• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:02
CEST 21:02
KST 04:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt1: Runway22v2 & SC: Evo Complete: Weekend Double Feature2Team Liquid Map Contest #21 - Presented by Monster Energy8uThermal's 2v2 Tour: $15,000 Main Event17Serral wins EWC 202549
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments7[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
#1: Maru - Greatest Players of All Time RSL Revival patreon money discussion thread 2v2 & SC: Evo Complete: Weekend Double Feature Is there a way to see if 2 accounts=1 person? uThermal's 2v2 Tour: $15,000 Main Event
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series LiuLi Cup - August 2025 Tournaments SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo)
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
How do the new Battle.net ranks translate? [ASL20] Ro24 Preview Pt1: Runway ASL 20 HYPE VIDEO! BGH Auto Balance -> http://bghmmr.eu/ Soma Explains: JaeDong's Double Muta Micro
Tourneys
BWCL Season 63 Announcement Cosmonarchy Pro Showmatches KCM 2025 Season 3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Total Annihilation Server - TAForever Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread The Games Industry And ATVI The year 2050
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2914 users

Brood Lords having the high ground bonus

Forum Index > SC2 General
Post a Reply
Normal
Clairvaux
Profile Joined January 2011
Canada1 Post
August 09 2011 00:42 GMT
#1
If this topic belongs elsewhere then please move it to the appropriate board.

Hello TL! I noticed something rather interesting related to Brood Lords, tested it to be true and finally checked that there wasn't already an established topic or mention inside a thread about the issue before making this thread. Please be gentle as it's my first post. ;D

Firstly, a bit of preamble so everyone is on the same page. Starcraft 2's high ground system works thusly: if an army is positioned on the high ground, it can fire upon units positioned on the low ground with impunity, that is the units on the low ground cannot fire back at the units on the high ground. However, the player controlling the low ground army will be able to see the units attack from the high ground, slightly darkened and non-selectable.

This high ground bonus does not apply to air units positioned at a high ground location firing down on units on the low ground; the unit is revealed as soon as it attacks and can be selected/attacked by the player commanding the low ground army.

Of course, all high ground advantages are negated with the sight of an aerial unit or a map revealing mechanic such as scanner sweep, which kind of makes the mechanic a moot point beyond the early and mid-game, but that's another discussion altogether.
_______________________________________

Now, I would like to direct everyone to the following image:

[image loading]

In the top left image, we see a demonstration of the high ground mechanic at work; the Mutalisk is revealed upon attacking the left-most Stalker, allowing our Protoss player to attack the Mutalisk on the high ground.

In the example of the Brood Lord, we should expect similar results as with the Mutalisk, as they both share the property of being aerial units. But it turns out that the Brood Lord is not revealed upon attacking, but only its Broodlings, which cannot be targeted as the Broodlings are invincible until they have executed the Broodling Strike attack. The left screenshot shows the vision of the Protoss player, while the right image shows the vision from an observer.

If we think about it, this result is only natural as the Brood Lord itself does not attack, and technically should not be revealed when its Broodlings attack. But before we can conclude that this is working as intended, we should compare with a unit that has a similar attack characteristic: the Carrier.

For those of us who don't know, the Carrier launches Interceptors to remotely attack its targets, much like how the Brood Lord launches Broodlings instead of directly attacking. However, if we look at the top right screenshot, the Carrier is revealed as its Interceptors attack and is heavily damaged by the Hydralisk on the low ground.

The first question to ask upon stumbling on something like this is whether or not this is working as intended. If it is working as intended then why does it not apply for the Carrier and vice versa.

The second, and perhaps more relevant to general gameplay, is if this is of any use in a real match? Sadly, most late-game armies have some sort of air unit support, most commonly Medivacs/Vikings and Observers/Colossi. The only real implication this could have is against a Protoss player going blink Stalkers into Templar and they have yet to put down the Robo when you have the Brood Lords out or even more rarely heavy Terran mech play.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2011-08-09 01:16:26
August 09 2011 00:45 GMT
#2
High ground is so gimmicky. It's not difficult to get vision, I doubt this has any real effect on gameplay.

edit: good find.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
August 09 2011 00:47 GMT
#3
Don't really see it making a difference (unless protoss misplaced his observer or something). Nice find nonetheless!
really?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-08-09 00:49:37
August 09 2011 00:47 GMT
#4
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.
ㅇㅅㅌㅅ
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
August 09 2011 00:48 GMT
#5
On August 09 2011 09:42 Clairvaux wrote:
If we think about it, this result is only natural as the Brood Lord itself does not attack, and technically should not be revealed when its Broodlings attack.

The broodlord has a 20 base dmg attack http://wiki.teamliquid.net/starcraft2/Broodlord
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
TUski
Profile Joined April 2010
United States1258 Posts
August 09 2011 00:48 GMT
#6
Great find, and great first post!
"There is nothing more cool than being proud of the things that you love." - Day[9]
Falcor
Profile Joined February 2010
Canada894 Posts
August 09 2011 00:49 GMT
#7
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).
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
August 09 2011 00:49 GMT
#8
This definitely does have an impact on gameplay. Broodlord strategies are a lot stronger when couple with an overseer to snipe the observer.
Scigrex
Profile Joined August 2010
United States34 Posts
August 09 2011 00:50 GMT
#9
Nice find, although it may not affect that many games it does seem like a bug that should be fixed. Perhaps post this in the Blizzard forums letting them know about this bug.
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
August 09 2011 00:53 GMT
#10
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).


But the Broodlord is clearly just as close to the cliff in that example. It's definitely within the range of the Stalkers. And that's not even relevant, as even if it's out of Stalker range, it should still at least be revealed to the Protoss player even if he can't shoot at it, as the OP explained.
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2011-08-09 00:54:03
August 09 2011 00:53 GMT
#11
Broodling is a ground unit, unlike the Interceptor which is a Air unit. So your comparison may or may not be accurate.
o choro é livre
Tiazi
Profile Joined February 2010
Netherlands761 Posts
August 09 2011 00:53 GMT
#12
interresting. Good find.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Falcor
Profile Joined February 2010
Canada894 Posts
Last Edited: 2011-08-09 00:57:30
August 09 2011 00:55 GMT
#13
On August 09 2011 09:53 GentleDrill wrote:
Show nested quote +
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).


