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Thread: Detonate Burrowed Banelings

  1. #31

    Default Re: Detonate Burrowed Banelings

    For the burrow closer to the minerals thing, in place of teching detection early, we can "try" to build a non-command center or nexus building and moving the building placement cursor around the minerals. If unbuildable spots are seen, then there is something probably burrowed there.


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  2. #32
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    Default Re: Detonate Burrowed Banelings

    Wheeee! I am pleased at this development .

    Although it could be outdated by now, I recall hearing that Zerg T2 - even in StarCraft 2 - wasn't quite as powerful as the other races', so I figure that Banelings would serve a similar function as SC1 Lurkers in that it makes it tricky to push against a Zerg player without detection. At least, more so than if they had to unburrow first .

  3. #33
    Alterran's Avatar Junior Member
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    Default Re: Detonate Burrowed Banelings

    edit:nvm
    edit again:
    I meant to say that for trying to build stuff non-nexus/command/hatchery you will need some space, i think u can burrow units between the minerals anyhow to avoid detection (even if most players wont bother to look).
    Last edited by Alterran; 02-12-2010 at 09:17 PM.

  4. #34
    Pandonetho's Avatar SC:L Addict
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    Default Re: Detonate Burrowed Banelings

    1.) don't deny it with a baneling, deny it with a zergling.
    2.) keep a few burrowed and rather than killing one probe, let the expansion finish, and once they have moved about 10-20 workers to mine from it, blow them all up
    3.) let them expand, pretend you don't know, time your attack for when the expansion finishes
    4.) expand yourself or double expand, or tech, use the knowledge you know and don't let them know you know
    Wow, I actually missed a lot of facts in my train of thought. Anyway, you're right, I see your point now. I completely forgot about just using a Zergling or something (since I was so focused on the discussion of the baneling).

  5. #35
    Operatoring's Avatar Junior Member
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    Default Re: Detonate Burrowed Banelings

    Quote Originally Posted by don View Post
    For the burrow closer to the minerals thing, in place of teching detection early, we can "try" to build a non-command center or nexus building and moving the building placement cursor around the minerals. If unbuildable spots are seen, then there is something probably burrowed there.
    That is a good idea. But how many people would have time for this in a heated match. People really didn't do it in SC1.

    The detonate while burrowed thing really doesn't make a difference. If the Baneling unburrows and the units kill them, they are going to take the damage anyway. This just gets rid of redundancy.

  6. #36

    Default Re: Detonate Burrowed Banelings

    Quote Originally Posted by don View Post
    For the burrow closer to the minerals thing, in place of teching detection early, we can "try" to build a non-command center or nexus building and moving the building placement cursor around the minerals. If unbuildable spots are seen, then there is something probably burrowed there.
    If the UI displays unbuildable terrain spots as it used to, couldn't you just have the banelings up against the minerals and the squares around it are going to show up as red no matter what?

  7. #37

    Default Re: Detonate Burrowed Banelings

    Quote Originally Posted by rcp181 View Post
    If the UI displays unbuildable terrain spots as it used to,
    i see no reason to believe that it should, since iirc they aready removed this in wc3; you have to actually give the building order and have the worker attempt start building to get the notice that its actually blocked.

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