Broodlings - Purpose? - Page 2
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Zorkmid
4410 Posts
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Disarm22
United States151 Posts
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eviltomahawk
United States11135 Posts
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. | ||
enzym
Germany1034 Posts
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SovSov
United States755 Posts
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
Australia2275 Posts
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jiabung
United States720 Posts
On March 14 2011 21:21 Mentalizor wrote: I wrote this: And you replied this: No offense ![]() 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
Netherlands2398 Posts
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ChaseR
Norway1004 Posts
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Alex)
Scotland263 Posts
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misaTO
Argentina204 Posts
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. | ||
Onioncookie
Germany624 Posts
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
United States1196 Posts
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thoradycus
Malaysia3262 Posts
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
United States220 Posts
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 | ||
SpaceYeti
United States723 Posts
![]() 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. | ||
BatCat
Austria630 Posts
Counterattacking would be really easy otherwise. | ||
Wiwiweb
France56 Posts
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TedJustice
Canada1324 Posts
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
United States4130 Posts
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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