Are mass banneling stopable?

Discussion in 'Zerg' started by Therock, Feb 22, 2010.

Are mass banneling stopable?

Discussion in 'Zerg' started by Therock, Feb 22, 2010.

  1. Therock

    Therock New Member

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  2. Ballistixz

    Ballistixz New Member

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    atm they do seem a bit OP which is why david kim (dayvie is his name in beta) is testing out builds involving mostly banelings. to see if ppl can counter them effectivly and if not im sure they will change it. in almost ALL of david kims matches in beta he uses banelings as a game ender.

    he usually fast expands before pool and then muta harass to get a eco advantage to set up for banelings. depending on the success of the harass he expands once or twice and then mass up banelings to finish them off. so i am confident he is checking the balance of banelings just to see if anyone can come up with someone to beat the banelings which is why he is in beta.

    after all he IS david kim so im sure he has more builds to win with then just mass baneling builds.
     
    Last edited: Feb 22, 2010
  3. EonMaster

    EonMaster Eeveelution Master

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    I think protoss could stop it if they made psi storm stronger as right now it doesn't seem to be that effective.

    I think the only way to stop something like that is to scout and not let them build that many to begin with.
     
  4. Kaaraa

    Kaaraa Space Junkie

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    did you notice that the Protoss player had absolutely no defense, be it unit or structure?

    Admittedly, Photon Cannons and Stalkers wouldn't do much against a horde that size, but throw in a Collossus or two and a Sentry using Force Field and that rush would've fallen flat on its face.
     
  5. Fenix

    Fenix Moderator

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    Terran counter: Siege tanks, a few BCs, a bunch of stim'd marines

    Protoss: Psi Storm pretty much. MAYBE a few carriers if you're upgraded. If you have he good fortune to have charged Void Rays, that might work. The Mothership would be invaluable here

    Zerg: Fungal Growth with cracklings or juiced up hydras.
     
  6. necromas

    necromas New Member

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    Well positioned colossi would work well too, take advantage of that siege range upgrade and cliffwalking.

    Muta-ling might work well too, using the lings as meatshields basically. Broodlords would disrupt them with broodlings too.
     
  7. Therock

    Therock New Member

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    how many hp for a banneling btw?
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    30. No need to ask really, just use the official (or almost any other) wikia.
     
  9. LoVeRBoy[E]

    LoVeRBoy[E] New Member

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    For protoss the sentry could use it's force field and block them and use colossus to mow them down.

    For terran maybe some well positioned tanks and some type of meat shield unit, maybe an air unit too.

    For zerg, I have no idea.
     
  10. MeisterX

    MeisterX Hyperion

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    Reapers do a great job if you micro them well. Marines, not so much. The Dropship micro isn't fast enough and I actually think Blizzard needs to boost the pathing on Dropships so they can pick up faster to help out micro. I lost a game because Banelings wiped my Marines who SHOULD HAVE been picked up in time.
     
  11. Gardian_Defender

    Gardian_Defender New Member

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    if they put freaking lurkers back in and put it at a reasonable tier level you could mow those banelings in like half a second!

    and yea for toss collosi!!! and I think the mother ship has a different att thats like the collosi. idk look at some beta footage for that answer so it might help but its kinda high teired.

    Terran a bunch tanks/bunkers with max marines in all of them, and make them have to tunnel through you're base to kill you.
    (but with the nydus warren I'm not sure that would last long if the Zerg player can find an opening.)

    edit: ^ nevermind the tanks can blow the nydus warren into dust before it dreams of getting out of the ground.
     
  12. Pwnographer

    Pwnographer New Member

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    If they don't have a detector just use some roaches. Burrow when the come near, and just move away underground.
     
  13. Mattbaumann777

    Mattbaumann777 New Member

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    I hope they bring Lurkers back so they can stop attacks like that or mass Zealots. I haven't seen many players building multiple Hatcheries on the Sc2 beta videos. Is that still a widely used strategy?
     
  14. Egocentric

    Egocentric New Member

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    The queen spawns Larvas every 45 seconds so you dont need hatcheries.
     
  15. Gardian_Defender

    Gardian_Defender New Member

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    yea the larva ability is pretty insane, you can have a main and a natural and bring you're queen back and fourth throughout the entire game because of the rates of the energy that comes back and the speed at which stuff spawns. Its pretty awesome!
     
  16. asdf

    asdf New Member

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    given how fragile banelings are, pretty much any splash damage attack would take out the majority of them.
     
  17. EonMaster

    EonMaster Eeveelution Master

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    For question about if they are stoppable, check out the first vid:
    [youtube]vD11iPX8YcY[/youtube]


    However, it seems vikings don't fare as well against them. It does show off how good the AI is against buildings though:
    [youtube]4hgLCvNKtWE[/youtube]
     
  18. FFenix

    FFenix New Member

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    You need one queen per hatchery if your apm allows it, because it takes 25 energy for spawn larva and 40 seconds before the hatchery can be casted on again. It takes about 45 seconds to get the 25 energy, so there should be no SPARE energy left and tons and tons of larva, but only enough for one base.

    For mass banelings, they are only good against light units, they are garbage against armored units, especially in numbers. Hunter seeker missiles, tanks, collosus, immortals, stalkers, roaches, and everything basically armored does wonders!
     
  19. asdf

    asdf New Member

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    wow, i love the pathfinding in those videos. that huge mass of banelings just flows around the buildings like some goopy liquid... freaky...
     
  20. Gardian_Defender

    Gardian_Defender New Member

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    nvr you played the beta? *cought* I mean at least the crack?*cought*
    cuz I get the queen to move from my main too my natural and as long as I get to my queen pretty fast after the larae spawn it seems that the queen has enough energy. Idk I look into that next time I play, but you're logic makes sense, just not the gameplay. (there's always the human element though)