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Broodlings - Purpose? - Page 2

Forum Index > SC2 General
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Zorkmid
Profile Joined November 2008
4410 Posts
Last Edited: 2011-03-14 12:21:48
March 14 2011 12:21 GMT
#21
They can very annoying in ZvZ games where they build an evo in your mineral line.
Disarm22
Profile Joined January 2011
United States151 Posts
March 14 2011 12:25 GMT
#22
I had broodlings win me the game once in a base race...once
Cliiiiiiide!
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 14 2011 12:28 GMT
#23
Also, I think Broodlings can be useful in rare, clutch situations by taking out key units.

This was evident in a TLO vs White-Ra match back from the beta:

TLO and White-Ra engage in a base trade, and White-Ra happens to suffer major damage against TLO's broodlings, even losing a key Immortal against them.

Also, don't forget the epic MasterAsia vs TT1 stalemate where TT1's Zealot had to time out killing off MasterAsia's buildings to avoid getting killed by all the Broodlings at once.

I think Broodlings are quite effective against small numbers of unsupported units during the late game, especially against drops and small harassment forces. It might suck to lose a hatchery to a few marines and maybe a few tanks, though it'll be a bonus if those marines and perhaps even a tank dies to the Broodlings due to negligent micro.
ㅇㅅㅌㅅ
enzym
Profile Joined January 2010
Germany1034 Posts
March 14 2011 13:21 GMT
#24
Think of it as compensation for the one worker that is permanently removed from the game by the process of morphing.
"I fart a lot, often on my gf in bed, then we roll around laughing for 5 mins choking in gas." — exog // "…be'master, the art of reflection. If you are not a thinking man, to what purpose are you a man at all?" — S. T. Coleridge
SovSov
Profile Joined September 2010
United States755 Posts
Last Edited: 2011-03-14 13:55:07
March 14 2011 13:54 GMT
#25
I highly doubt you are "paying" for Broodlings to get in your structures. If the option to not have them was added, it would just be.. equally pointless and add complexity somewhere it doesn't need to be (how would they even implement that into the interface?). It's honestly a pointless question though, it's like asking "Do Terran builds cost 25 more minerals than they should because they can lift off?".

The effects of them are blatantly obvious and minuscule. You're looking wayyyyyy too deep into this. There simply is no answer aside from "It adds another unique element to Zerg".
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
March 14 2011 13:59 GMT
#26
Because a drone died for every building we make and broodings are his vengeance for being given an unfair life.
jiabung
Profile Blog Joined December 2007
United States720 Posts
March 14 2011 14:01 GMT
#27
On March 14 2011 21:21 Mentalizor wrote:
I wrote this:

Show nested quote +
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:

Show nested quote +
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...

Except it's not really cheese whatsoever... Just something that might seem a bit unorthodox but actually works for little cost. It blocks gas forcing them to either long distance mine or take the other gas offsetting the cost. Also they have to run drones when the evo chamber dies or risk losing a drone or some lings.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
March 14 2011 14:04 GMT
#28
I would like to see Spine Crawlers also spawn Broodlings when they're killed. It would make it a bit easier to defend as Zerg, especially early on, as the Spine Crawlers would be more formidable.
Such flammable little insects!
ChaseR
Profile Blog Joined July 2009
Norway1004 Posts
Last Edited: 2011-03-14 14:05:23
March 14 2011 14:04 GMT
#29
In the early game as T, if you push a Z base and over-stim with all your units in the red, you have to sometimes be careful about destroying buildings your units are standing next to, broodlings are actually strong enough to kill them oO
Life is not Fucking Fair and Society is not Fucking Logical - "Frankly, my dear, I don't give a damn"
Alex)
Profile Blog Joined March 2011
Scotland263 Posts
March 14 2011 14:07 GMT
#30
imo i just see them as "design" basicly just to make the building look cool when it dies i dont think it effects the game what so ever unless its master asia vs tt1
misaTO
Profile Joined September 2010
Argentina204 Posts
March 14 2011 14:09 GMT
#31
On March 14 2011 21:10 eviltomahawk wrote:
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.


lol.
OHSHITOHSHITOHSHITOHSHIT
Onioncookie
Profile Joined May 2010
Germany624 Posts
March 14 2011 14:11 GMT
#32
It helps alot against rushes if u FE as zerg ...

