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Broodlings - Purpose? - Page 5

Forum Index > SC2 General
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guN-viCe
Profile Joined March 2010
United States687 Posts
March 14 2011 19:49 GMT
#81
I play Terran and I rush Zerg with 2rax pretty often. Basically, the broodlings make me think twice before I attack zerg tech with a small group of just marines. When I have like 8 rines with half health, broodlings are actually very annoying. They draw fire, they attack, and they block my pathing.
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Mangemongen
Profile Joined April 2010
Sweden125 Posts
March 14 2011 19:49 GMT
#82
it could actually serve a purpuse seeing as it's harder for a zerg to build new buildings in a base trade ending of a game, only fair if it atleast hurts to kill the zerg buildings.
2v2SNAX
Profile Joined October 2010
Canada97 Posts
March 14 2011 19:52 GMT
#83
They're just a cool animation, basically, which just happens to do small damage. Consider terran buildings exploding and looking cool, zerg's also explode but have a unit in there.

Personally i think at least 1 broodling should come from every zerg structure. It's not like zerg has many buildings anyway, and it would let us know where Mr. Drone goes off to.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 14 2011 19:58 GMT
#84
They're cool in single player. Not enough ever spawn to matter in ladder games. I'm not even really sure what the purpose was meant to be.
Creator of sc2unmasked.com
UnderlineENT
Profile Joined March 2011
United States130 Posts
March 14 2011 20:02 GMT
#85
I'd definitely like to see them become at least a little more viable in the base-race scenario. Right now, you kill a Zeg building then run away for a second and none of your units even took any damage.
SongCraft
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
March 14 2011 20:08 GMT
#86
Zerg do not have to build as many buildings as the other two races. They have an all in one production facility and once you make a single requisite building, all its units can be made from that production facility. Therefore, killing a Zerg building can be far more debilitating then killing a Terran or Protoss building, even with a great Sim City.

I think the broodlings are a way to stall or finish off a harassing or attacking force for Zerg to have a larger response time window and provide some kind of "auto-punish" for an enemy attempting to kill a zerg building.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
March 14 2011 20:10 GMT
#87
On March 15 2011 04:49 Stiver wrote:
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.

I don't think so. Every other thing you names actually affects how the game works (like pylon power and creep) whereas the broodlings don't except once every 1000 games (like the TT1 Master Asia game).

I think it's more like saying, why do zealots psi-blades glow? It probably was meant to be an extra element of defense, but it functions purely aesthetically.
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
March 14 2011 20:18 GMT
#88
On March 15 2011 05:10 Beef Noodles wrote:
Show nested quote +
On March 15 2011 04:49 Stiver wrote:
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.

I don't think so. Every other thing you names actually affects how the game works (like pylon power and creep) whereas the broodlings don't except once every 1000 games (like the TT1 Master Asia game).

I think it's more like saying, why do zealots psi-blades glow? It probably was meant to be an extra element of defense, but it functions purely aesthetically.


Early game they can have an effect of on an overaggressive enemy that tries to snipe a zerg building early with too few forces to back it up. But later on the value diminishes as Zerg can spend more larva on attacking units then droning up (which they do in the early game unless they are rushing). Broodlings could form an early buffer for early Zerg economic builds?
Binabik
Profile Joined January 2011
Germany686 Posts
Last Edited: 2011-03-14 20:23:48
March 14 2011 20:23 GMT
#89
I like how the only defensive structures Zerg has (Spine/Spore Crawler) don't spawn Broodlings. If they would spawn 2 or 3 that'd be cool actually.

(Perhaps it would suck in ZvZ where you can place offensive Spine Crawlers)
hidiliho
Profile Joined September 2004
Canada685 Posts
March 14 2011 20:24 GMT
#90
Just for fun I think. Doesn't serve real purpose
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
Aequos
Profile Joined October 2010
Canada606 Posts
March 14 2011 20:25 GMT
#91
I've seen them used before in a TvZ where as soon as the Hatchery popped he ran his banelings/lings towards the tanks. The back rows of tanks wasted shots killing the nearest target (broodlings) while the lings and banelings got into melee range safely.

It was on the third at Metalopolis and his Hatch was being sieged by a few forward tanks with a big bunch of them behind (surrounded by marines). It worked surprisingly well, as the lings and banelings cleaned up the assault at the cost of a hatchery.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
bLuR
Profile Blog Joined June 2010
Canada625 Posts
March 14 2011 20:26 GMT
#92
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.


This, that was one of the best games i've seen, all because of broodlings.
OverZero
Profile Blog Joined December 2010
United States271 Posts
March 14 2011 20:26 GMT
#93
Hmmm.... Seeing as I never played BW I don't know much about lore, but I just always saw them as part of the game. The only uses I've seen are when I believe CatZ did the Evo-Chamber bomb, where he makes a hatch then cancels it and puts down a evo and when it dies he uses the broodlings to attack probes, zealots, and all sorts of stuff.
PLAGUUUUUUU <My Stream: twitch.tv/paullolol > Check it out some time!!!
Tomfour
Profile Joined September 2010
United States173 Posts
March 14 2011 21:07 GMT
#94
They're are pretty much worthless, there isn't really a point to having them in the game, but since they are already in the game I don't really mind their existence I guess.

As far as lore is concerned I guess the idea is that if a zerg building is essentially a living thing that something alive should come out of it maybe? Guess that's not really lore but the possible reasoning behind it happening.
Aberu
Profile Blog Joined April 2010
United States968 Posts
March 14 2011 21:12 GMT
#95
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.


QFT

I was a big CnC player, and SC2 has a lot of familiar elements. Heck being able to select as many units as you want, was solely a CnC thing back in the day.
srsly
ch4ppi
Profile Joined July 2010
Germany802 Posts
March 14 2011 21:24 GMT
#96
for being cute. Obviously. Even looking for a purpose in the broodlings is kinda odd.
Blizzard is cool because some things got into the game which are just cool and can influence a game in 1/100 games.
HowSoOnIsNow
Profile Joined December 2010
Canada480 Posts
March 14 2011 22:16 GMT
#97
I call `em little babies. They`re cute, and they fight for the Swarm, you can`t hate on them!!! Plus, they are free!! YeY!
Real mens play Zerg.. Startale fighting.
frozt_
Profile Joined January 2011
United States234 Posts
March 14 2011 22:18 GMT
#98
I think they can help a little bit more in ZvZ against zergling based attacks and can lower his ling count so you can maybe counter attack more efficiently. But for the most part in the other match ups you're right they are probably more use full being called cute, as sadly they cannot help me not die to a protoss 1 gas 4 gate .
Practice and dedication reveals the greatness within a player
XenOmega
Profile Blog Joined December 2010
Canada2822 Posts
March 14 2011 22:22 GMT
#99
What if the structures would release the broodlings when there's an enemy in sight? That could be viable, helping Zerg defend better (not sure if needed). Or make it an upgrade : X mineral X gaz, add a bunch of broodlings to each structure...

Otherwise, i have to agree, broodlings are rarely good. Losing a structure to release some meaningless broodlings...
Chriamon
Profile Joined April 2010
United States886 Posts
March 14 2011 22:54 GMT
#100
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.

A common response to this is to just not kill the evo chamber and all-in the opponent, collecting your freewin.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
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