But the Broodlord is clearly just as close to the cliff in that example. It's definitely within the range of the Stalkers. And that's not even relevant, as even if it's out of Stalker range, it should still at least be revealed to the Protoss player even if he can't shoot at it, as the OP explained.


my bad for some reason i thought that the broodlings when fired were ahead of the broodlord.

edit: i will say by the pictures you can see tho you can see the broodlings(so im going to assume that the 20 base dmg is actually the broodling doing the dmg and not the actual broodlord) But it should be fixed
Draconicfire
Profile Joined May 2010
Canada2562 Posts
August 09 2011 00:56 GMT
#14
Wait a minute.

If I had a flying unit on high ground, and they had no vision up the high ground, they can hit back if I attack? I swear I've managed to harass with Mutas on high ground and people couldnt attack back without vision.

About the BL thing, I'm thinking this is probably a glitch though. The BL is still technically shooting stuff down at the units on the low ground, it should be shown. I think the Carrier actually has the better argument for being left unseen, but considering how it is visible, the BL should be too.
@Drayxs | Drayxs.221 | Drayxs#1802
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
August 09 2011 00:57 GMT
#15
This isn't really something that can be negligently discarded. One BL can basically shut down an entire expansion as other races rely a lot on static defense later on in the game (for their 4th and even 3rd).

Even if it dies eventually to an air unit, it would still be a decent trade.
Falcor
Profile Joined February 2010
Canada894 Posts
Last Edited: 2011-08-09 00:58:26
August 09 2011 00:58 GMT
#16
oops
rexob
Profile Joined April 2010
Sweden202 Posts
August 09 2011 00:59 GMT
#17
actually, even though this is not something really big, i think it needs changeing (unless it is intended). I can even recall one game where this annoyed me alot and did change the course of the game.
it was on tal'darim altar and i got to mass gateway army with blink and the Z managed to get out broodlords together with his roaches. my macro was better and when i attacked, he just positioned his broodlords at the "high-ground-island-of-trees" that is between your natrual and the third exp with rocks and i couldn't attack either his natrual nor third as he had his roaches to block and i would have taken too much dmg if i tried. so i couldn't break him because of this, not sniping his broods, and it was actually a real problem.
what happend though was that i took 3 more exps and made a ton of gateways so i won either way but i should have been able to win erlier.
it's a good day to die
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
August 09 2011 01:00 GMT
#18
While I think this should be fixed, I don't really see this as a very big deal, especially shutting down expansion with this. I mean the BL outranges the static defenses anyway.
KimJongChill
Profile Joined January 2011
United States6429 Posts
August 09 2011 01:02 GMT
#19
Huh, kinda strange, never really noticed to be honest.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 09 2011 01:03 GMT
#20
Very interesting find. I think this will likely get patched.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
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 States12235 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).
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
August 09 2011 02:29 GMT
#41
This is an excellent find. I already occasionally run one corruptor to an hidden annoying place to morph and then harass my opponent's expos, now I will use the high ground advantage to be even more annoying.

tsuxiit
Profile Joined July 2010
1305 Posts
August 09 2011 02:34 GMT
#42
I've actually been in a situation where I had the high ground advantage with Brood Lords and was wondering why Terran had to scan to snipe my brood lords.

More generally, I've always wondered why Blizzard made it so you can't attack an air unit on the high ground until it attacks you. It seems like it should either never be attackable without vision on the high ground, or you should be able to see it and attack it before it attacks you. I just don't understand Blizzard's logic.
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
August 09 2011 02:35 GMT
#43
good find, they should fix it imo:3
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
Last Edited: 2011-08-09 02:35:51
August 09 2011 02:35 GMT
#44
Shouldn't be changed, a good advantage of BL's
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
August 09 2011 02:37 GMT
#45
Working as intended.

BL and carriers differ significantly in many ways not really considered by the OP.

Carrier interceptors are air units. Broodlings are ground units.
Interceptors cannot be manually controlled. Broodlings can be manually controlled.
Interceptors die when the carrier dies. Broodlings do not.

Clearly, interceptors rely on the carrier, broodlings do not rely on the broodlord. For units that create other units, (think of infestors and infested terrans) the infestor on the high ground making infested terrans on the low ground is not made visible.


Then lastly, remember that broodlords don't actually attack.

Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
August 09 2011 02:40 GMT
#46
Please nerf this is so gay it works against me when i go mass stalker to archon zealot i get fuked because i cant hit the broods ever it sucks

User was temp banned for this post.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 09 2011 02:41 GMT
#47
I actually think all the other air units being targetable over cliffs is a bug. The rule is very clearly supposed to be if you don't have vision of it, you can't shoot it, period.
constantqt
Profile Joined July 2011
176 Posts
August 09 2011 02:48 GMT
#48
looks like a bug
OsoVega
Profile Joined December 2010
926 Posts
August 09 2011 02:48 GMT
#49
On August 09 2011 11:37 dogabutila wrote:
Working as intended.

BL and carriers differ significantly in many ways not really considered by the OP.

Carrier interceptors are air units. Broodlings are ground units.
Interceptors cannot be manually controlled. Broodlings can be manually controlled.
Interceptors die when the carrier dies. Broodlings do not.

Clearly, interceptors rely on the carrier, broodlings do not rely on the broodlord. For units that create other units, (think of infestors and infested terrans) the infestor on the high ground making infested terrans on the low ground is not made visible.


Then lastly, remember that broodlords don't actually attack.


Yes they do. A brooding striking a target is no different than a missile from a banshee striking a target. A broodling in the air and a banshee missiles are both uncontrollable projectiles that do damage when they strike their target. It's inconsistent for a banshee to be revealed and a broodlord not.
Disquiet
Profile Joined January 2011
Australia628 Posts
Last Edited: 2011-08-09 02:50:50
August 09 2011 02:49 GMT
#50
On August 09 2011 09:59 rexob wrote:
actually, even though this is not something really big, i think it needs changeing (unless it is intended). I can even recall one game where this annoyed me alot and did change the course of the game.
it was on tal'darim altar and i got to mass gateway army with blink and the Z managed to get out broodlords together with his roaches. my macro was better and when i attacked, he just positioned his broodlords at the "high-ground-island-of-trees" that is between your natrual and the third exp with rocks and i couldn't attack either his natrual nor third as he had his roaches to block and i would have taken too much dmg if i tried. so i couldn't break him because of this, not sniping his broods, and it was actually a real problem.
what happend though was that i took 3 more exps and made a ton of gateways so i won either way but i should have been able to win erlier.

