• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:31
CET 13:31
KST 21:31
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)15Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1830
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 AI Tournament 2026 Sparkling Tuna Cup - Weekly Open Tournament $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $25,000 Streamerzone StarCraft Pro Series announced WardiTV Winter Cup
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
[ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion A cwal.gg Extension - Easily keep track of anyone Potential ASL qualifier breakthroughs?
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Awesome Games Done Quick 2026! Mechabellum Stormgate/Frost Giant Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1534 users

StarCraft II Balance Revamp 2018 - Page 15

Forum Index > SC2 General
292 CommentsPost a Reply
Prev 1 13 14 15 All
Polls have been added to the OP!
hiroshOne
Profile Joined October 2015
Poland425 Posts
September 24 2018 04:57 GMT
#281
On September 24 2018 02:52 washikie wrote:
Show nested quote +
On September 23 2018 23:36 Charoisaur wrote:
On September 23 2018 06:58 Morbidius wrote:
On September 18 2018 03:11 Jerom wrote:
I wouldnt say swarmhosts are a balance problem as many top players have shown how to beat them and I dont even think they are meta at the pro scene because they arent actually the best response.

Swarmhosts are just crappy from design perspective. Either you have a critical mass where you are getting in free damage every round or your waves get cleaned up easily and thus you will probably lose to a counterpush. The design of the unit allows for very little space in between and also doesnt really allow for much counterplay (either you push or you accept taking small losses to push a bit later). It just doesnt seem like a good design to have these low risk waves of units that are so extreme in terms of how they work out. In terms of actually salvaging them I like the suggestion someone posted about making them light so Helions counter them and can change them down. At least that would make them more interactive. Although I dont mind swarmhosts in general because they fortunately tend to be pretty mediocre anyways - if only they could be made even worse or be removed from the game. At least the redesign from hots to lotv made them less oppressive.

I honestly might dislike the design of broodlords a bit more because they are actually good. The fact that at any sort of mass of broodlords the free broodlings block all pathing just make them a very oppressive unit. It just means that any ground army is basically useless unless used defensively or as support. It generally seems to force the game into either turtling or into air deathball vs air deathball - two states of the game which generally seem unfun. The fact that corruptors/vipers are great in mass air vs mass air contributes even further to these annoying air fights. Air units are clunky to control because of both their stacking and the fact that you have to click where they go on the ground (instead of on the air). I feel like its better if armies generally stay ground based.

Maybe the broodlords would be a better unit if they spawned fewer broodlings (but generally keeping the dps the same). This way ground units might actually stand a chance versus broodlords.

Broodlords are a huge design problem in my opinion, its the only unit that absolutely forces you to go air to deal with them.

Carriers/Liberators?


It might be fair to say that libs are a problem for the same reason, as for carriers you don't go air to beat carriers you kill them before they get there. Still if carriers were less devastating I honestly would prefer there unit interaction over broodlords. The way that broodlords in large numbers tamper heavily with ground based unit pathing, creating a force field of broodlings that prevents units from reaching them is just very irritating, balance wise I think they are fine but I'm not a fan of the unit and it's interactions. Banelings are a strong unit that's fun to play against because the counter play is to micro well and build ground based aoe units, broodlords are a strong unit that's not fun to play against because the counter play is to mass boring air units and turtle, granted counter attacking and dropping is a more fun answer but at some point you do have to engage them. Maybe its just me but I don't find massed air unit interactions with other massed air units to be fun or interesting with the way air units function in sc2.


Zergs feel the same about mass tanks. They are not fun, once Terran siege them. They have no micro potential, just siege and forget mechanics and interaction with this unit is boring. And hey, Terrab can get then much faster than Zerg can have his Broodlords.
Ultima Ratio Regum
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2018-09-24 05:50:19
September 24 2018 05:49 GMT
#282
On September 24 2018 13:57 hiroshOne wrote:
Show nested quote +
On September 24 2018 02:52 washikie wrote:
On September 23 2018 23:36 Charoisaur wrote:
On September 23 2018 06:58 Morbidius wrote:
On September 18 2018 03:11 Jerom wrote:
I wouldnt say swarmhosts are a balance problem as many top players have shown how to beat them and I dont even think they are meta at the pro scene because they arent actually the best response.

