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Broodlings - Purpose? - Page 4

Forum Index > SC2 General
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Psychlone
Profile Joined August 2010
Canada90 Posts
March 14 2011 16:12 GMT
#61
Every so often, when my base is being sieged by a terran, my counter offensive comes right as he kills one of my tech buildings or evos and the broodlings absorb key damage as my zerglings clean up the rest. Considering I would've lost the building anyway, this is a nice feature of zerg that you can somewhat use to your advantage in a tight spot. It makes the zerg feel more annoying and insectlike too.
Rob28
Profile Joined November 2010
Canada705 Posts
March 14 2011 16:13 GMT
#62
Broodlings buy a couple seconds of DPS deflection from an enemy force in your base. That's about it. Also, wicked annoying for dt rushes where detection comes into play.
"power overwhelming"... work, dammit, work!
mastergriggy
Profile Blog Joined May 2010
United States1312 Posts
March 14 2011 16:20 GMT
#63
I'd think they'd be more viable if they spawned out of defensive structures to begin with.
Write your own song!
Buddhist
Profile Joined April 2010
United States658 Posts
March 14 2011 16:28 GMT
#64
It'd be really nice if they added some more realistic function to broodlings. atm they do not much more than extreme late-game base trade situations, where every unit counts, and broodlings can tip the tide.
Cosmos
Profile Joined March 2010
Belgium1077 Posts
March 14 2011 16:59 GMT
#65
As a terran player I find broodlings extremely good when i'm pushing with marines + tanks and not (m)any medivacs, with the splash dammage of the tanks on my marines I think twice before killing zergs buildings or wait that my marines are far, it gives more time to the zerg and if I don't do this I lose hp/units. It may look minor but that's things that count at high level.
http://www.twitch.tv/becosmos
chenchen
Profile Joined November 2010
United States1136 Posts
March 14 2011 17:08 GMT
#66
Broodlings definitely help in TvZ ie helping lings get a surround after a building gets destroyed.
powerade = dragoon blood
savagebeavers
Profile Joined October 2010
Canada108 Posts
March 14 2011 17:09 GMT
#67
There not completely useless, one game i was hit with a marine siege tank all in, i saved my drones, but when i lost my natural the tanks shot the brood lings killing his own marines. My roaches cleaned up the tanks and i eventually made my way to win the game.

This was about at the 3300 master level so its not like were complete noobs aswell.
Techno
Profile Joined June 2010
1900 Posts
March 14 2011 17:13 GMT
#68
I actually had a zerg player let me to kill his third then flanked with lings/blings when the broodlings popped, I couldn't micro away and my force was decimated. I lost that game.
Hell, its awesome to LOSE to nukes!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 14 2011 17:17 GMT
#69
To kill WhiteRa's immortal when you base trade.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
MuTT
Profile Joined July 2010
United States398 Posts
March 14 2011 17:28 GMT
#70
its really stupid and just for show - like the mothership
MC's strength: confidence weakness: over confidence
ChefStarCraft
Profile Blog Joined November 2010
Canada350 Posts
March 14 2011 17:30 GMT
#71
It could be for show. I like the base race option, its served that purpose in my games before.
Why don't we see who is the wizard and play some one on one, I think you'll find me sympathetic to ya when I've won, It seems you've got the brawn to beat me if this was all it takes, But I've got skills to pay the bills and punish each of your mistakes.
ApBuLLet
Profile Joined September 2010
United States604 Posts
March 14 2011 17:34 GMT
#72
I believe that broodlings are meant to delay attacks enough for the Zerg to produce units using larva inject. What I mean is that due to larva inject, Zerg produces units in waves. If you are at the point where buildings are dying there is a good chance you have very few units, or at least not enough. Broodlings delay the attack from advancing (making units retreat momentarily) which in turn makes your larva inject stronger.

Think of this situation. 20 marines and a medivac are attacking your front and kill a hatchery. You have 10 zerglings which you morph into ~4 banelings. You have 12 or so zerglings being produced (8 from larva inject, 1-2 from larva at your main, and maybe some from the stray larva at your lost hatchery). The broodlings may be what buys you enough time to morph those banelings, let the zerglings finish, and defend.