Perhaps there is an opportunity for abuse here if the protoss is going templar tech, rush some corruptors over to that island where zergs usually hide and overlord and then morph them. He won't be able to stop you shelling his base until he gets a robo or a stargate.
SDream
Profile Blog Joined November 2010
Brazil896 Posts
August 09 2011 02:52 GMT
#51
Please report it in the official battle.net foruns, bug report section.

This bug would be never found, as it is so rare to have BL and not have the enemy with some sort of air vision (colossus/observer); so, good job XD
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
August 09 2011 02:56 GMT
#52
This is definitely a bug, Broodlords just have a delayed attack. If a Raven fires a seeker missile from a high ground position, it will become visible when the missile impacts.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
August 09 2011 02:56 GMT
#53
Hm, I guess this does make a difference if you have a cliff you can fight with/defend, much like the stalker pictures you've shown. (Though how often do you wanna engage an army that has the high ground advantage?)

Good find
You can type "StarCraft" with just your left hand.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
Last Edited: 2011-08-09 03:03:13
August 09 2011 03:00 GMT
#54
not sure if this has been said already, but cant this just be a function of the range. the broodlord has a range of 9.5; carrier has a range of 8 (to send out interceptors). closer you are to the cliff, the more likely you should be seen.
Xapti
Profile Joined April 2010
Canada2473 Posts
August 09 2011 03:03 GMT
#55
Virtually completely useless (not problematic) because it's a late game unit, but still interesting information.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2011-08-09 03:24:04
August 09 2011 03:23 GMT
#56
On August 09 2011 11:48 OsoVega wrote:
Show nested quote +
On August 09 2011 11:37 dogabutila wrote:
Working as intended.

BL and carriers differ significantly in many ways not really considered by the OP.

Carrier interceptors are air units. Broodlings are ground units.
Interceptors cannot be manually controlled. Broodlings can be manually controlled.
Interceptors die when the carrier dies. Broodlings do not.

Clearly, interceptors rely on the carrier, broodlings do not rely on the broodlord. For units that create other units, (think of infestors and infested terrans) the infestor on the high ground making infested terrans on the low ground is not made visible.


Then lastly, remember that broodlords don't actually attack.


Yes they do. A brooding striking a target is no different than a missile from a banshee striking a target. A broodling in the air and a banshee missiles are both uncontrollable projectiles that do damage when they strike their target. It's inconsistent for a banshee to be revealed and a broodlord not.

This... How did you come to the conclusion that a broodling which is an ACTUAL unit is similar to a banshee missile? Do you even play this game? Or am I so high that I'm missing something?
o choro é livre
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-08-09 03:28:58
August 09 2011 03:26 GMT
#57
On August 09 2011 12:03 Xapti wrote:
Virtually completely useless (not problematic) because it's a late game unit, but still interesting information.


If it was a Battlecruiser doing this instead people would be flipping out and this thread would be like 15 pages of people freaking out and demanding it be fixed immediately. It's definitely a serious issue and should be fixed.
Ghoststrikes
Profile Joined February 2011
Canada1356 Posts
August 09 2011 03:33 GMT
#58
Wow, there are so many people in this thread, including the OP that are ignorant to the fact that broodlords DO damage their target directly (20 dmg a shot unupgraded) and then the broodlings hit the ground and start doing their thing
Never say die
Tatari
Profile Blog Joined January 2011
United States1179 Posts
August 09 2011 03:38 GMT
#59
I've had this happen several times to me... and a good majority of the games that had this happening to me completely changed the course of major battles.
A fed jungler is no longer a jungler, but a terrorist.
Intricate1
Profile Joined May 2011
169 Posts
August 09 2011 03:40 GMT
#60
Lol at people just blowing this off

Till it gets patched, this mechanic fundamentally changes the strategy of any Broodlord-centric army. There just aren't that many method of maximizing advantage as prevalent as this

Anyone claiming otherwise is just plain wrong

Yoshi Kirishima
Profile Blog Joined July 2009
United States10344 Posts
August 09 2011 03:42 GMT
#61
great OP, and this is very weird...

nice comparison with the Carrier, i haven't realized this so maybe blizzard hasn't either
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
August 09 2011 03:42 GMT
#62
Looks like a bug imo. The broodlords attack should reveal it just like any other air unit. I don't see people's argument saying it shouldn't because the broodlings are what attack, because both the broodlings and broodlord are attacking.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-08-09 03:44:12
August 09 2011 03:43 GMT
#63
On August 09 2011 11:37 dogabutila wrote:
Then lastly, remember that broodlords don't actually attack.



More people need to learn that broodlords *actually* attack. They have 20 base damage.
Why don't some zergs know their race? -_-
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
August 09 2011 03:43 GMT
#64
On August 09 2011 12:40 Intricate1 wrote:

Till it gets patched, this mechanic fundamentally changes the strategy of any Broodlord-centric army.



No, it doesn't. You always want to put your brood lords up on a ledge where it's harder for ground units to hit them, anyways.
Disquiet
Profile Joined January 2011
Australia628 Posts
August 09 2011 03:48 GMT
#65
On August 09 2011 12:40 Intricate1 wrote:
Lol at people just blowing this off

Till it gets patched, this mechanic fundamentally changes the strategy of any Broodlord-centric army. There just aren't that many method of maximizing advantage as prevalent as this

Anyone claiming otherwise is just plain wrong


Well the only problem is in most situations it will be hard to use this advantage. Broodlords stomp terran without vikings anyway, and with vikings they will have vision, also scan completely negates it so its of limited use ZvT. In ZvP it would only be useful if protoss doesn't have an observer or a stargate or hallucination, which at the late stage of the game at which broodlords come out is somewhat unlikely. Still there may be a few opportunities. And I've never seen broodlords in ZvZ. This would be a lot more gamebreaking if broodlords were easy to rush to, but since they aren't I don't see it changing much at all.
brachester
Profile Blog Joined March 2011
Australia1786 Posts
August 09 2011 03:52 GMT
#66
interesting find, i doubt it gonna has any kind of gameplay effect but they still need to fix it
I hate all this singing
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
August 09 2011 03:57 GMT
#67
Interesting find. It also hit me that air units don't have that high ground bonus. Never noticed until now and now I know why my mutas can get attacked when fighting near a cliff.
Someone call down the Thunder?
zJayy962
Profile Blog Joined April 2010
1363 Posts
August 09 2011 03:59 GMT
#68
Cool find. This can be abused on Shattered temple where Zergs park overlords for scouting. Making a Protoss bring an observer or other air unit to clean this up could definitely change games.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 09 2011 04:03 GMT
#69
On August 09 2011 12:43 darkness wrote:
Show nested quote +
On August 09 2011 11:37 dogabutila wrote:
Then lastly, remember that broodlords don't actually attack.