Swarmhosts are just crappy from design perspective. Either you have a critical mass where you are getting in free damage every round or your waves get cleaned up easily and thus you will probably lose to a counterpush. The design of the unit allows for very little space in between and also doesnt really allow for much counterplay (either you push or you accept taking small losses to push a bit later). It just doesnt seem like a good design to have these low risk waves of units that are so extreme in terms of how they work out. In terms of actually salvaging them I like the suggestion someone posted about making them light so Helions counter them and can change them down. At least that would make them more interactive. Although I dont mind swarmhosts in general because they fortunately tend to be pretty mediocre anyways - if only they could be made even worse or be removed from the game. At least the redesign from hots to lotv made them less oppressive.

I honestly might dislike the design of broodlords a bit more because they are actually good. The fact that at any sort of mass of broodlords the free broodlings block all pathing just make them a very oppressive unit. It just means that any ground army is basically useless unless used defensively or as support. It generally seems to force the game into either turtling or into air deathball vs air deathball - two states of the game which generally seem unfun. The fact that corruptors/vipers are great in mass air vs mass air contributes even further to these annoying air fights. Air units are clunky to control because of both their stacking and the fact that you have to click where they go on the ground (instead of on the air). I feel like its better if armies generally stay ground based.

Maybe the broodlords would be a better unit if they spawned fewer broodlings (but generally keeping the dps the same). This way ground units might actually stand a chance versus broodlords.

Broodlords are a huge design problem in my opinion, its the only unit that absolutely forces you to go air to deal with them.

Carriers/Liberators?


It might be fair to say that libs are a problem for the same reason, as for carriers you don't go air to beat carriers you kill them before they get there. Still if carriers were less devastating I honestly would prefer there unit interaction over broodlords. The way that broodlords in large numbers tamper heavily with ground based unit pathing, creating a force field of broodlings that prevents units from reaching them is just very irritating, balance wise I think they are fine but I'm not a fan of the unit and it's interactions. Banelings are a strong unit that's fun to play against because the counter play is to micro well and build ground based aoe units, broodlords are a strong unit that's not fun to play against because the counter play is to mass boring air units and turtle, granted counter attacking and dropping is a more fun answer but at some point you do have to engage them. Maybe its just me but I don't find massed air unit interactions with other massed air units to be fun or interesting with the way air units function in sc2.


Zergs feel the same about mass tanks. They are not fun, once Terran siege them. They have no micro potential, just siege and forget mechanics and interaction with this unit is boring. And hey, Terrab can get then much faster than Zerg can have his Broodlords.

wait, what? do you actually think you need brood lords to fight bio tank? you can just fight tanks with straight up hydra ling bane or muta ling bane, and the micro potential AGAINST them is actually quite high (splitting units to reduce splash, diving lings or roaches under the range of exposed tanks, attacking from larger arcs, etc.). i know you were trying to make a point, but it didn't really make sense
TL+ Member
Jerom
Profile Joined April 2011
Netherlands588 Posts
September 24 2018 12:01 GMT
#283
On September 24 2018 13:57 hiroshOne wrote:
Show nested quote +
On September 24 2018 02:52 washikie wrote:
On September 23 2018 23:36 Charoisaur wrote:
On September 23 2018 06:58 Morbidius wrote:
On September 18 2018 03:11 Jerom wrote:
I wouldnt say swarmhosts are a balance problem as many top players have shown how to beat them and I dont even think they are meta at the pro scene because they arent actually the best response.

Swarmhosts are just crappy from design perspective. Either you have a critical mass where you are getting in free damage every round or your waves get cleaned up easily and thus you will probably lose to a counterpush. The design of the unit allows for very little space in between and also doesnt really allow for much counterplay (either you push or you accept taking small losses to push a bit later). It just doesnt seem like a good design to have these low risk waves of units that are so extreme in terms of how they work out. In terms of actually salvaging them I like the suggestion someone posted about making them light so Helions counter them and can change them down. At least that would make them more interactive. Although I dont mind swarmhosts in general because they fortunately tend to be pretty mediocre anyways - if only they could be made even worse or be removed from the game. At least the redesign from hots to lotv made them less oppressive.

I honestly might dislike the design of broodlords a bit more because they are actually good. The fact that at any sort of mass of broodlords the free broodlings block all pathing just make them a very oppressive unit. It just means that any ground army is basically useless unless used defensively or as support. It generally seems to force the game into either turtling or into air deathball vs air deathball - two states of the game which generally seem unfun. The fact that corruptors/vipers are great in mass air vs mass air contributes even further to these annoying air fights. Air units are clunky to control because of both their stacking and the fact that you have to click where they go on the ground (instead of on the air). I feel like its better if armies generally stay ground based.

