Banelings in TvZ (balance change proposition) - Page 12
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beetlelisk
Poland2276 Posts
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bendez
Canada283 Posts
On March 25 2010 09:20 MeditationError wrote: 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. | ||
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Mente
United States288 Posts
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MeditationError
Australia60 Posts
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. | ||
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Caphe
Vietnam10817 Posts
On March 26 2010 15:25 MeditationError wrote: 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... | ||
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Jugan
United States1566 Posts
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. 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. | ||
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ProoM
Lithuania1741 Posts
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Mente
United States288 Posts
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KiriStarcraft
United States6 Posts
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. | ||
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hEndO
United States124 Posts
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muzzy
United States640 Posts
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Lennon
United Kingdom2275 Posts
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Carl_Sagan
United States226 Posts
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MrBitter
United States2940 Posts
Posts: 2. Epic bump. | ||
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Shiladie
Canada1631 Posts
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 | ||
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NoXious90
United Kingdom160 Posts
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gun.slinger
Canada258 Posts
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Piski
Finland3461 Posts
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. | ||
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Slago
Canada726 Posts
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Djeez
543 Posts
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. | ||
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