More people need to learn that broodlords *actually* attack. They have 20 base damage.
Why don't some zergs know their race? -_-

You really think actual zerg players are saying that or just forum dwellers that watch SC2 and play in silver.

...

I'm thinking my hypothesis is correct.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
Last Edited: 2011-08-09 04:05:33
August 09 2011 04:04 GMT
#70
On August 09 2011 12:33 Ghoststrikes wrote:
Wow, there are so many people in this thread, including the OP that are ignorant to the fact that broodlords DO damage their target directly (20 dmg a shot unupgraded) and then the broodlings hit the ground and start doing their thing


[image loading]

Doesn't have a weapon. Real weapon is tied to flying broodlings, which don't get revealed because they aren't real units. This is different to how carrier works.

Oversight.

Can explain in further detail via PM if needed.
chaosfreak11
Profile Joined April 2011
Singapore367 Posts
August 09 2011 04:05 GMT
#71
Broodlords fly higher than carriers
theBOOCH
Profile Joined November 2010
United States832 Posts
August 09 2011 04:07 GMT
#72
I kind of noticed this happening before, but I was too focused on playing <losing> to give it much thought. It is kind of serious, though, especially when you have to fend off broodlords with marines because they become un-attackable even if they're slightly over a cliff. It's pretty annoying.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
EchoZ
Profile Blog Joined October 2010
Japan5041 Posts
August 09 2011 04:10 GMT
#73
Nice first post man. Hope Blizz patch this soon.
Dear Sixsmith...
KuKKi
Profile Joined April 2011
Germany73 Posts
August 09 2011 04:16 GMT
#74
Protoss rarely have a observer with'em at this stage of the game o.o

i dont see a real use, for it. except for lategame harrass against Protoss, on Bases with a highground beneath it.

Like the old Lost Temple or one of the new maps Searing Crater, where u could harass protoss with broodlords at the 3rd.

But in a normal engagement i dont think it could be really useful, because a Protoss often got 1 or more observer with them.
The only thing which already is good, is just the Cliff outranging. But this was known already before.

Falcor
Profile Joined February 2010
Canada894 Posts
Last Edited: 2011-08-09 04:21:37
August 09 2011 04:20 GMT
#75
On August 09 2011 12:43 darkness wrote:
Show nested quote +
On August 09 2011 11:37 dogabutila wrote:
Then lastly, remember that broodlords don't actually attack.



More people need to learn that broodlords *actually* attack. They have 20 base damage.
Why don't some zergs know their race? -_-


actually how its set up...the broodlings do the 20 base damg...hence why u see the broodlings in the fog of war and not the broodlord.
why dont some zergs know their race? -_-
RockIronrod
Profile Joined May 2011
Australia1369 Posts
August 09 2011 04:33 GMT
#76
On August 09 2011 13:20 Falcor wrote:
Show nested quote +
On August 09 2011 12:43 darkness wrote:
On August 09 2011 11:37 dogabutila wrote:
Then lastly, remember that broodlords don't actually attack.



More people need to learn that broodlords *actually* attack. They have 20 base damage.
Why don't some zergs know their race? -_-


actually how its set up...the broodlings do the 20 base damg...hence why u see the broodlings in the fog of war and not the broodlord.
why dont some zergs know their race? -_-

I'm pretty sure Darkness is a Protoss player.
Also;
"Drones are fundamentally weaker than Probes or SCV's, their attack delay due to animation is twice as long as other workers, meaning other workers can infinitely kite them."
BALANCED BRO, LRN2PULL 2 DRONES NEXT TIME
"At a point in the game where you should have an observer or some kind of air unit, you cannot see a unit on the high ground, in a manner completely fitting the mechanics of high-ground"
FUCKING BROKEN AND HERE'S SOME FACTS THAT ARE WRONG THAT PROVE IT'S A GLITCH LRN2PLAY YOUR OWN RACE NUB
The_Piper42
Profile Blog Joined September 2009
United States426 Posts
August 09 2011 04:36 GMT
#77
Great first post; thanks for contributing to the forums and starting off on the right foot!
Boxer, White-Ra, Grubby, Flash fighting!
ElvisWayCool
Profile Joined March 2010
United States437 Posts
August 09 2011 04:42 GMT
#78
On August 09 2011 13:04 Eiviyn wrote:
Show nested quote +
On August 09 2011 12:33 Ghoststrikes wrote:
Wow, there are so many people in this thread, including the OP that are ignorant to the fact that broodlords DO damage their target directly (20 dmg a shot unupgraded) and then the broodlings hit the ground and start doing their thing


[image loading]

Doesn't have a weapon. Real weapon is tied to flying broodlings, which don't get revealed because they aren't real units. This is different to how carrier works.

Oversight.

Can explain in further detail via PM if needed.


Well with that logic Carriers should also be hidden in the fog of war and the interceptors should get shown, but the pictures show that the Carrier also is shown so it can be focused. So, in my opinion, the Brood Lord should be shown as well, even if it doesn't actually attack, but send other units to attack for it.

And anyone saying the opponent should have vikings or an obs by that point in the game is using a flawed argument. The point is that if you attack from the high ground, you should be seen, even if its dark and you're unable to be attacked. The Brood Lord is the only unit that doesn't follow that rule, so it should be fixed, unless it was intentional, which I doubt.
NET
Profile Blog Joined February 2009
United States703 Posts
Last Edited: 2011-08-09 04:52:13
August 09 2011 04:47 GMT
#79
Great find! Send it to Blizzard so they can fix it! Maybe hiding the Carriers would be a better idea than revealing the Broodlords. Don't see enough carriers as it is.

Edit: Welcome to the community Clairvaux!
"Dark Templar are the saviors of the Protoss Race." -Artosis
Tektos
Profile Joined November 2010
Australia1321 Posts
August 09 2011 04:50 GMT
#80
Carriers can shoot air, this is a fair trade in my opinion.
NET
Profile Blog Joined February 2009
United States703 Posts
August 09 2011 04:53 GMT
#81
On August 09 2011 13:50 Tektos wrote:
Carriers can shoot air, this is a fair trade in my opinion.


