Broodlings - Purpose? - Page 5
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guN-viCe
United States687 Posts
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Mangemongen
Sweden125 Posts
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2v2SNAX
Canada97 Posts
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
United States1402 Posts
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UnderlineENT
United States130 Posts
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Torpedo.Vegas
United States1890 Posts
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
United States937 Posts
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
United States1890 Posts
On March 15 2011 05:10 Beef Noodles wrote: 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
Germany686 Posts
(Perhaps it would suck in ZvZ where you can place offensive Spine Crawlers) | ||
hidiliho
Canada685 Posts
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Aequos
Canada606 Posts
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. | ||
bLuR
Canada625 Posts
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
United States271 Posts
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Tomfour
United States173 Posts
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
United States968 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. 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. | ||
ch4ppi
Germany802 Posts
Blizzard is cool because some things got into the game which are just cool and can influence a game in 1/100 games. | ||
HowSoOnIsNow
Canada480 Posts
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frozt_
United States234 Posts
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XenOmega
Canada2822 Posts
Otherwise, i have to agree, broodlings are rarely good. Losing a structure to release some meaningless broodlings... | ||
Chriamon
United States886 Posts
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. | ||
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