Maybe the broodlords would be a better unit if they spawned fewer broodlings (but generally keeping the dps the same). This way ground units might actually stand a chance versus broodlords.

Broodlords are a huge design problem in my opinion, its the only unit that absolutely forces you to go air to deal with them.

Carriers/Liberators?


It might be fair to say that libs are a problem for the same reason, as for carriers you don't go air to beat carriers you kill them before they get there. Still if carriers were less devastating I honestly would prefer there unit interaction over broodlords. The way that broodlords in large numbers tamper heavily with ground based unit pathing, creating a force field of broodlings that prevents units from reaching them is just very irritating, balance wise I think they are fine but I'm not a fan of the unit and it's interactions. Banelings are a strong unit that's fun to play against because the counter play is to micro well and build ground based aoe units, broodlords are a strong unit that's not fun to play against because the counter play is to mass boring air units and turtle, granted counter attacking and dropping is a more fun answer but at some point you do have to engage them. Maybe its just me but I don't find massed air unit interactions with other massed air units to be fun or interesting with the way air units function in sc2.


Zergs feel the same about mass tanks. They are not fun, once Terran siege them. They have no micro potential, just siege and forget mechanics and interaction with this unit is boring. And hey, Terrab can get then much faster than Zerg can have his Broodlords.

The argument presented against broodlords is that they can only be dealt with by an air army (due to the broodlings acting as forcefields) which is then countered by zerg by their own mass air army. Thus broodlords would lead to mass air versus mass, which is then argued to generally be unfun.

Do carriers/liberators force the game into mass air vs mass air? And do tanks do that?

As for liberators, they seem to clearly be a ground support unit in practise. We never see Terrans transition to liberator/viking/raven really, unless it is to deal with another air deathball. While liberators are very strong against ground, they can still be countered or dealt with by other ground forces; broodlords are even more oppressive because at some point there are so many broodlings that a ground army cant even think of getting in range. Also, in the case that liberators are countered in the air terran generally cant respond with an air deathball. Unlike zerg's great options in corruptors/vipers vikings and ravens (especially zero damage seeker missile ravens) dont actually fare as well. So terran usually doesnt have the incentive to replace their bio with air. Instead, liberators act as air support which I think is a good role.

Similairly carriers dont force mass air vs air deathballs as much. Carriers are basically great against almost everything and dont really oppress land or air more. The only reason why you might go mass air against carriers is the fact that storms are oppressive against ground armies that have to charge in to touch the carriers. The combination HT Carriers might generally be an unfun composition that also leads to air deathballs (especially since zerg has to answer them with corruptors/vipers and are already inclined to go mass air broodlord deathball). However, carriers are also being nerfed - probably in part due to this.

Tanks really dont fit the argument. To begin with, they are ground units which dont have the generic downsides that mass air has. Also, tanks dont lead to air deathballs. In TvP tanks can easily be dealt with using immortals/archons/zealots. Although eventually mass carriers is a protoss answer to mech, that is mostly because mech cant really counter it. In TvZ generally the zerg can actually handle tanks with ling bane hydra or ling bane muta. Zerg then tends to have many options including ultras and viper support to deal with mass tanks.

Anyways, broodlords dont have to be massively nerfed, but it would be nice if it was possible to actually use ground forces like marines and stalkers more effectively against them. And thus my suggestion was to have the dps remain the same but reduce the number of broodlings. That would make the pathing issues much smaller.
hiroshOne
Profile Joined October 2015
Poland425 Posts
September 24 2018 13:00 GMT
#284
Marines and Stalkers can be used vs Broodlords. For example Mana deals withe them with Stalkers. But first, u must kill their support units. Only crazy player would leave Broodlords unguarded BECAUSE they die instantly from stimmed Bio if not protected. Same goes for tanks- if not protected , can be killed easier.

So basically your argument that BL needs to be nerfed to let Marines and Stalkers counter them is just false in definition as they do that even now. I would even say that Marines do that better than Stalkers.

Broodlords are fine. Leave them be.
Ultima Ratio Regum
Jerom
Profile Joined April 2011
Netherlands588 Posts
September 24 2018 13:59 GMT
#285
On September 24 2018 22:00 hiroshOne wrote:
Marines and Stalkers can be used vs Broodlords. For example Mana deals withe them with Stalkers. But first, u must kill their support units. Only crazy player would leave Broodlords unguarded BECAUSE they die instantly from stimmed Bio if not protected. Same goes for tanks- if not protected , can be killed easier.

