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Hey TeamLiquid
Now, I've been playing since late beta and I'm more and more puzzled with this:
![[image loading]](http://images3.wikia.nocookie.net/__cb20100823182525/starcraft/images/thumb/8/85/Broodling_SC2_Rend1.jpg/200px-Broodling_SC2_Rend1.jpg) What's the purpose of Zerg buildings exploding into broodlings? What's the purpose?
I know. The obvious answer would be: If your building is dying, you're most likely under attack, so they're for defense. My thought on defense: + Show Spoiler + This is nowhere near as strong as a PF which a terran will have to pay a pretty penny to get (550/150) but this just makes me think if the broodlings are actually implemented in the price of e.g. a hatchery? I've actually seen (and even played) games where a 2raxx-bunker push was killed off the second the hatch in the natural was killed and broodlings popped along with some lings. So they will work in the super early game - but even here only in some scenarios .
My thoughts on broodlings later: + Show Spoiler +Later in the game however, they are utterly useless (not counting brood lords ofc). I know they are affected by upgrades, but this really doesn't make them a viable defense unit. A good example is the ultralish cavern. If you get this - you will get it for late game purposes. How will 6 broodlings EVER affect the game? It's not even enough to stop a drop (even slightly).
Lore: + Show Spoiler +Well, being (only) 22yo I only played some SC1 with my bro offline and in 98 I was 9yo, so my english was nowhere near good enough to actually comprehend anything from the sc1 lore. So I have no idea if lore has something to do with this - but as far as I can tell broodlings didn't come out of Z buildings in sc1/bw... So why add this feature?
I'm not looking for this: + Show Spoiler +
TL;DR - My questions: + Show Spoiler +Do broodlings (popping out of destroyed buildings) serve ANY real purpose besides stopped fast pools/2raxx rush (for the record it's not good against any protoss cheese). Do you actually pay for your broodlings as the T also pays for extra defense in a planetary? Should lategame buildings either NOT make broodlings - or have an option to cut (let's just say (as this is not a balance issue)) 25minerals off the cost of the building - in return you dont get broodlings? Why are broodlings even there?
Poll: What purpose does the broodling serve?For being cute good-for-nothing units (Nothing) (198) 74% Making baseraces more viable for Z (38) 14% To replace the lost drone (you used to make the building) (14) 5% For defending stimmed bio (13) 5% Making it slightly more safe to fast expand (6) 2% 269 total votes Your vote: What purpose does the broodling serve? (Vote): Making it slightly more safe to fast expand (Vote): Making baseraces more viable for Z (Vote): To replace the lost drone (you used to make the building) (Vote): For defending stimmed bio (Vote): For being cute good-for-nothing units (Nothing)
For the record - I played terran from platinum all the way to masters league - where I've changed to protoss. So this is from a guy who've played very very little 1v1 Z
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They're more customary than anything now. At very early stages of the game they can be useful, sure, but if a Zerg is losing buildings at that stage they're the one with bigger problems. I guess they also force Terran to pick their dropped units after they snipe a structure too.
Overall though, it just seems like an interesting Zerg feature that doesn't really change gameplay much.
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The design team thought it was cool. I think that's actually their official stance..
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As a Protoss player, Broodylings seem REALLY pointless unless they are coming out of a Brood Lord.
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There is no purpose.
The Zerg defensive structures are the Spine and Spore Crawler. They don't actually rely on Broodlings, since that would require you to have buildings die.
It's for flavor, nothing else.
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On March 14 2011 20:54 hmunkey wrote: They're more customary than anything now. At very early stages of the game they can be useful, sure, but if a Zerg is losing buildings at that stage they're the one with bigger problems. I guess they also force Terran to pick their dropped units after they snipe a structure too.
Overall though, it just seems like an interesting Zerg feature that doesn't really change gameplay much. if its an interesting idea but doesnt change the gameplay then maybe they should evolve this idea so it actually becomes interesting and changes the gameplay :p as it is now its just like, fuck i lost a tech building, and 6 broodlings spawn there to be cute for a few seconds and then vanish from the game. if its just for lore then i guess its fine right now but if anyone actually thinks its a factor where u say "ok if i kill this tech buildings, i have to remember broodlings spawn from it and that might backfire". only time that thought even cross my mind is in zvz base races with ling baneling wars and like once in a zvp it crossed my mind being dt rushed he killed the tech building and i could surround it with broodlings and the queen to add the extra damage. but to be fair thats like one in time a million times that happens where the broodlings spawned actually changes something
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So I guess I'm the only zerg player who loves it when the broodlings are being hit by siege tanks while running towards the marines O.O....
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PLZLEAVEDUCK uses them to scout.
He has tremendous insight.
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Remember the TT1 vs MasterAsia game?