U sac ur expo and when the hatch dies, u can easly sourround the enemys army with ur units + broodlings and atleast kill or dmg his army ...

Lategame i think they are worthless when they are coming from buildings even if they have +3/+3
Tianx
Profile Blog Joined October 2008
United States1196 Posts
March 14 2011 14:11 GMT
#33
They add on an extra two minutes to a win for any game where my 2-rax bunker rush works. Besides that, yeah, I've never once thought "man if they hadn't had broodlings that game would have ended differently."
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
Last Edited: 2011-03-14 14:26:51
March 14 2011 14:12 GMT
#34
On March 14 2011 21:10 eviltomahawk wrote:
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.

Quite a bit of units in SC2 are actually derived somewhat from CnC.
For example,the nydus canal is the same as http://cnc.wikia.com/wiki/Sneak_Attack
Hellions are probably a mix of the http://cnc.wikia.com/wiki/Humvee_(Generals) and the http://cnc.wikia.com/wiki/Dragon_tank
Rauders are probably somewhat the same idea as the various anti tank units from CnC
Thors resemble the http://cnc.wikia.com/wiki/Overlord_tank in role
etc etc

Also,the PDD is about the same as the http://cnc.wikia.com/wiki/Avenger_(Generals)
Rickilicious
Profile Joined July 2009
United States220 Posts
March 14 2011 14:21 GMT
#35
On March 14 2011 21:05 Flaunt wrote:
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....


The discussion is about how useless broodlords are coming out of a building, unless you somehow get a completed offensive evo chamber down right in front of their push or something? Obviously broodlords are different
Doug Righteous
SpaceYeti
Profile Joined June 2010
United States723 Posts
March 14 2011 14:25 GMT
#36
Replace broodlings with banelings, problem solved.

j/k

But I seriously think they are there just for flavor, not to affect gameplay. I really don't see a problem with them the way they are. I'd much rather see them fix actual issues, like the fact that colossi rape every zerg ground unit or the fact that the hydralisk does far less dps than two stimmed marines but costs 50 gas more and has less utility.
Behavior is a function of its consequences.
BatCat
Profile Blog Joined November 2010
Austria630 Posts
March 14 2011 14:30 GMT
#37
They're not supposed to be a Zerg PF, Terrans need the PF in many cases because their army ist often immobile and slow, thanks to the siege tanks.
Counterattacking would be really easy otherwise.
¯\_(ツ)_/¯
Wiwiweb
Profile Joined August 2010
France56 Posts
March 14 2011 14:31 GMT
#38
Why do we have to find a use to it? It's cool, it's harmless to balance, keep it. You can't compare it to a PF, really that sounds like disguised balance discussion.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
March 14 2011 14:34 GMT
#39
Think about how easy it is to walk into a zerg base and kill something. They're supposed to be a menacing race of swarmy aliens. At the very least, if you kill something, it should explode into a million broodlings and try to murder you.

I thought it was a great addition, even if they don't serve much purpose ingame.

It does give zerg a slight advantage in the odd base-trading situation though.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-14 14:38:41
March 14 2011 14:36 GMT
#40
Well against zerg they can actually kill several zerglings...

I believe when they were designing they tried to do several things with broodlings, like have the queen be able to spawn them for emergency defense and things like that. The building death thing was probably the thing that worked the best. Maybe they'll try to do more with them in HotS but maybe not. I would suggest maybe some sort of broodling upgrade but that kind of random building upgrade seems too terran to me.

Comparing to PF is a little silly though. I mean the planetary requires a ton of money and even some tech...
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