So basically your argument that BL needs to be nerfed to let Marines and Stalkers counter them is just false in definition as they do that even now. I would even say that Marines do that better than Stalkers.

Broodlords are fine. Leave them be.

Can you really counter broodlords with marines? I dont think that is a thing. Marines can snipe them, if you have a ton of marines versus lone broodlords. However in reality as Terran thats a terrible gameplan. Broodlords with some amount of support will make any pathing impossible at all and actually also make it impossible to actually smoothly attack ground units. And thus, terran needs to either turtle hard or go for full air. Similairly, blink stalkers can work but are hardly cost effective and just die to the support army, which is too hard to pick off as other units cant even dream of getting close to the zerg army. Thus, protoss goes for carriers/tempests instead.

Also, Im not saying the broodlords should be nerfed. Im saying it might be more fun if they were changed. If ground units arent blocked as much by broodlings and that turns out to be a big nerf to zerg and broodlords because ground forces then counter them too well, then I wouldnt oppose a health buff or cost/supply reduction or a small speed buff. I would personally just prefer if the unit was slightly more interactive and wouldnt result in turtling/defensive play and air deathballs as much.
renaissanceMAN
Profile Joined March 2011
United States1840 Posts
Last Edited: 2018-09-24 13:59:57
September 24 2018 13:59 GMT
#286
The votes on the neosteel upgrade are killing me (love it)
On August 15 2013 03:43 Waxangel wrote: no amount of money can replace the enjoyment of being mean to people on the internet
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
September 24 2018 16:40 GMT
#287
On September 24 2018 22:59 Jerom wrote:
Show nested quote +
On September 24 2018 22:00 hiroshOne wrote:
Marines and Stalkers can be used vs Broodlords. For example Mana deals withe them with Stalkers. But first, u must kill their support units. Only crazy player would leave Broodlords unguarded BECAUSE they die instantly from stimmed Bio if not protected. Same goes for tanks- if not protected , can be killed easier.

So basically your argument that BL needs to be nerfed to let Marines and Stalkers counter them is just false in definition as they do that even now. I would even say that Marines do that better than Stalkers.

Broodlords are fine. Leave them be.

Can you really counter broodlords with marines? I dont think that is a thing. Marines can snipe them, if you have a ton of marines versus lone broodlords. However in reality as Terran thats a terrible gameplan. Broodlords with some amount of support will make any pathing impossible at all and actually also make it impossible to actually smoothly attack ground units. And thus, terran needs to either turtle hard or go for full air. Similairly, blink stalkers can work but are hardly cost effective and just die to the support army, which is too hard to pick off as other units cant even dream of getting close to the zerg army. Thus, protoss goes for carriers/tempests instead.

Also, Im not saying the broodlords should be nerfed. Im saying it might be more fun if they were changed. If ground units arent blocked as much by broodlings and that turns out to be a big nerf to zerg and broodlords because ground forces then counter them too well, then I wouldnt oppose a health buff or cost/supply reduction or a small speed buff. I would personally just prefer if the unit was slightly more interactive and wouldnt result in turtling/defensive play and air deathballs as much.

There's been plenty of games where broodlords alone simply die to stimmed marines as long as there are enough marines to just out dps the broodlings. Sure you have to kill some support units, but where are your own? It doesn't actually take that many marines to just instantly vapourise broodlings and move into range.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2018-09-24 18:30:57
September 24 2018 17:55 GMT
#288
On September 25 2018 01:40 Dangermousecatdog wrote:
Show nested quote +
On September 24 2018 22:59 Jerom wrote:
On September 24 2018 22:00 hiroshOne wrote:
Marines and Stalkers can be used vs Broodlords. For example Mana deals withe them with Stalkers. But first, u must kill their support units. Only crazy player would leave Broodlords unguarded BECAUSE they die instantly from stimmed Bio if not protected. Same goes for tanks- if not protected , can be killed easier.

So basically your argument that BL needs to be nerfed to let Marines and Stalkers counter them is just false in definition as they do that even now. I would even say that Marines do that better than Stalkers.

Broodlords are fine. Leave them be.