You do have to pay for interceptors... It should be patched one way or another because both the BL and carriers have similar mechanics, would be the logical thing for Blizzard to do.
"Dark Templar are the saviors of the Protoss Race." -Artosis
Tektos
Profile Joined November 2010
Australia1321 Posts
August 09 2011 04:57 GMT
#82
On August 09 2011 13:53 NET wrote:
Show nested quote +
On August 09 2011 13:50 Tektos wrote:
Carriers can shoot air, this is a fair trade in my opinion.


You do have to pay for interceptors... It should be patched one way or another because both the BL and carriers have similar mechanics, would be the logical thing for Blizzard to do.


If I could pay extra for my broodlords to shoot air units I clearly would.


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.
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
August 09 2011 05:00 GMT
#83
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?
If you lose the stick, you'll always have theBALLS.
NET
Profile Blog Joined February 2009
United States703 Posts
August 09 2011 05:03 GMT
#84
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord
"Dark Templar are the saviors of the Protoss Race." -Artosis
zJayy962
Profile Blog Joined April 2010
1363 Posts
August 09 2011 05:05 GMT
#85
On August 09 2011 14:03 NET wrote:
Show nested quote +
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord


False. Broodlings are upgraded by getting the melee ground upgrade. Broodlords on the other hand are upgraded by air upgrades.
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
August 09 2011 05:06 GMT
#86
On August 09 2011 14:03 NET wrote:
Show nested quote +
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord

im a little confused by that article. so what do air upgrades do for broodlords?
If you lose the stick, you'll always have theBALLS.
NET
Profile Blog Joined February 2009
United States703 Posts
Last Edited: 2011-08-09 05:10:57
August 09 2011 05:07 GMT
#87
On August 09 2011 14:05 zJayy962 wrote:
Show nested quote +
On August 09 2011 14:03 NET wrote:
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord


False. Broodlings are upgraded by getting the melee ground upgrade. Broodlords on the other hand are upgraded by air upgrades.


Half true, forgot about both ><

Edit: Take two:
On August 09 2011 14:06 theBALLS wrote:
Show nested quote +
On August 09 2011 14:03 NET wrote:
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord

im a little confused by that article. so what do air upgrades do for broodlords?


The Air Attack increases the BL's initial damage of the actual projectile it shoots, and the Air Armor helps the BL have more armor itself, where as the Ground Attack and Carapace effect the broodlings themselves. Hopefully I got that right...
"Dark Templar are the saviors of the Protoss Race." -Artosis
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
August 09 2011 05:10 GMT
#88
still not sure :S

so melee ground upgrades broodling damage. Air attack upgrade does what?
If you lose the stick, you'll always have theBALLS.
Mysticesper
Profile Joined January 2011
United States1183 Posts
Last Edited: 2011-08-09 05:12:45
August 09 2011 05:10 GMT
#89
On August 09 2011 14:06 theBALLS wrote:
Show nested quote +
On August 09 2011 14:03 NET wrote:
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord

im a little confused by that article. so what do air upgrades do for broodlords?


Broodlords shoot a broodling from the air. This is a missile attack that deals 20 damage. Because it is a broodlord attack, damage is increased via air upgrades.

The broodlord's broodling shots are then "transformed" into broodlings. These broodlings are like any other ground unit and are upgraded by ground upgrades.

From my understanding, this bug is because the broodlord's "broodling shot" is not from the broodlord itself, but the subordinate units that fly with the broodlord, causing the broodlord to not be revealed.


Think of it like this. Lets say a dwarf chucking unit existed.

Unit A chucks dwarf. Dwarf deals 20 damage on impact (air upgrades). Dwarf continues to attack with his axe (melee upgrades).
Unit A is the broodlord, the dwarf is the broodling.
Zirith
Profile Joined April 2011
Canada403 Posts
August 09 2011 05:13 GMT
#90
no one takes the time to set up terrain advantages anyway, this wont matter for 2-3 years :/
Artosis: "I don't trust hyenas."
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
August 09 2011 05:13 GMT
#91
On August 09 2011 14:10 Mysticesper wrote:
Show nested quote +
On August 09 2011 14:06 theBALLS wrote:
On August 09 2011 14:03 NET wrote:
On August 09 2011 14:00 theBALLS wrote:
I hope you guys can help answer my very silly question.

I'm not a Z player, but is the upgrade for broodlord damage from ground melee units or air units?


From melee ground upgrades. Brood Lord

im a little confused by that article. so what do air upgrades do for broodlords?


Broodlords shoot a broodling from the air. This is a missile attack that deals 20 damage. Because it is a broodlord attack, damage is increased via air upgrades.

The broodlord's broodling shots are then "transformed" into broodlings. These broodlings are like any other ground unit and are upgraded by ground upgrades.

From my understanding, this bug is because the broodlord's "broodling shot" is not from the broodlord itself, but the subordinate units that fly with the broodlord, causing the broodlord to not be revealed.


Think of it like this. Lets say a dwarf chucking unit existed.

Unit A chucks dwarf. Dwarf deals 20 damage on impact (air upgrades). Dwarf continues to attack with his axe (melee upgrades).
Unit A is the broodlord, the dwarf is the broodling.

Thank you very much for that. Understood.
If you lose the stick, you'll always have theBALLS.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
August 09 2011 05:13 GMT
#92
isnt there a similar bug back in beta when you group the medivac is the MnM upper ground and attack with the MnM, the defender can see the medivac? It has something to do with control grouping hotkey.

nevertheless, great find! hope blizzard patch it
Im daed. Follow me @TL_NB
millardkillmore
Profile Joined June 2010
United States12 Posts
August 09 2011 05:16 GMT
#93
does this matter at all? i mean, you can't see the broodlord itself, but you know it's there (and you know it's position since you can see the broodlings). it's not like it is being protected from attack, since the muta in the first example isn't actually targetable by those stalkers. when something attacks from high ground you see where it is, but you cannot select or attack it unless you have vision. that would kind of defeat the whole purpose of high ground advantage. besides, anyone who has been cliffed on the old lost temple knows that just becasue you can see the tnak doesn't mean your spines can hit the tank.
Juddas
Profile Joined January 2011
768 Posts
August 09 2011 05:23 GMT
#94
^^ but it is target-able. the Muta. The broodlord on the other hand is not. Same thing with Colloxen. A high ground collossus that it shooting down and on the ledgeish can be targeted by low ground units, with or without vision of the high ground
Dusty
Profile Blog Joined December 2010
United States3359 Posts
August 09 2011 05:25 GMT
#95
On August 09 2011 14:16 millardkillmore wrote:
does this matter at all? i mean, you can't see the broodlord itself, but you know it's there (and you know it's position since you can see the broodlings). it's not like it is being protected from attack, since the muta in the first example isn't actually targetable by those stalkers. when something attacks from high ground you see where it is, but you cannot select or attack it unless you have vision. that would kind of defeat the whole purpose of high ground advantage. besides, anyone who has been cliffed on the old lost temple knows that just becasue you can see the tnak doesn't mean your spines can hit the tank.


