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Banelings in TvZ (balance change proposition) - Page 12

Forum Index > SC2 General
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beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
March 25 2010 19:29 GMT
#221
I think that thinking in terms of bio OR mech and nothing in between is a misconception.
wwww
bendez
Profile Joined February 2010
Canada283 Posts
March 25 2010 20:37 GMT
#222
On March 25 2010 09:20 MeditationError wrote:
Show nested quote +
On March 25 2010 06:48 Kare wrote:
Banelings vs terran is free win, simple as that

Lol. play as zerg for a bit. You'll be surprised how hard it is to get your money's worth out of those little mongrels.

If terran is the underdog here (and there isn't consensus), then buff something other than bioball.

If terran goes bioball every single game, I should be able to punish them for being so predictable, and banelings are that punishment. Bioballs are big groups of cheap/weak units. The natural counter is aoe. For zerg aoe means banelings, fungal growth, and ultralisks. These three things *should* pwn a bioball.

Furthermore, you can't roach against marauders, so if banelings do get nerfed so as not to beat the bioball, the only t1 options zerg has left for m&m is zerglings or fast-lair. Is that really the game you want to play?

Buff terran mech, and aim for new-terran-strat > banelings > bioball > roaches > new-terran-strat. Tweak tanks or ghosts or hellions (or even banshees, ravens or vikings) to be more effective against banelings, but leave marines, marauders and banelings the hell alone.

Maybe hellions vs banelings needs to be less extreme somehow.

"Nerf banelings" = bioball every match, and bioball is dull dull dull.


^ This.
Mente
Profile Joined December 2009
United States288 Posts
March 26 2010 03:36 GMT
#223
Baneling's buffed. That's the change.
Solomon Grundy want pants too!
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
March 26 2010 06:25 GMT
#224
On March 26 2010 12:36 Mente wrote:
Baneling's buffed. That's the change.

Indeed, you only need 7 banelings now to kill a marauder now instead of 9.

175 gas for a few 25 gas units is still a terrible trade for the zerg if you can get banelings onto your marauders.
Experience is an excellent teacher, but her fees are very high.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
Last Edited: 2010-03-26 10:45:12
March 26 2010 09:45 GMT
#225
On March 26 2010 15:25 MeditationError wrote:
Show nested quote +
On March 26 2010 12:36 Mente wrote:
Baneling's buffed. That's the change.

Indeed, you only need 7 banelings now to kill a marauder now instead of 9.

175 gas for a few 25 gas units is still a terrible trade for the zerg if you can get banelings onto your marauders.

Are u kidding me...A good zerg will never let his baneling goes into Marauders.
A good zerg will have two option:
1. Use Baneling to scare the Marine away and rape Marauder with Hydra
2. Wait and engage the Terran army, one second of not focusing on your army and Terran players will see his army vaporate into the air...
Terran
Jugan
Profile Blog Joined July 2009
United States1566 Posts
March 26 2010 10:07 GMT
#226
On March 19 2010 03:11 Defrag wrote:
Tanks counter them pretty well, at least by players that bother to target and attack moving banelings.

I dont get why so small number of Terran players use tanks at all, 4-5 tanks placed properly can really bring a hell on zerg's army ( if we are talking about speedling/baneling/hydralisk cluster ), and with proper use of stimpack on marines tanks can sometimes negate banelings completetly.

Using hellions late in game seems like a mistake to me, they feel really terrible in late game against zerg.

Show nested quote +
because zerg won't give you 3-d base with his banelings and army.

I dont agree, I've played with players that can secure as many bases as avarage zerg player. Bunkers are not expensive, they eat dmg pretty well, and if they are no longer needed - you can sell them again. Also, with tanks behind (2-3 is often enough, 4-5 juts destroys zerg ;p ) rushing in against terran without creep providing additional baneling speed, it's a suicide.