Can you really counter broodlords with marines? I dont think that is a thing. Marines can snipe them, if you have a ton of marines versus lone broodlords. However in reality as Terran thats a terrible gameplan. Broodlords with some amount of support will make any pathing impossible at all and actually also make it impossible to actually smoothly attack ground units. And thus, terran needs to either turtle hard or go for full air. Similairly, blink stalkers can work but are hardly cost effective and just die to the support army, which is too hard to pick off as other units cant even dream of getting close to the zerg army. Thus, protoss goes for carriers/tempests instead.

Also, Im not saying the broodlords should be nerfed. Im saying it might be more fun if they were changed. If ground units arent blocked as much by broodlings and that turns out to be a big nerf to zerg and broodlords because ground forces then counter them too well, then I wouldnt oppose a health buff or cost/supply reduction or a small speed buff. I would personally just prefer if the unit was slightly more interactive and wouldnt result in turtling/defensive play and air deathballs as much.

There's been plenty of games where broodlords alone simply die to stimmed marines as long as there are enough marines to just out dps the broodlings. Sure you have to kill some support units, but where are your own? It doesn't actually take that many marines to just instantly vapourise broodlings and move into range.


I mean, yeah if its just bls but its rarely just bls, running marines forward into the banes and other units underneath the bls while having broodlings constantly destroying the unit pathing is a death sentence, and the siege units that terran builds to deal with those units are countered by the bls, so really unless you have a very large lead your never going to be able to take your marine tank army and smash past the broodlings and kill the bls, not necessarily that you should be able to crash through a late game zerg army in this manner in the first place But I would prefer that the bls were a threat more do to stats like, dmg hp, armor, speed ect, and less due to the fact that they are a huge anti micro unit that make all ground units behave in a very clunky way. I'm not really referring to the transition period where zerg has like 3-4 broods and yeah marines can get under them and kill them, but the ultra late game where they have 10-14 broods and a big number of banelings underneath them. I would like it if the bls did not create such a huge impediment to literally all ground units that you have to go into mass air to contest them while still maintaining there role as a strong siege unit for zerg that lets them convert there lead to a win by pummeling a turtling terran or protoss. I'm hoping that the new thor and ultra upgrades will help this issue in the tvz mu by giving terran a better answer to broods while buffing alternative win conditions for zerg like ultras and mutas. we will see, but in pvz I can only see it getting worse on this new patch.

I find it odd that the way bls work now is they are a siege breaking unit that forces your opponent to turtle because they are to difficult to contest without a huge air transition but can be stalled out for a very long time by a turtling player, In my eyes the purpose of offensive siege units should be to force an opponent to come out and fight your army or risk losing there units or buildings, not to force your opponent to sit in there base turtling while you siege them until they can amass a giant army of air units and spell casters to contest your siege units. Moving your siege units to the edge of your opponents base should be a move that says, either fight my army or give up this base, It should not be a move that says, camp in this base im besieging behind a huge wall of static d and siege units of your own while you mass an answer to my siege units that your army is unable to contest in the open. It would be nice if units like lurkers and ultras on the ground were what you had to be concerned about and the broods were mostly there to force a response rather than, these ground units being relatively easy to deal with but the brood lords being the real threat because if this were the case it would be more dynamic since protoss and terran could continue to do things like look for positioning on the map and move out to contest a zerg army or threaten multiple bases, rather than the best response being to have almost all your army bar a few harassment units camping in one spot and all there army camping right outside that spot and the game ends in one huge air vs air deathball fight after a very long period of turtling. I think this could be fixed by nerfing the number of broodlings per broodlord to just 1, or 2 and reducing the time they last but buffing the dmg of the brood lords and either there range, or survivability, if it turns out zerg is to week after that kind of change than some buffs to other "finishing units" that let zerg take a lead from earlier in the game and convert it to a win vs an entrenched opponent could be buffed like ultras, lurkers, or mutas.
"when life gives Hero lemons he makes carriers" -Artosis
ThunderJunk
Profile Joined December 2015
United States723 Posts
September 24 2018 19:01 GMT
#289
Or just use Thors.
I am free because I know that I alone am morally responsible for everything I do.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
September 25 2018 01:07 GMT
#290
the counter to brood lords is to walk around them!
hiroshOne
Profile Joined October 2015
Poland425 Posts
Last Edited: 2018-09-25 04:58:51
September 25 2018 04:58 GMT
#291
If Zerg has Broodlords with support army for example Hydras, corruptors, vipers and Infestors and u have only Marines without support, that means that something went terrible wrong with you in this game. As i said earlier, Broodlords can be successfully countered by Marines and Stalkers. Of course u nust deal with support units, but that's the case in almost every composition. If i want to deal with tanks, I must have an alternative to deal with BIO that's protecting them. And so on.