You can see the broodlord but you can't target it without high ground vision. If any other air unit attacks from highground you can target it.

However, something makes me feel that it's supposed to be designed this way.
FairForever
Profile Joined February 2011
Canada2392 Posts
August 09 2011 05:36 GMT
#96
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.


Well Broodlords can outrange turrets and cannons anyway.

Not a huge deal but if it is a big hopefully they fix it. Broodlords typically don't abuse high ground anyway because they're too fragile unless you have support, and they can outrange all the units anyway so it's not a huge deal.
figq
Profile Blog Joined May 2010
12519 Posts
August 09 2011 05:53 GMT
#97
Broodling Escort (the 20 dmg air attack) is very different from the typical projectile attacks, and that's intended. It has about 20 effects, while Banshee's projectile has 3 effects. We can't exactly call this a bug, but it's fair to discuss whether the balance should work like that or not.
If you stand next to my head, you can hear the ocean. - Day[9]
justme!
Profile Joined May 2011
Sweden3 Posts
August 09 2011 06:07 GMT
#98
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.


^ This.
Broodlords never attack on it's own.

Wouldn't surprice me if the same logic goes for raven/HSM
brlalwlrlrlrrr!
Uncultured
Profile Joined September 2010
United States1340 Posts
August 09 2011 06:12 GMT
#99
Pretty crazy that this affects colossus, a ground unit, but not a brood lord.
Don't you rage when you lose too? -FruitDealer
Jragon
Profile Joined October 2010
Australia1471 Posts
August 09 2011 06:18 GMT
#100
Good pick up
"Bisu is just too good." - Jaedong (http://www.teamliquid.net/forum/viewmessage.php?topic_id=218995) "Bisu hyung's play is just too good" - Flash (http://www.teamliquid.net/forum/viewmessage.php?topic_id=225861)
UniversalMind
Profile Joined March 2011
United States326 Posts
August 09 2011 06:21 GMT
#101
lol I can't even believe this is being discussed xD

you people do realize that broodlings are initially considered a missile attack right?

that's like saying vikings or hydralisk should be revealed when they fire

the carrier on the other hand shouldn't be revealed if its out of range of the attacking target only the interceptors
tuho12345
Profile Blog Joined July 2011
4482 Posts
August 09 2011 06:24 GMT
#102
No wonder the last time I tried carriers vs hydras and got shut down even when I was defending from my base on Xel'Naga
VeryAverage
Profile Joined January 2011
United States424 Posts
August 09 2011 06:27 GMT
#103
I actually had a ZvZ with this happening. He had corrupters that wouldn't allow my overlords to get near the high ground (on taldarim altar near the third) so my hydras couldn't attack the 3 broods sieging my third base

Luckily it was one of those silly games so I destroyed all his buildings.

I can't see this honestly being a big deal though unless you get some weird funky late game protoss situation where they lost their observer to a fungal and can't get vision of the high ground to blink up.
ZombiesOMG
Profile Joined October 2010
United States282 Posts
August 09 2011 06:43 GMT
#104
So this looks like it might be a legitimate bug. I do have a question though. In the Carrier screenshot, which player does that creep belong to, and are you certain it did not allow enough vision to see and select the Carrier for the Hydralisks on the low ground? It looks like the answer to that might be no, but I can't be certain. Retest.

If that creep isn't granting any vision of the Carrier for the Zerg player, then this is definitely an inconsistency that should be fixed. Either the Carrier shouldn't be able to be fired on, or the Broodlord should be. Nice find.
eXeRicH
Profile Joined February 2011
Germany89 Posts
August 09 2011 06:50 GMT
#105
Wow, this game is over 1 year old and still has so many things not even discovered.
Nice find
if tetris has taught me anything, it's that errors pile up and accomplishments disappear... ¯\_(ツ)_/¯
MandoRelease
Profile Joined October 2010
France374 Posts
Last Edited: 2011-08-09 07:03:11
August 09 2011 06:52 GMT
#106
I don't see how this could be game changing. Even if blizzard make it so that it shows the broodlord when the broodlord attack, you still would not be able to attack the broodlord unless you actually have vision. Doesn't change a thing.

Plus, about the broodlord attack. As far as I understand it, here is how it works. The broolord throws a broodling and make 20 damage, then the broodling attack and deal something like 4 damage (am i correct on that ?). That means, when the broodlord has 2 broodlings behind him, when he attacks, he launches 2 broodlings and deals an immediate 40 damage and brings 2 broodlings on the field, then has to wait for a broodling to respawn behind him before attacking again.
So it just may be that the 20 initial damage are tied to the broodling (which makes sense, since the broodlord can't attack unless he has at least one broodling ready behind him). And thus would explain why we don't see the broodlord on the high ground.

How does it differ from a weapon of, let's say, a vicking ? Well, there are differences in the fact that the wiking always deal the same amount of damage every y.xx seconds (help me on that one), while the broodlord's attack depends on the amount of broodling he has ready to be thrown.

But maybe blizzard will decide that they don't like that anymore, and will show the broodlord. It won't change a thing though, since you need actual vision the attack it, like for every other unit attacking from the high ground.

EDIT : After looking at the picture in the first post, I have to wonder why the carrier lost some HP. I mean you can't attack tanks or canons from the low ground if you don't have vision of them. That would be a bug if you could attack the carrier without vision. Nothing to do with the broodlord. The carrier thing is the bug here, as far as i'm concerned.

