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Brood Lords having the high ground bonus - Page 7

Forum Index > SC2 General
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Spacedude
Profile Joined April 2011
Denmark161 Posts
August 09 2011 08:58 GMT
#121
Cool find, but I doubt it'll make much practical difference in games, if at all. I don't see it as a bug, though. It's just a characteristic of the broodlord in my book.
Protoss win, Protoss OP. Terran win, Terran OP. Zerg win, Zerg OP. Less whine, more gg.
Rabbitmaster
Profile Joined August 2010
1357 Posts
August 09 2011 09:07 GMT
#122
On August 09 2011 09:47 Clearout wrote:
Don't really see it making a difference (unless protoss misplaced his observer or something). Nice find nonetheless!


Yes, there is no way for a zerg to snipe the observer and then proceed to absuse this fact.
God is dead.
Velr
Profile Blog Joined July 2008
Switzerland10910 Posts
August 09 2011 09:10 GMT
#123
Thanks to Terrans/Protoss and their Tanks/Colossi that make cliffs behind Naturals "unfair" this won't/is not much of an issue :p.
Just think of Naturals like on LT and Kulas and you know why this actually makes a huge diffrence when you try to engage Broodlords from the ground, the current maps just don't have many spots where this really comes into play (due to it being to exploitable by Tankdrops and Colossi/Blinkstalker).
dogabutila
Profile Blog Joined December 2009
United States1438 Posts
August 09 2011 09:16 GMT
#124
On August 09 2011 18:10 Velr wrote:
Thanks to Terrans/Protoss and their Tanks/Colossi that make cliffs behind Naturals "unfair" this won't/is not much of an issue :p.
Just think of Naturals like on LT and Kulas and you know why this actually makes a huge diffrence when you try to engage Broodlords from the ground, the current maps just don't have many spots where this really comes into play (due to it being to exploitable by Tankdrops and Colossi/Blinkstalker).



This is exactly what I mean. While there might be cute instances to use this mechanic for BL, it really isn't that big an issue because anywhere that they might really be used to advantage could also be used by tanks or collosi, and earlier in the game then BL could.


Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
NeonFox
Profile Joined January 2011
2373 Posts
August 09 2011 09:17 GMT
#125
All units firing from a cliff, be it ground or air should not be targetable if you do not have sight on them. Would give a slight defender's advantage, wich is always good in sc2.
Rorra
Profile Joined September 2010
Australia1066 Posts
August 09 2011 09:20 GMT
#126
great find and welcome to tl, hopefully blizzard will patch this
Tedde93
Profile Joined October 2010
Sweden169 Posts
August 09 2011 10:31 GMT
#127
On August 09 2011 09:47 eviltomahawk wrote:
Show nested quote +
On August 09 2011 09:45 obesechicken13 wrote:
High ground is so gimmicky. It's not difficult to get vision, I doubt this has any real effect on gameplay.

In some situations, perhaps. However, I could imagine Brood Lords besieging an expansion from high ground while Turrets and Cannons are unable to fire back due to this high ground vision bug. I often see units abusing the high ground overlooking the low-ground expansions on Tal'Darim, and I can imagine a lone Brood Lord or two abusing that cliff while the main army is out of position.

It's a very interesting find, and I imagine a lot more players and casters may start experimenting with this bug before Blizzard inevitably patches it... eventually.


I don't think high ground matters in that situation since the broodlord has more range than a turret or cannon anyway.
Patiance is the element of succes"
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 09 2011 10:39 GMT
#128
On August 09 2011 18:17 NeonFox wrote:
All units firing from a cliff, be it ground or air should not be targetable if you do not have sight on them. Would give a slight defender's advantage, wich is always good in sc2.


That wouldn't give a defenders advantage. A defenders advantage would be giving highground a mechanic that always helped a person on the high ground. Not one that only works in the first portion of the game.
figq
Profile Blog Joined May 2010
12519 Posts
August 09 2011 10:47 GMT
#129
On August 09 2011 17:36 BlitzerSC wrote:
Show nested quote +
On August 09 2011 10:15 figq wrote:
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.


