They weren’t at all.
Mutalisk have micro potential.
Broodlords had a bug that make them have over 15+ range
They weren’t at all.
Mutalisk have micro potential.
Broodlords had a bug that make them have over 15+ range
Agree 100%. Remove them both from the game.
This unit idea could’ve come from Michael Bay, or some equally moronic CEO that thinks he knows games because he watched a transformers movie one time.
Imagine it. “Big explosions, giant mecha, slow move speed to show how friggin huge the thing is. I’m tellin ya, the rubes will lap this crap up. Micro? What the hell is that? You have a micro peen if you think that’ll sell. This is america, we make things supersized here. Extra large fries, extra large guns, and extra large friggin explosions. Stick Schwarzenegger in that thing and you’ve got yourself a god damn video game. Tell those pencil necks to have it in the game by Friday. And call up Mickey from sales, it’s booze o’ clock and I know this great strip joint we can all go to.”
lol, I guess you just a-move infestors? You’re such a waste of time. I hate the fact that the ignore button is gone.
Spamming IT’s isn’t micro.
fungal, ITs and neural aren’t micro but a-moving bio is. lol, the geniuses in this place.
If you A move the Bio, you lose the Bio.
But a-moving infestors works…
Honestly, they’re no winning with whiners who think mech takes micro and infestors don’t. Keep crying like a baby with your plat league knowledge.
Spamming IT’s =/= Micro
Splitting Bio to dodge splash, surround and concave = Micro.
One problem with zerg spells is they reduce counterplay, which has the effect of lowering the overall skill ceiling.
When a player gets hit by psi storm they can dodge out of it. Often with fast moving units like bio. The protoss has to respond at an equally fast pace by placing a storm where the units are going to be.
With zerg, the targeted units get slowed by fungal and the zerg can just keep clicking at roughly the same spot. (Chain fungal)
Same thing with neural - the targeted player literally loses control of their unit when hit by it. The zerg can then pull the unit towards his army and kill it at his leisure.
Moving your infestors back and forth to cast spells, then retreat just out of range, is in fact decent micro. Similar to controlling ghost and HTs. The difference is ghosts and HTs don’t restrict the enemy’s units from microing back. Hence, zerg does not have to fight a micro “battle” they just have to land their spells.
Zerg spells that are actually good, micro wise, are ravager bile, blinding cloud and to some extent, queen heals. The reason is they strike a good balance between requiring the zerg to micro, and allowing the enemy to micro back to mitigate the effect. Bile can be defeated by dodging, blinding cloud by moving out of it, and queen heals via focus fire.
Compare this to a broken spell like para bomb that requires much more micro to defend against, than to cast. Or a spell like abduct that effectively 1 shots things.
I have. It has more micro potential than a thor blob but still infinitely less than MMM. 0.1 is technically more micro than 0.00000001, but it’s still no micro.
I can name one that has infinitely more micro potential: the baneling.
So you admit that you’re saying cyclones have no micro potential?
Move clicking forward and move clicking backwards, with the occasional split micro, isn’t micro.
Banelings are just A move suicide units.
Marines are just amove suicide units.
See? I can do that too!
Brood Lords. Produce. Free. Units.
An advantage that in no way, shape or form outweighs the disadvantages in the slightest.
Correction. They encourage it. Fungal for example encourages counter-play by making terrans split marines to counter the fungal. It was the same with widow mines and ling bane muta in HotS. Now tanks hit you from so far away, and give no indication of where they will hit (the only splash in the game with that attribute) and thus counter-play is impossible. The same with the Thor. They just blast !@#$ into oblivion and that’s all there is to the unit. Marines could do the same, but they had to dodge fungals and banelings while doing it to make it happen.
It’s a flying building that gets to throw out free zerglings units every second. And, get this, you mass them. They only cost 2 supply. 12 of them is only 24 Supply. In 10 seconds, that’s 50 free units. If your only argument is “they aren’t good, because the other team can stop you from getting them”, then you have tacitly admitted that the only counter to Brood Lords is stopping them in the first place…
That’s true of ALL units, so that’s hardly an argument.
It’s easier said than done. Zerg Corruptors need to cost 3 or 4 Supply. #BalanceTeam - #2 by FriendlyTOSS-1327