EDIT 2 : OK I misunderstood a few things originally. I thought the issue was that the broodlord was not revealed, i did not read that the carrier could be attacked. My mistake. Well, I don't think the issue here lies with the broodlord. The carrier should not be attacked.
When you play the game of drones, you win or you die. There is no middle ground. Huge IMLosirA fan.
BobTheLob
Profile Blog Joined July 2011
Canada362 Posts
August 09 2011 07:02 GMT
#107
After looking at the picture in the first post, I have to wonder why the carrier lost some HP. I mean you can't attack tanks or canons from the low ground if you don't have vision of them. That would be a bug if you could attack the carrier without vision. Nothing to do with the broodlord. The carrier thing is the bug here, as far as i'm concerned.
thats the thing air units always count as being spotted D:
BobTheLob Lurker extraordinaire
MandoRelease
Profile Joined October 2010
France374 Posts
Last Edited: 2011-08-09 07:06:19
August 09 2011 07:05 GMT
#108
On August 09 2011 16:02 BobTheLob wrote:
Show nested quote +
After looking at the picture in the first post, I have to wonder why the carrier lost some HP. I mean you can't attack tanks or canons from the low ground if you don't have vision of them. That would be a bug if you could attack the carrier without vision. Nothing to do with the broodlord. The carrier thing is the bug here, as far as i'm concerned.
thats the thing air units always count as being spotted D:


I see now. But was the mustalisk attacked from the stalker (on the image) ? Or was it just shown without being targetable ?

EDIT :nvm, apparently yes. sorry.
When you play the game of drones, you win or you die. There is no middle ground. Huge IMLosirA fan.
TheDougler
Profile Joined April 2010
Canada8304 Posts
August 09 2011 07:11 GMT
#109
Good find, that is interesting...
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
August 09 2011 07:20 GMT
#110
We have learned that as a result of this find, carriers need a buff. Hope to see it next patch blizzard.
Proud member of the LGA-1366 Core-i7 4Ghz Club
decaf
Profile Joined October 2010
Austria1797 Posts
August 09 2011 07:23 GMT
#111
Maybe because interceptor are air units and broodlinds are gound units?

Anyways, I'd rather have the carrier buffed than the broodlord nerfed.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
August 09 2011 07:26 GMT
#112
There's always something Blizzard needs to fix, but they are working on it, trust me
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
sVnteen
Profile Joined January 2011
Germany2238 Posts
August 09 2011 07:36 GMT
#113
blizzard just wanted to make broodlords even more imbalanced lol

srsly dont think that this has much of an impact to the gameplay since broodlords are unbeatable (without vikings) anyways


good find
MY LIFE STARTS NOW ♥
Intricate1
Profile Joined May 2011
169 Posts
August 09 2011 08:18 GMT
#114
On August 09 2011 12:43 darkscream wrote:
Show nested quote +
On August 09 2011 12:40 Intricate1 wrote:
Lol at people just blowing this off

Till it gets patched, this mechanic fundamentally changes the strategy of any Broodlord-centric army. There just aren't that many method of maximizing advantage as prevalent as this

Anyone claiming otherwise is just plain wrong


No, it doesn't. You always want to put your brood lords up on a ledge where it's harder for ground units to hit them, anyways.


To highlight the concept

Take for example engagements in the center of Xel'Naga Caverns, The high ground advantage in the OP fundamentally changes the descion making process of how to engage with a broodlord-centric army in relation to the highlighted terrain.

Not considering the OP in the everyday use of your broodlords is just wasting advantage


[image loading]
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
August 09 2011 08:24 GMT
#115
You wouldnt want the broodlords up there anyways. Towers, plus they can only control one path from the ledges.

It might be a factor in the future, on other maps. but that example is not one.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Intricate1
Profile Joined May 2011
169 Posts
August 09 2011 08:35 GMT
#116
To highlight the concept once again,

On August 09 2011 17:24 dogabutila wrote:
You wouldnt want the broodlords up there anyways. Towers, plus they can only control one path from the ledges.

It might be a factor in the future, on other maps. but that example is not one.


So what your saying is there no situation in Starcraft where you maximize your advantage by positioning a broodlord on the highlighted high ground and using the mechanic in the OP?

Obviously not so plz refer to the previous post,

"Not considering the OP in the everyday use of your broodlords is just wasting advantage."

BlitzerSC
Profile Joined May 2011
Italy8800 Posts
August 09 2011 08:36 GMT
#117
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.
Swwww
Profile Blog Joined July 2010
Switzerland812 Posts
August 09 2011 08:39 GMT
#118
Although I doubt it will have little to any impact on the game a good find non the less!
"What is this TeamSupportGroup?" - mahnini.
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
August 09 2011 08:45 GMT
#119
On August 09 2011 17:35 Intricate1 wrote:
To highlight the concept once again,

Show nested quote +
On August 09 2011 17:24 dogabutila wrote:
You wouldnt want the broodlords up there anyways. Towers, plus they can only control one path from the ledges.

It might be a factor in the future, on other maps. but that example is not one.


So what your saying is there no situation in Starcraft where you maximize your advantage by positioning a broodlord on the highlighted high ground and using the mechanic in the OP?

Obviously not so plz refer to the previous post,

"Not considering the OP in the everyday use of your broodlords is just wasting advantage."



I'm sure you could make a magical situation where it would be better to place the broodlords there.
However, optimally, the broodlords would be in the middle. They can control both paths from there instead of just one. On the highlighted ground they are in range of ground units such as stalkers (who can blink up to there) and sentries. Thus, they are potentially attackable anyways.

Again, I'm sure you could craft some scenario wherein you would put the broodlords up there, but i'm not sure how realistic it would be. Compared to having them in the middle, there are just too many disadvantages.

Read carefully. This mechanic might be a factor in the future on other maps, but that example is not one. There situations where you would rather have the broodlords over those cliffs are few and far between, and probably would only result from you committing them poorly anyways.

Really, what reason would you rather have them over the cliff then the middle? Merely because they are unseen? You can't shoot at them when they are in the middle anyways....
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Corrosive
Profile Joined August 2010
Canada3741 Posts
August 09 2011 08:47 GMT
#120
On August 09 2011 15:52 MandoRelease wrote:
I don't see how this could be game changing. Even if blizzard make it so that it shows the broodlord when the broodlord attack, you still would not be able to attack the broodlord unless you actually have vision. Doesn't change a thing.

