Do you think that a unit that takes 0.5 supply and cost only 50/25 should have 35 hp and should able to two shot 12 marines ? 2 banlings costs 100/50 and can one shot 12 marines (600 minerals) even if they coming from front
Baneling cost 25 / 25 (+ 25 from the zergling cost) = 50/25 and it’s a 0,5 unit supply.
Maybe increase supply of baneling from 0,5 to 1 OR nerf HP and delete the refund 75% gold and gas when they get kill during the morphing process.
Edit : Mines costs 75/25 and take 2 supplys when banelings cost 50/25 and take 0,5 supplys ! Mines damage decrease when you are not in the middle of the shot when banelings dont have decrease damage when you are not in the middle of the explosion.
You do realize the only way you’re going to get 12 marines is if the baneling is in the middle of the marines…on top of that it takes 2 banes to kill marines when on equal upgrades.
So yes, 100/50 to kill 50/0 better come with the potential for splash damage considering I have to kill at least 3 marines for every 2 banelings to trade close to equal.
You are right, 2 banelings but it’s overkill, you can just hit with 1 baneling and 3 auto-hit of 1 zergling finish 1 marine.
But even 100 minerals / 50 gas / 1 supply for 2 banelings is a bit overpower. You can kill 12 marines (600 Mineral) easily without being in the middle of the marine ball. You can try it in LOTV unit tester
So what you’re saying is in a vacuum environment with no micro a unit is good. Wow, I bet this can’t be replicated with any other unit besides the baneling.
(Actually, this does take micro…you have to stop the marines from firing because they’ll kill the banelings before the connect)
My point is, just by pre-splitting and using a couple siege tanks (aka a real world encounter of the baneling) you decrease the value of the unit massively.
There’s a reason pro level terrans don’t think Banelings are an issue.
Yes, also under these conditions a wm can kill 21 banelings and you only need one and banelings are much more expensive than marines I think I’m going to make a thread like this and I’m going to change baneling for wm
mines also have the potential to fire multiple time and after the drilling claw upgrade you need to be creative to kill them, either get detection or try to disarm them with splash damage, good thing is they have 90!!! health and are able to target air while banelings are onetime usage that can’t harm air units at all
When Zerg can easily a + click from differents sides and stop manage their units, it’s hard for terran to split every marines balls. Innovation lose against Serral on Triton because Serral randomly a click some runby and lose a bunch of marines against a little group of banelings because he can’t split everywhere
Inno also 3-0’d Serral before that so this argument of yours is on shaky ground. Seems like that’s a balanced matchup and you’re just looking to get into GM easier.
In fact, TvZ had a 51% winrate for Terran at HSC so technically zerg is slightly lagging despite the supposedly OP Baneling (probably because it’s not OP)
Lastly, it’s literally not an a-move with banelings when there’s anything but pure marines. You have to move command, split, and a-move individual groups of banes or you end up wasting 12 of them on a siege tank, 4-5 of them on a single marauder, or 2 of them on a single marine.
Considering that Banelings are a much more mobile unit with a much wider AOE, they would be broken if they could hit air.
Banelings are just “barely” balanced now by a combination of Forcefields, splash, and splitting; which all require far more effort for the other player than the Zerg player.
Yeah and they take 50% less supply so it’s not much more. And in early game mineral is more important than Gas for zerg because they can only defend with queens and zerglings and spamming drones.
Would you like your marines to occupy half the supply but with 25 extra gas cost? I would have no problem accepting a baneling that only costs minerals (75) and occupies one of supply