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Broodlings - Purpose? - Page 3

Forum Index > SC2 General
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huun
Profile Joined October 2004
Turkey58 Posts
March 14 2011 14:36 GMT
#41
the only thing they really do is preventing sieged tanks ruin a zerg base. lots of marines died because of friendly fire from siege tanks.

that little bastards!!!
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
March 14 2011 14:36 GMT
#42
Broodlings do surprisingly well vs low health bio units,makes the terran think twice about stimming to much,early game.
Nakas
Profile Joined May 2010
United States148 Posts
March 14 2011 14:55 GMT
#43
It would be cool if there was an upgrade that allowed buildings to spawn broodlings whenever it was under attack. I think one of the reasons that zerg hasn't been doing as well as expected on these big new maps is because of how easy it is to take out their expansions compared to the planetary fortress and warp in.
Bagi
Profile Joined August 2010
Germany6799 Posts
March 14 2011 14:57 GMT
#44
Like most people have pointed out, its mostly a flavor thing.

I've had my marine drops/harass get killed by broodlings before, so its not completely useless imo.
Reuental
Profile Joined July 2009
United States457 Posts
March 14 2011 14:58 GMT
#45
I think I remember a game in the GSL which turned into a elimination race and one player had mutas so he targeted the marines with the broodlings from the buildings he was killing off. I thought that was pretty cool but this game took place on Kulas Ravine so it is a really old game.
I'm a Crab made of men.
Tef
Profile Joined April 2008
Sweden443 Posts
Last Edited: 2011-03-14 15:03:50
March 14 2011 15:01 GMT
#46
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...


I don't think that is only for cheese. I gas block very often, even though the broodling situation is more related to cheese, but you can still force the opponent to pull his workers for a few seconds. I still think it should be brought up.
Dont fuck up, dont fuck yourself
Sanguinarius
Profile Joined January 2010
United States3427 Posts
March 14 2011 15:03 GMT
#47
Its a neat feature that doesnt really effect game play. I enjoy it.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
universalwill
Profile Blog Joined August 2010
United States654 Posts
March 14 2011 15:04 GMT
#48
terran and protoss town halls never die, and zerg town halls have no chance of living if they ever come under attack. i think it's fair to give zerg a few limited-life zerglings as a little consolation prize.
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
March 14 2011 15:09 GMT
#49
On March 14 2011 23:12 thoradycus wrote:
Show nested quote +
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.


For example,the nydus canal is the same as http://cnc.wikia.com/wiki/Sneak_Attack


wat
there is nydus in sc1 lol
latan
Profile Joined July 2010
740 Posts
March 14 2011 15:28 GMT
#50
I thought about making a thread about this too, they seem to serve no real purpose other than being a bit cool. zerg could benefit of a buff to this lil mechanic, what do you think it could be?
CryMore
Profile Joined March 2010
United States497 Posts
March 14 2011 15:37 GMT
#51
In a base race broodlings are so goddamn imbalanced. If you have low amounts of units you basically lose your army trying to kill their base.

Also, when you are about to lose your hatchery, you can wait for the broodlings to spawn out of the destroyed building before engaging, giving you a temporary edge.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
March 14 2011 15:40 GMT
#52
On March 14 2011 23:31 Wiwiweb wrote:
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.


If you REALLY read the OP what I said was - The terran can pay to have his buildings defend, like the PF. I did NOT say that broodlings are as powerful or should in any other way be compared. The only thing I asked in this context was: Do you pay for your broodlings - like a terran pay for his PF?
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Euronyme
Profile Joined August 2010
Sweden3804 Posts
March 14 2011 15:45 GMT
#53
I dunno if anyone mentioned it, but Catz has the ZvP close distance strategy where he puts a hatch / evo chamber on the enemy ramp, so that he can't wall off with a zealot. So basically when the evo dies he attacks with lings and broodlings.

Other than that, this question is like asking why the M.U.L.E. can't attack.
Ït just is.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
March 14 2011 15:48 GMT
#54
On March 15 2011 00:45 Euronyme wrote:
I dunno if anyone mentioned it, but Catz has the ZvP close distance strategy where he puts a hatch / evo chamber on the enemy ramp, so that he can't wall off with a zealot. So basically when the evo dies he attacks with lings and broodlings.

Other than that, this question is like asking why the M.U.L.E. can't attack.
Ït just is.


