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Active: 1737 users

Brood Lords having the high ground bonus - Page 2

Forum Index > SC2 General
Post a Reply
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Warpath
Profile Joined April 2010
Canada1242 Posts
August 09 2011 01:03 GMT
#21
This is actually pretty big considering the times when you want to be sniping broodlords with ghosts.
jimmy8609585
Profile Joined April 2011
Canada89 Posts
August 09 2011 01:06 GMT
#22
could it be that Blizzard purposely design like this? I favor the difference that carrier interceptor and broodlings are air and ground,respectively.But this is an interesting find indeed.But hardly useful in a real fight maybe.
Azalie
Profile Joined May 2010
New Zealand117 Posts
August 09 2011 01:10 GMT
#23
OH wow so i was right ha! cool thanks for this man ive been stuck in my base before with broods and used them to clear sieges and such off my front door i thought it was just a random bug that happened one off because i was wondering why the dude wasn't shooting back i didn't know he actually couldn't.

The carrier thing im thinking the same as AL a few posts up : Broodling is a ground unit, unlike the Interceptor which is a Air unit. So your comparison may or may not be accurate.

It might help explain it.
Chronald
Profile Joined December 2009
United States619 Posts
August 09 2011 01:10 GMT
#24
Forces toss to get vision of high ground, either extra obs or pylons, or something.

I see HuK put cannons on the high ground behind his 3rd on Xel Naga PvZ for this reason.
Got that.
Utinni
Profile Joined November 2010
Canada1196 Posts
August 09 2011 01:10 GMT
#25
Good find, everything helps
“... you don’t have to be Sun freakin Tzu to know that real fighting isn’t about killing or even hurting the other guy, it’s about scaring him enough to call it a day.” - Max Brooks: World War Z
Philip2110
Profile Joined April 2010
Scotland798 Posts
August 09 2011 01:13 GMT
#26
On August 09 2011 10:10 Chronald wrote:
Forces toss to get vision of high ground, either extra obs or pylons, or something.

I see HuK put cannons on the high ground behind his 3rd on Xel Naga PvZ for this reason.


Waiiit, you think HuK puts pylons behind his nat at the 3rd to spot for lategame broodlords?
Master Sc2 - Diamond LoL - Eu W
Rasun
Profile Blog Joined October 2010
United States787 Posts
August 09 2011 01:14 GMT
#27
Very interesting, I see the discrepancy in how the carrier and BL should share the same high ground mechanic rules due to the way they both attack, but don't. Good find.
"People need to just settle the fuck down!"- Djwheat <3
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2011-08-09 01:49:45
August 09 2011 01:15 GMT
#28
Interesting find, thanks. The reason, I suppose, could be that carrier's interceptors return to the carrier, and thus remain associated with it in some common class of objects, while broodlings once launched become fully autonomous units unrelated to the brood lord anymore, because they just die shortly. At least that's the only difference I can see.

/offtopic: zerg players really don't use broodlings well enough yet. It's surprisingly rare that someone would actually control them separately. As a result, very often you see broodlings not doing anything.

P.S. The proper comparison would be with Infested Terrans. Shooting them from high ground does not reveal the infestors, because the infested terrans are fully autonomous - unlike interceptors.

Another proof of this difference is:
- When you kill a carrier, all interceptors die immediately
- When you kill a brood lord, his launched broodlings don't die immediately
- When you kill an infestor, his launched infested terrans don't die immediately

So no, it's not a bug, clearly. You won't see interceptors living without a carrier, ever; they are associated. But you would see broodlings living without a brood lord; they are separate. Working as intended.
If you stand next to my head, you can hear the ocean. - Day[9]
denzelz
Profile Blog Joined November 2009
United States604 Posts
August 09 2011 01:20 GMT
#29
Isn't this just because of all the long range of the BLs? Mutalisks are revealed because they are close range, and I believe Carrier range is still less than BL's.
Arterial
Profile Blog Joined August 2010
Australia1039 Posts
August 09 2011 01:25 GMT
#30
interesting find.