It can make a difference in a base trade scenario. But that scenario is not the norm; for the most part the broodlings don't change anything.
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Broodlings coming from destroyed buildings should stay alive longer to pose any sort of viable defensive help. 99% of the time they don't even get a single hit in and die on their way to the first enemy unit.
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I think it's a holdover from Dustin Browder's days working for the Command and Conquer franchise.
In C&C games, destroyed or sold buildings usually spawn some leftover Riflemen and sometimes engineers or civilians. It had been a feature of all C&C games since the first Command and Conquer, and I'm not surprised to see it in SC2.
Heck, the Thor is analogous to the Mammoth Tank and the Banshee is an exact replica of the GDI Orca.
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i don't know.. i find it does make a difference actually, it's pretty strong early on as you mentioned, and later on in the heat of battle, because broodlings are fast and there are several of them, as they rush toward terran armies they do draw a few tank shots and quite often some friendly fire splash on nearby marines.
and i dunno about not being enough to stop a drop, it's certainly enough to delay a dropship of marines/marauders for a short while at least? that's what i find anyway when i try to drop. you have to scoot back for a while or quickly load up the medivac and it buys time for zerg defense to come in.
overall, like you mentioned, not a huge game-changer out of the early game. just don't think too much about it, haha! it's just one of the little racial gimmicks to add flavour and variety to the game.
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While they don't serve any major role in the game, broodlings are helpful in situation of very early pressure, they help a ton when you want to get a surround/good flanking. The thing is they come into play only when you're kind of fucked up, i.e. you're seeing your hatch going down for sure so better pull back your glings, wait for the hatch to get killed and then try to flank with your zerglings from the back while broodlings are assaulting the front. This is a cute move but when you're doing it you're often already in a bad spot.
Overall this is not very useful but add a little bit to zerg's gameplay and has drive some players to be very creative with them, but yes, besides early games they have little purpose.
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i honestly have no idea but very very late game i guess getting a few extra evos for defence would be funny but spines will always be better so really nothing
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Broodlings (from buildings) help a lot in the "Covert Ops" challenge
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On March 14 2011 21:01 MorroW wrote:Show nested quote +On March 14 2011 20:54 hmunkey wrote: They're more customary than anything now. At very early stages of the game they can be useful, sure, but if a Zerg is losing buildings at that stage they're the one with bigger problems. I guess they also force Terran to pick their dropped units after they snipe a structure too.
Overall though, it just seems like an interesting Zerg feature that doesn't really change gameplay much. if its an interesting idea but doesnt change the gameplay then maybe they should evolve this idea so it actually becomes interesting and changes the gameplay :p as it is now its just like, fuck i lost a tech building, and 6 broodlings spawn there to be cute for a few seconds and then vanish from the game. if its just for lore then i guess its fine right now but if anyone actually thinks its a factor where u say " ok if i kill this tech buildings, i have to remember broodlings spawn from it and that might backfire". only time that thought even cross my mind is in zvz base races with ling baneling wars and like once in a zvp it crossed my mind being dt rushed he killed the tech building and i could surround it with broodlings and the queen to add the extra damage. but to be fair thats like one in time a million times that happens where the broodlings spawned actually changes something
If you saw Up/Down matches today MarineKingPrime actually was killing off Leenocks natural with a marine rush, but as he saw eggs (with lings) being morphed he actually waited killing the hatch untill the lings popped and were killed - as else he should deal with lings and broods. But still, I can't see how this should actually count as a defense.
And nobody adressed my question around if you're actually "paying" for the broods as extra defense?
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Just a thing which gives little bit more tactic to the game and sometimes even wins the game
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A common technique in ZvZ is to block the opponents gas with an evolution chamber. Rush for ling speed and just when/if the opponent takes down the evo chamber you attack with your speedlings + broodlings. I have never seen it in high level games, but in high, 2800+, Diamond it is quite common. If you don't go for the ling rush you can kill 1 drone with micro when he takes you evo chamber down at a later stage.
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On March 14 2011 21:08 dookudooku wrote: Remember the TT1 vs MasterAsia game?
It can make a difference in a base trade scenario. But that scenario is not the norm; for the most part the broodlings don't change anything.
I think the only point of broodlings out of building is making games like that one. :d
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I wrote this:
On March 14 2011 20:52 Mentalizor wrote: I'm not looking for this: I hope you wont response with answers like: Broodlings are for cheese.
And you replied this:
On March 14 2011 21:19 Tef wrote: A common technique in ZvZ is to block the opponents gas with an evolution chamber. Rush for ling speed and just when/if the opponent takes down the evo chamber you attack with your speedlings + broodlings. I have never seen it in high level games, but in high, 2800+, Diamond it is quite common. If you don't go for the ling rush you can kill 1 drone with micro when he takes you evo chamber down at a later stage.
No offense But really...
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