Also, most ( all actually I think? ) maps have islands and closed expand spots, if you can secure a nat expo then just go for walled expansion latera and voila ;o


Because tank tech is slow, and you will be overrun be speedlings if you don't mass up to stop the baneling + speedling cheese. Tanks later in the game may be viable, but it makes you very immoble and you have to be extremely careful about moving out. Not only that, but you have to keep making more units to keep speedlings from overrunning you. Just so you can watch them explode to banelings again.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
March 26 2010 10:34 GMT
#227
Well, at least they increased main baneling damage in the latest patch, so they are more useful now :}.
IMBA - International Mountain Bicycling Association.
Mente
Profile Joined December 2009
United States288 Posts
March 27 2010 23:36 GMT
#228
As if to suggest they were less useful before? I think the change was completely unnecessary. It just opened another window for zvz play.
Solomon Grundy want pants too!
KiriStarcraft
Profile Joined September 2010
United States6 Posts
September 24 2010 19:45 GMT
#229
I dont think that Lurkers need to be brought back because if you think about it, Spine crawlers "are" lurkers lol. Defenceless while not burrow, has a long range etc.

Also i agree that Banelings are very imba seeing as that zerg can go ling/bane/muta and basically win the game vs terran. Lings soak up damage from tanks/marines and surround the thor while the banelings roll in very quickly and destroy all of the marines that were essentially used to counter the ling/muta. Then basically the mutalisks and leftover lings mop up the thors/tanks. You cannot get air aa against Zerg because zergs air is stronger than anything the terran could muster up and marines/thor is the only mobile aa that t has. ling/bane/muta takes advantage of that and gives the zerg most of the time an auto win. without marines the thors get surrounded and taken out with the magic-box mutalisks.
hEndO
Profile Joined June 2010
United States124 Posts
September 24 2010 19:50 GMT
#230
im pretty sure you just bumped a 6mo thread
muzzy
Profile Joined March 2010
United States640 Posts
September 24 2010 19:56 GMT
#231
So confusing... why did you bump this old thread? I was about to rage about how strelok should know better...
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
September 24 2010 19:57 GMT
#232
This thread is old. Banelings aren't "very imba". They're one of the very few cost efficient units which Zerg has.
Carl_Sagan
Profile Joined March 2010
United States226 Posts
September 24 2010 19:59 GMT
#233
Funny look back on when zerg used to actually be good.
MrBitter
Profile Joined January 2008
United States2940 Posts
September 24 2010 20:02 GMT
#234
lol.

Posts: 2. Epic bump.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-09-24 20:15:42
September 24 2010 20:12 GMT
#235
2 posts, and you appear to already be failing at being a quality poster on TL, a bit of an accomplishment there...
When it even gives a dialog box of "Are you sure you want to post in this thread, it is old" and you ignore it, I don't know how much more we can do for you...

edit: maybe I'm on crack for remembering that dialog, I don't want to try and bump a necro to find out.

User was warned for this post
NoXious90
Profile Joined September 2010
United Kingdom160 Posts
September 24 2010 21:29 GMT
#236
hydras used to be good against marauders? damn
gun.slinger
Profile Blog Joined May 2010
Canada258 Posts
September 24 2010 22:12 GMT
#237
I <3 YOU STRELOK
LIQUID HWAITING
Piski
Profile Blog Joined April 2010
Finland3461 Posts
September 24 2010 22:12 GMT
#238
On September 25 2010 06:29 NoXious90 wrote:
hydras used to be good against marauders? damn


Hydras are pretty even with marauders actually. Hydra is a DPS powerhouse but they die too easily to rest of terrans army so it's not worth it.
Slago
Profile Joined August 2010
Canada726 Posts
September 24 2010 22:18 GMT
#239
Yes this guy is a genious let us get rid of the only counter to a terran army composition, Its not fair that a T player has to lose an occasional game is it, nope, how is that balanced giving zerg a unit to counter marines, you have units to counter blings, tanks are unreal, thors soak up so much dmg as well as fucking up the mutas, with a stellar ground attack as well, go mech with your bio you will fucking rape the shit out of ling bling muta, just move rines back when blings come in very easy micro, some of the easiest in the game and your seige tanks will rip the shit outta banes before they get any dmg off then ur left with ridiculously weak fightinng units to deal with like lings and mutas. But your completely right why should terran have to run away from banes not fair its too imba IMO to have to micro as terran
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Djeez
Profile Blog Joined September 2010
543 Posts
Last Edited: 2010-09-25 00:06:12
September 25 2010 00:05 GMT
#240
On March 19 2010 02:46 Strelok wrote:
adding hellions speed upgrade or/and giving them bigger range upgrade.


I wasn't around during the beta so I don't really know how hellions were, but as a zerg player, reading this gave me visions of horror. It kinda sounds like that ''bigdaddy'' car from the original Age of Empires.
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
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