Second thing is that Broodlord army is very, very immobile. BIO and Stalkers too, are the opposite. U can use that in your favor too. Again. There is no problem with Broodlords. It was a thing back in dark ages of WOL.
Ultima Ratio Regum
JimmyJRaynor
Profile Blog Joined April 2010
Canada17183 Posts
September 25 2018 06:41 GMT
#292
On September 24 2018 22:59 renaissanceMAN wrote:
The votes on the neosteel upgrade are killing me (love it)

Blizzard got intimidated by a threatened boycott of BlizzCon if they didn't do something about the NeoSteel upgrade in the engineering bay.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Jerom
Profile Joined April 2011
Netherlands588 Posts
September 25 2018 10:21 GMT
#293
On September 25 2018 13:58 hiroshOne wrote:
If Zerg has Broodlords with support army for example Hydras, corruptors, vipers and Infestors and u have only Marines without support, that means that something went terrible wrong with you in this game. As i said earlier, Broodlords can be successfully countered by Marines and Stalkers. Of course u nust deal with support units, but that's the case in almost every composition. If i want to deal with tanks, I must have an alternative to deal with BIO that's protecting them. And so on.

Second thing is that Broodlord army is very, very immobile. BIO and Stalkers too, are the opposite. U can use that in your favor too. Again. There is no problem with Broodlords. It was a thing back in dark ages of WOL.

In a real TvZ by the time hive tech starts coming in terran does have marines, tanks and medivacs. That cant deal with broodlords at all. Against broodlords tanks arent even actually beneficial if you're trying to charge in, as they'll just splash on the marines.

And of course you can make things that 'deal' with broodlords. You can turtle with ghosts (cant push with ghosts at all because snipes will just get cancelled) or you can get an air deathball. But wait, that was the entire thing about broodlords: they force turtling or air deathballs.

Of course there is no real problem with broodlords from a balance pov. However, there is nobody here that is arguing that to be the case. Instead, people here think there is a design/gameplay problem with broodlords.
Prev 1 13 14 15 All
Please log in or register to reply.
Live Events Refresh
OSC
12:00
Season 13 World Championship
Jumy vs sebesdesLIVE!
Nicoract vs GgMaChine
ReBellioN vs MaNa
Lemon vs TriGGeR
Gerald vs Cure
Creator vs SHIN
WardiTV384
LiquipediaDiscussion
The PondCast
10:00
Episode 77
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko173
SC2Nice 52
StarCraft: Brood War
Horang2 7973
Sea 2529
Shuttle 759
Mini 694
EffOrt 476
BeSt 415
firebathero 326
ZerO 322
Soma 290
Snow 262
[ Show more ]
Last 207
Mong 198
Hyun 175
Hyuk 168
ggaemo 159
Light 144
hero 103
Rush 96
Pusan 89
Sharp 84
Larva 80
Mind 70
Nal_rA 50
sorry 45
Sea.KH 44
Barracks 39
Killer 36
Sexy 27
Terrorterran 22
910 17
ajuk12(nOOB) 16
GoRush 15
zelot 13
Noble 12
Yoon 11
SilentControl 10
HiyA 9
scan(afreeca) 8
ivOry 7
Dota 2
XcaliburYe128
Counter-Strike
shoxiejesuss1473
olofmeister1464
fl0m1367
x6flipin348
edward78
Other Games
singsing2598
B2W.Neo966
Sick250
crisheroes249
Livibee73
Mew2King72
XaKoH 58
Organizations
Other Games
gamesdonequick2471
StarCraft: Brood War
Kim Chul Min (afreeca) 1557
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 9
• Azhi_Dahaki6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV212
• lizZardDota235
League of Legends
• Jankos2006
• TFBlade426
Upcoming Events
OSC
23h 30m
All Star Teams
1d 13h
INnoVation vs soO
Serral vs herO
Cure vs Solar
sOs vs Scarlett
Classic vs Clem
Reynor vs Maru
uThermal 2v2 Circuit
1d 23h
AI Arena Tournament
2 days
All Star Teams
2 days
MMA vs DongRaeGu
Rogue vs Oliveira
Sparkling Tuna Cup
2 days
OSC
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
[ Show More ]
The PondCast
5 days
Liquipedia Results

Completed

Proleague 2026-01-14
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
SC2 All-Star Inv. 2025
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
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 © 2026 TLnet. All Rights Reserved.