will make the already boring fights look more exciting? It won't since the problem is the engagement, not that Broodlings respawn quickly. The problem is they stream in too steady a pace not allowing for gaps of weakness. The problem is that BL range + Broodling run speed = fucking long range death machine. The problem is that it keeps units too far away from the Zerg army (even forcefields have to be close enough to actually trap units), etc... it could also be solved by changing the Broodling mechanic altogether--but simply that the broodling doesn't cost mins/supply is not the reason watching Broodlord fights is boring. When you watch a carrier lose interceptors no one goes "OMG! That's 1000 minerals lost!" They simply go "Oh no, the carrier is vulnerable now!" Why? Because interceptors don't block pathing. They're exciting not because they cost 15 minerals but because they have a build time. They're exciting not because they don't take up supply but because you can prebuild 4-8 of them before the fight instead of "building them up" during the fight. The freeness of a unit is not what makes it exciting. The problem is one of the two things: firstly that the unit is too cost effective because broodlings don't cost resources, or that broodlings are too good. Only one of these is a problem, and you can fix it by eliminating either of those issues. Nerf broodlings or make them cost money, and the problem dissapears. You are arguing that the solution is to nerf broodlings, the OP argued that the solution is to make them cost money or to remove them entirely. I don't technically believe that Broodlings need a nerf (any stat reduction needs a stat compensation as well IMHO)--but that's not important. What is important is that I specifically disagree with the idea of the problem with BL being cost--for the same reasons I pointed out with the carrier's interceptors. Never do I feel excited about interceptors because they cost 15 minerals--I'm excited by them because they're exploitable. I don't get awed by the Spidermine's power because they cost 0 supply and only need a 75 mineral unit to spawn them, I'm awed because they are immobile front loaded damage units that are exploitable. Both the spidermine and the interceptor can be misused (to hilarious effects) and they both can be abused (to frightening effects) How much they cost never really pops into my head when I think of those units. And I find it strange that costs pops up when thinking about Broodlord's broodlings. I do believe Broodlings need to be powerful--but they need to have an exploitable weakness as well. My issue is that the mechanic of the broodling is the problem, not its cost. (For the most part, I don't actually find Broodlords that powerful--its Infestors that bug me; but that's a different discussion)
I like how you emphasize the mechanic itself rather than the numbers. That's what creates spectator value, obvious visual relationships and tension on the screen. Ideally, Widow Mines should optimize this sort of excitement factor, although easier said than done.
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On January 28 2013 11:37 Musiq wrote: Every race has free units has free units,Protoss has Hallucination and Terran has Auto Turrets, I don't see a problem Really, you compared Hallu&AutoTurrets with Locust&Broodling? Are you serious? lol, this is the worst post ever my goodness
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I am utterly disheartened by Blizzards direction for StarCraft 2.
They rip the core of the game out, paste some StarCraft 1 remniscent units in and add these weird units. I want to remind Dustin and David that they are messing with the balance of the StarCraft legacy, I could'nt care less for the expansions. This is StarCraft, not Red Alert or Command & Conquer. Sure, they want to give Zerg a ''zergy'' feel with free units, but in StarCraft 1 Zerg was zergy by nature/mechanics, not by gimmick.
Now I got my rage out of the way;
Why is it bad that free units get produced? -You can use your real supply for more infestors/endgame comp -Trading free units for units that actually cost minerals/gas is always an advantageous trade -Sitting back and watching free units being spawned has nothing to do with micro, neither does it please the crowd
What might steer Blizzard away from this horrible decision? -Make the free units cost a small fee, just like Interceptors and Scarabs. -Small changes matter the most, I rather have 20 Zerglings in my base with tier 1 Burrow tech, burrowing and unburrowing around like in BroodWar -Remove them completely and actually make a decent unit with thought out mechanics
If this corrupted and senile balancing direction continues, we will see more NA ladderzergs take out four times GSL Champions.
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Thieving magpie made 7 posts arguing semantics. But no-one is arguing about whether SH, BL and infestor create free units or not, or whether they are free in terms of money, supply, time, opportunity, etc. Instead, the discussion regards replacing the fast eco quick max-to-remax zerg style with a turtly mix where the emphasis is on UPUs.
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On January 28 2013 03:59 HardlyNever wrote: ... At least before when you held off pressure from zerg you felt like you were at least accomplishing something because you know the zerg had to sacrifice something in order to pressure you. That feeling of "yeah, I held" is now gone, because you know you didn't really accomplish anything, and it will be coming back in like 30 seconds. ...
you said it doesn't feel like zerg because the swarm host can be extremely cost efficient, but frankly we aren't judging zerg by the cost analysis of its units, we're judging it by the feeling you get when playing against it.
the "wow this is fucking pointless because it's just going to keep coming" feeling is exactly what it's supposed to feel like playing against zerg, and for the zerg player that is what you want to create. the emotion of it is what keeps people interested. not the conceptual economics underlying unit design.
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there is a huge misconception here that these units are "free".
Broodlings and locusts are essentially just an extension of the attack of the unit...i also wouldn't consider infested terran "free units" as they do cost energy. As do mules and PDD/turrets.
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On January 29 2013 17:01 TheDraken wrote:
you said it doesn't feel like zerg because the swarm host can be extremely cost efficient, but frankly we aren't judging zerg by the cost analysis of its units, we're judging it by the feeling you get when playing against it.
the "wow this is fucking pointless because it's just going to keep coming" feeling is exactly what it's supposed to feel like playing against zerg, and for the zerg player that is what you want to create. the emotion of it is what keeps people interested. not the conceptual economics underlying unit design.
I agree with this fully, Zerg are meant to invoke the feeling that their numbers are endless and the so called "free units" help with enforcing that feeling. while playing Zerg your not meant to be going "Hmm is this unit gonna end up being worth its cost" your meant to be going "This will help me mass a scarier force"
Even if we take the feeling out of the equation with out these "free" expendable units how do you expect Zerg to make a stand against these new siege and siege-breaker units like the Tempest and Hellbat what are we meant to lose 90% of our Zerglings to your Hellbats whilst your Siege Tanks slaughter our Ultralisks and the anti-massive damage that the Tempests are putting out completely neutralizes our Brood Lords and Ultralisks. so dont start crying Zerg get too many "free units"
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Zerg should means "swarm" so I think that from the desing point of view, Z is the race that MUST have "free" units. We can talk about the cost-efficiency and balance, but dont talk about if free units are "zergy".
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free units are unnecessary and too powerful anyways on units like the BL. They just have no place and a zergy "feel" is less important than good design. Free units so far have been far too powerful on zerg, and create an extra impetus to mass units like infestors as if they're freaking zerglings.
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