This is my thoughts on why broodlings are there. Yeah sure it is situational, but it can still be useful.
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 14 2011 17:39 GMT
#73
Its purpose is for base-trading, if a player just a-moves throughout the empty zerg base it will take significant damage from the broodlings. It also adds a lot of hp to a zerg base if its a base-trade scenario which gives zerg some time.

Ive used them to pick off weaker units as well in early-mid game when my opponent is macroing and not paying attention.

And after a bunker rush succeeds in killing off a hatchery sometimes zerg players will use those extra broodlings to overwhelm the bunker that way they can plant the hatch at the natural right away.

Would I rather have the ability to lift off my buildings? fuck yeah, but it just adds another layer of diversity to the game. (:
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
March 14 2011 17:52 GMT
#74
Broodlings can win games in base trade situations. They're fine as they are now.


Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
orotoss
Profile Joined September 2010
United States298 Posts
March 14 2011 17:54 GMT
#75
Zerg buildings have always been the most vulnerable, so I guess Blizzard thought giving them broodlings would make them stronger, which is totally illogical, because if you are losing buildings, you are already pretty fucked.

A better solution would be to have a few broodlings come out for every 100 life the building loses, or just allow carapace to upgrade building armor.
BLARRGHGHH
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
March 14 2011 18:14 GMT
#76
On March 15 2011 02:52 getSome[703] wrote:
Broodlings can win games in base trade situations. They're fine as they are now.

http://www.youtube.com/watch?v=EOY2ve7zHb4#t=6m53s


This game.. It made me laugh and therefore it has a purpose ^^

Seriously tho i think their main reason is just to be there cause its a little cool... nothing game changing, but no point taking them away either. In rare causes they have their uses! As the match above shows.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
GreatFall
Profile Blog Joined January 2010
United States1061 Posts
March 14 2011 18:18 GMT
#77
Broodlings are one of those things that help differentiate Zerg from the other races. They also make for some very interesting games. You can even micro the little guys! I saw a game once where broodlings took out the Protoss's last 2 Zealots! It forced a draw even though the Zerg player had no units whatsoever. In my opinion, it's just a fun and different feature of the Zerg which make for a fun display or change of events every once in a while.
Inventor of the 'Burning Tide' technique to quickly getting Outmatched Crusher achivement :D
Msr
Profile Joined March 2011
Korea (South)495 Posts
March 14 2011 19:38 GMT
#78
For any zerg player who has problems scouting, listen up. As state mentioned on the first page, I use them to scout. Vs terran if you send an early drone and build a evo chamber in the middle of there base, you can scout their build and you are guaranteed to see it. When your evo chamber finishes, you can see 0, 1, or 2 gases and when your evo chamber dies you get 6 that you can scout every corner of there base. If they wait until the evo chamber is gone, that's 2 minutes that they can't build their tech. Map/spawns depend what order you build these.

Vs protoss you can send the drone later, due to the fact if you click their minerals you run right by the zealot. If you want to you can do it earlier and block their cybernetics core placement(some toss will think this is some ramp bust cheese and end up going into 4 gate, which is a free win) If you opt not to do this just build it in vision range of the gas, and once again you are guaranteed to see a stargate or twilight council. If he is 4 gating he can't start the 4th gate until your broodlings are gone. about 60% of my games are won just off of this broodling scout style, so i highly recommend more zerg players doing it.
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
Last Edited: 2011-03-14 19:45:06
March 14 2011 19:42 GMT
#79
OP wrote: "I played terran from platinum all the way to masters league "
OP also wrote: "a PF which a terran will have to pay a pretty penny to get (550/150) "

You might want to check those numbers, Mr. former Master's League Terran homeboy.

Broodlings are supposed to add a bit more of that Zerg flavour to Zerg, that's all.
Stiver
Profile Joined April 2010
Canada285 Posts
March 14 2011 19:49 GMT
#80
It's racial identity.

Why do Zerg require creep? Why do Protoss require pylon power? Why do protoss buildings stop functioning with out pylons? Why can Terrans lift off? Why do Zerg buildings spawn broodlings.

IF SC1 had broodlings spawn when a building died, no one would question it in SCII.

It adds an extra level of defense for the already underdeveloped Zerg.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
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