Infestor is not an air unit so it doesn't get revealed when it attack from high ground. The broodlord is an air unit and, like all air units, it should be visible when he attacks from the high ground.
No, my point is different - carriers get revealed not because they are air units which attack (in fact they don't; just launch interceptors), but because their interceptors are associated with them - as proven by the fact that the interceptors die when the carrier dies. That's not the case with broodlings which are autonomous and don't die when the brood lord dies. In this sense brood lords are closer to infestors. If, on the other hand, infested terrans worked like interceptors and were associated with the infestors (died when the infestor died), then upon revealing themselves they would reveal the infestor too, even if it's a ground unit, and not an air unit. Hope you get the point.

As to why Broodling Escort works differently than the other air attacks, it's clear by its design that it's more complex (has more effects and actions) and thus the result can't be compared to the other air attacks, so it's working as it has been designed. Whether that's fair or not is another discussion.
If you stand next to my head, you can hear the ocean. - Day[9]
pandaminion
Profile Joined October 2010
United States270 Posts
August 09 2011 11:21 GMT
#130
That is pretty weird. Not of much use, but I feel that if they're going to let the Brood Lord do that, they should probably let the carrier do that too. Just a thought.

Interestingly enough, if you throw down an Autoturret or PDD, the ground units can't get vision of the Raven that threw it. But if you use a Seeker Missile, they can. Same thing applies to Overseers and Changling/Contaminate, respectively. So I'm guessing it has something to do with unit dependency, as figq stated.
Cosmos
Profile Joined March 2010
Belgium1077 Posts
August 09 2011 11:50 GMT
#131
Hopefully will get fixed !
http://www.twitch.tv/becosmos
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-08-17 14:05:55
August 17 2011 14:04 GMT
#132
Why is everyone hoping this will be "fixed"? I would say the Brood Lord works as intended. The BL just launches the ground-attacking broodlings. The carrier launches units capable of attacking air, so he will get revealed.
You don't choose to play zerg. The zerg choose you.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 17 2011 14:10 GMT
#133
Nice find, hope blizzard patches this soon, not that it will have any effect on gameplay but just to make the game more consistent.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 18 2011 13:07 GMT
#134
It already is consistent with the brood lord mechanic.
You don't choose to play zerg. The zerg choose you.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
August 18 2011 13:13 GMT
#135
Brood lords having the high ground is the name of my new band
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2011-09-09 12:54:41
September 09 2011 12:53 GMT
#136
Looks like it's going to be fixed

"Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground."

http://us.battle.net/sc2/en/blog/3393687
(╯°□°)╯︵ ┻━┻
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
September 09 2011 12:59 GMT
#137
Oh well, I thought the better idea was to give the carriers the same ability instead of taking it away from the BL. Still, a fix is a fix.
Bora Pain minha porra!
SugarBear
Profile Blog Joined June 2010
United States842 Posts
September 09 2011 14:42 GMT
#138
On August 09 2011 09:47 eviltomahawk wrote:
Show nested quote +
On August 09 2011 09:45 obesechicken13 wrote:
High ground is so gimmicky. It's not difficult to get vision, I doubt this has any real effect on gameplay.

In some situations, perhaps. However, I could imagine Brood Lords besieging an expansion from high ground while Turrets and Cannons are unable to fire back due to this high ground vision bug. I often see units abusing the high ground overlooking the low-ground expansions on Tal'Darim, and I can imagine a lone Brood Lord or two abusing that cliff while the main army is out of position.

It's a very interesting find, and I imagine a lot more players and casters may start experimenting with this bug before Blizzard inevitably patches it... eventually.


Broodlords outrange cannons and turrets anyway...
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
September 09 2011 15:55 GMT
#139
Carriers are the stronger unit in all situations apart from this highly circumstantial situation. It is your opinion that this should be patched, it is my opinion that this is fine and does not need patching.

Really? Carriers are better than brood lords?

Really?
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
September 09 2011 16:04 GMT
#140
On August 09 2011 09:49 Falcor wrote:
im going to assume its because broodlord has longer range then the stalkers(carrier has the same range as broodlord but is closer to the edge).


Range shouldn't factor into wether or not you can target it... Then a ling should only be able to scout w/e is actually in melee range? This is not a factor. Great find.

I find this actually to have somewhat great importance. As protoss - if a zerg snipes off my colos/air/obs I will have a hard time dealing with broods from high ground. I cannot target them - and will have a really rough time blinking beneath them. This is not a small thing.

Oh... Great first post
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
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