Plus, about the broodlord attack. As far as I understand it, here is how it works. The broolord throws a broodling and make 20 damage, then the broodling attack and deal something like 4 damage (am i correct on that ?). That means, when the broodlord has 2 broodlings behind him, when he attacks, he launches 2 broodlings and deals an immediate 40 damage and brings 2 broodlings on the field, then has to wait for a broodling to respawn behind him before attacking again.
So it just may be that the 20 initial damage are tied to the broodling (which makes sense, since the broodlord can't attack unless he has at least one broodling ready behind him). And thus would explain why we don't see the broodlord on the high ground.

How does it differ from a weapon of, let's say, a vicking ? Well, there are differences in the fact that the wiking always deal the same amount of damage every y.xx seconds (help me on that one), while the broodlord's attack depends on the amount of broodling he has ready to be thrown.

But maybe blizzard will decide that they don't like that anymore, and will show the broodlord. It won't change a thing though, since you need actual vision the attack it, like for every other unit attacking from the high ground.

EDIT : After looking at the picture in the first post, I have to wonder why the carrier lost some HP. I mean you can't attack tanks or canons from the low ground if you don't have vision of them. That would be a bug if you could attack the carrier without vision. Nothing to do with the broodlord. The carrier thing is the bug here, as far as i'm concerned.

EDIT 2 : OK I misunderstood a few things originally. I thought the issue was that the broodlord was not revealed, i did not read that the carrier could be attacked. My mistake. Well, I don't think the issue here lies with the broodlord. The carrier should not be attacked.


Flying units and colossus can be attacked if they are attacking something from high ground.
Maruprime.
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
Switzerland10722 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 States1437 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"
TwoMagTrav
Profile Joined January 2011
United States195 Posts
September 09 2011 16:16 GMT
#141
On August 09 2011 09:57 Talin wrote:
This isn't really something that can be negligently discarded. One BL can basically shut down an entire expansion as other races rely a lot on static defense later on in the game (for their 4th and even 3rd).

Even if it dies eventually to an air unit, it would still be a decent trade.

Doesn't a Broodlord out range all static defense anyway? So the defense can only hit the broodlings, which are not the problem here. They are out of range even if they could see it.

I guess I fail to see how this is significant, surely the other player would have some kind of air unit or observer by the 17-20 minute range it takes to get Broodlords out.
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
gladsheim
Profile Joined October 2010
Australia676 Posts
September 09 2011 16:22 GMT
#142
blizzard just fixed this in the updated 1.4 patch notes, good find OP, but i hate you
TwoMagTrav
Profile Joined January 2011
United States195 Posts
September 09 2011 16:25 GMT
#143
On September 10 2011 00:55 BadgerBadger8264 wrote:
Show nested quote +
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?

They're faster, more HP, more DPS, can attack ground and air, similar cost (50 minerals more for carrier), longer range after interceptors are released out. Carriers are pretty damn good!

Its just no one uses carriers. Not to mention obviously Carriers > BLs because BLs can't hit carriers. lawl.
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
September 09 2011 16:45 GMT
#144
On September 10 2011 01:25 TRod wrote:
Show nested quote +
On September 10 2011 00:55 BadgerBadger8264 wrote:
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?

They're faster, more HP, more DPS, can attack ground and air, similar cost (50 minerals more for carrier), longer range after interceptors are released out. Carriers are pretty damn good!

Its just no one uses carriers. Not to mention obviously Carriers > BLs because BLs can't hit carriers. lawl.


I don't want to get into a "which is better debate". But one of the hugest advantages of the broodlord is that the broodlings pin down the army that the Brood Lords are attacking. Kinda like built-in forcefields, pretty sweet Shit can just run underneath carriers.
[15:15] <Palmar> and yes marv, you're a total hottie
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 16:49 GMT
#145
Issue has already been addressed in 1.4 patch notes quite some time ago.

http://us.battle.net/sc2/en/forum/topic/1213111662

Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
September 09 2011 16:53 GMT
#146
Not really some time ago. It's in italics so it's new.
[15:15] <Palmar> and yes marv, you're a total hottie
Normal
Please log in or register to reply.
Live Events Refresh
BSL Team Wars
19:00
Round 3
Team Dewalt vs Team Bonyth
LiquipediaDiscussion
uThermal 2v2 Circuit
15:00
Playoffs Day 2
uThermal1534
IndyStarCraft 339
SteadfastSC326
Rex64
YoungYakov31
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 1534
IndyStarCraft 339
SteadfastSC 326
ProTech100
Rex 64
MindelVK 61
StarCraft: Brood War
Britney 34867
Calm 2846
Rain 1961
ggaemo 214
actioN 157
ToSsGirL 60
NaDa 33
SilentControl 5
Dota 2
qojqva4477
LuMiX1
League of Legends
Reynor81
Counter-Strike
fl0m2583
ScreaM2365
Stewie2K217
Heroes of the Storm
Grubby2059
Liquid`Hasu727
Khaldor454
Other Games
FrodaN1778
B2W.Neo939
Beastyqt363
RotterdaM350
crisheroes280
Mlord226
KnowMe149
PiGStarcraft132
ViBE127
Hui .102
ZombieGrub47
JuggernautJason25
Organizations
Other Games
gamesdonequick1362
StarCraft 2
ComeBackTV 46
angryscii 22
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• intothetv
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 48
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3080
• masondota21252
• WagamamaTV395
Counter-Strike
• imaqtpie1017
• Shiphtur195
Upcoming Events
Afreeca Starleague
14h 58m
Sharp vs Ample
Larva vs Stork
Wardi Open
19h 58m
RotterdaM Event
20h 58m
Replay Cast
1d 4h
Replay Cast
1d 14h
Afreeca Starleague
1d 14h
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
1d 15h
PiGosaur Monday
2 days
Afreeca Starleague
2 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
2 days
[ Show More ]
Replay Cast
3 days
The PondCast
3 days
WardiTV Summer Champion…
3 days
Replay Cast
4 days
LiuLi Cup
4 days
BSL Team Wars
4 days
Team Hawk vs Team Dewalt
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo League
5 days
WardiTV Summer Champion…
5 days
[BSL 2025] Weekly
5 days
Sparkling Tuna Cup
6 days
SC Evo League
6 days
BSL Team Wars
6 days
Team Bonyth vs Team Sziky
Liquipedia Results

Completed

Proleague 2025-08-13
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
SEL Season 2 Championship
WardiTV Summer 2025
HCC Europe
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSL Season 18: Qualifier 1
CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.