I think I noticed it partially when I play on Taldarim...where the 3rd expo is..that big mountain/cliff thing. mutas attacking will be shot back by marines, BL wont.
savior & jaedong
whoopingchow
Profile Joined June 2011
United States293 Posts
August 09 2011 01:34 GMT
#31
On August 09 2011 10:20 denzelz wrote:
Isn't this just because of all the long range of the BLs? Mutalisks are revealed because they are close range, and I believe Carrier range is still less than BL's.


It's true that BL have a longer range than Carriers (9.5 vs. 8), but it's also worth pointing out that Carriers can retreat while the Interceptors are attacking (according to Liquipedia, they have to be within 8 range to attack, and can then retreat up to 14 range).

This is still a really interesting find....may see more harassment of naturals and thirds with BL's more viable, but really only if the opponent doesn't have any air units/observers. Great post though!
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
August 09 2011 01:37 GMT
#32
Nice bug report. You should mirror this on the Bnet Bug Report forum if you haven't already. Be sure to attach a replay of some sort to help illustrate the point.

Sure sounds like concrete evidence of an inconsistency and something that has a high chance of getting fixed.
Moderator
Azurues
Profile Joined March 2011
Malaysia5612 Posts
August 09 2011 01:40 GMT
#33
instead of facing the carrier backwards, try facing it in front?

it could be a minor glitch with the model of the units or perhaps glitch with the high ground instead
Count9
Profile Blog Joined May 2009
China10928 Posts
August 09 2011 01:41 GMT
#34
Good find, I hope this get patched. All I know is my blink stalkers are faster than my observers and I wanna be able to take advantage of every second I can to fire at broodlords parked over a cliff or space.
MK4512
Profile Blog Joined September 2010
Canada938 Posts
Last Edited: 2011-08-09 01:44:15
August 09 2011 01:43 GMT
#35
Weird, should get fixed, could potentially help alot
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 09 2011 01:53 GMT
#36
Good find. This does seem like a bug, though. Hopefully it will get patched.
Bora Pain minha porra!
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
Last Edited: 2011-08-09 02:12:12
August 09 2011 02:01 GMT
#37
On August 09 2011 10:40 Azurues wrote:
instead of facing the carrier backwards, try facing it in front?

it could be a minor glitch with the model of the units or perhaps glitch with the high ground instead


It's because the carrier has a weapon and it's "pets" are controlled by that weapon, while the Broodlord has a dummy weapon that isn't actually anything to do with it's real attack, with it's real attack being tied to the 2 untargettable escort "pet" units that fly with it.

Easily solvable by Blizzard. They could just attach a 0 damage dummy effect to it's weapon which would reveal it to attackers like normal units. I'm sure if you posted it in the US bug report forum, they'd catch wind of it.

TL:DR; Broodlords don't have real weapons, hence aren't revealed. Probably oversight.
Sunrunner
Profile Joined July 2011
United States80 Posts
August 09 2011 02:19 GMT
#38
It's because the carrier has a weapon and it's "pets" are controlled by that weapon, while the Broodlord has a dummy weapon that isn't actually anything to do with it's real attack, with it's real attack being tied to the 2 untargettable escort "pet" units that fly with it.


Sounds strained - I don't buy it.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 09 2011 02:24 GMT
#39
Yeah this mechanic isn't interesting enough to be anything other than a bug.
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
August 09 2011 02:27 GMT
#40
On August 09 2011 11:19 Sunrunner wrote:
Show nested quote +
It's because the carrier has a weapon and it's "pets" are controlled by that weapon, while the Broodlord has a dummy weapon that isn't actually anything to do with it's real attack, with it's real attack being tied to the 2 untargettable escort "pet" units that fly with it.


Sounds strained - I don't buy it.


Open up the editor. Open the data editor (F7). Go to the units tab. Type in "Brood Lord".

Go to "Combat - Weapons +"

Note the weapon name. "Brood Lord - Broodling Strike".

Go to the weapon tab. Type the above in. Note the entry.

"Effect - Effect" is what a weapon actually does when you tell a unit to attack. Note the (None).
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