M.U.L.E.S can't attack since it doesn't cost supply. You could have macro games going 200/200 on both sides - but the T could make mass OC and call down extra units instantly to the battlefield.This is nothing like that issue
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
March 14 2011 15:48 GMT
#55
Why not have them? I think they are pretty cute. Fruitdealer used broodlords + lings to surround and kill a bunker in the gsl finals to break the attack that killed his hatchery, he won that game and thus they had their role.

To me that's awesome and it's like the infested terran of starcraft 1, a cool thing to have in a game (rather cute in this case) that you will make a difference oh so rarely.
dejavue
Profile Joined September 2010
Germany47 Posts
March 14 2011 16:05 GMT
#56
Protoss buildings regenerate their shields, terran buildings can be healed. Before patch 1.2 or 1.1 Zerg buildings had way lower hitpoints compared to P and T. To even this out, there were broodlings.

At least that's what I always thought. And I thought that after the buff to Z buildings, Blizzard just left them in, because they thought it'd be weird to take them out suddenly.

Maybe it's because generally, a Zerg's base will be much more open to attack when compared to Terran or Protoss bases? This also makes sense, even more so if you consider that they benefit from upgrades.

Maybe it's tech issues, maybe he's just exhausted, MAYBE, JUST MAYBE, he wanted to dress as spiderman and web the shit out of his girlfriend / boyfriend / donkeyfriend without having people watch. - wormintrude
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 14 2011 16:05 GMT
#57
broodlings have saved so many zergs their as, they delay an opponent from killing your base and give you time to prepare a defense, they are the counterpart to toss shields on buildings or the repair ability of a terran. And sturdiness was never the intention of zergs, so this is just perfect for this race. And Lore wise perfect as the building is alive.

And you pay for the broodling defense since a toss will have to pay for his shields or a terran for the armor plating on their buildings ^^.(though you don't really pay for it as its a free gift like repair or shields) If you want anything upgradeable there is a cool game that just got an expansion out hehe.

And Mules are perfect tanks alongside with autoturrets, but as turrets don't get attack upgrades, and cost 50 energie i think 3/3 infested marines would win a 200 supply battle ravens+CC vs infestors .

Anyway funny thread but used to those if they concern zerg
Euronyme
Profile Joined August 2010
Sweden3804 Posts
March 14 2011 16:08 GMT
#58
On March 15 2011 00:48 Mentalizor wrote:
Show nested quote +
On March 15 2011 00:45 Euronyme wrote:
I dunno if anyone mentioned it, but Catz has the ZvP close distance strategy where he puts a hatch / evo chamber on the enemy ramp, so that he can't wall off with a zealot. So basically when the evo dies he attacks with lings and broodlings.

Other than that, this question is like asking why the M.U.L.E. can't attack.
Ït just is.


M.U.L.E.S can't attack since it doesn't cost supply. You could have macro games going 200/200 on both sides - but the T could make mass OC and call down extra units instantly to the battlefield.This is nothing like that issue


They can still fill that exact same roll as meat shields, because what else would they do? You could use them right now as forcefields if you put them on hold position or whatever.
There are some things in any game that don't fill much of a roll unless it's a very very extreme condition. For instance the carrier - only used against full mech terrans, and only if you know it's not scouted; motherships - only used against zerg for kiwikaki style of play; battlecruisers - only used in late game TvT when you have air control.
Broodlings are for early game cheeses to get a little extra attack power, IE either the ramp evo or the gas evo.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Nakama
Profile Joined May 2010
Germany584 Posts
March 14 2011 16:10 GMT
#59
like mentioned above already they have their purpose especially agasint slow low hp units like non-stim Marines, zerglings.. they can give u the little edge u need to win the fight

and btw. why no zerg ever tried to make a "250"/200 army with mass evo chambers in the middle of the map =) mb works with mass air =). hide ur broodlords behind them and if they kill ur chambers u have one extra BL for a few sec =)
ZasZ.
Profile Joined May 2010
United States2911 Posts
March 14 2011 16:11 GMT
#60
On March 14 2011 21:15 Mentalizor wrote:
Show nested quote +
On March 14 2011 21:01 MorroW wrote:
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


+ Show Spoiler +
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?


Can you not post GSL spoilers from earlier today on the front page? Seriously? ...

And as for Broodlings, they're mostly useless. There are situations where they can help defend the area right around them if you time it perfectly, but these are so few and far between that you really can't view them as anything more than cute little bugs.
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