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Active: 1685 users

Dark Swarm in SC2?

Blogs > FlaShFTW
Post a Reply
1 2 3 Next All
FlaShFTW
Profile Blog Joined February 2010
United States10215 Posts
Last Edited: 2011-09-23 23:18:34
September 23 2011 21:54 GMT
#1
Hey TL,

So some friends and I were just theorycrafting about Starcraft 2. I was talking about how good Dark Swarm is in BW for Zerg which I was talking about BW (me being a BW nerd while them being SC2 nerds). Our Masters Zerg friend is interested in a DS concept in SC2 and comes up with the following.

His idea: Get rid of contaminate ability on the overseers (Why: Almost no one uses it) Put in Dark Swarm + Consume (Why: So that Zerg doesn't get completely rofl stomped by marines everyday and it makes Zerg's extremely un-cost efficient units more cost effective) and then increase the cost and build time of the overseers (Why: To counter balance the previous reason)

My ideas: Decrease movement speed of the overseer (Why: So you need to micro them more)

What do you guys think? I'm not a SC2 expert, but I think it would be a cool addition.

-FlaShFTW

P.S. This is in no way attempting a SC2 balance debate. Thank you.

EDIT: How about no consume? What do you guys think now? Also, for the cost, what would you guys suggest? Possibly 150//250? So if I were to take consume out, they are more prone to the EMP//Feedback, thus equaling things out a bit. Also, what about having dark swarm a RESEARCH requiring something like a Hive? That way people don't just go like lair rush into dark swarm + lings early vs a purely marine ball with like 2 tanks or something.

*
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Emporio
Profile Blog Joined December 2010
United States3069 Posts
September 23 2011 21:57 GMT
#2
lol, I guess even with the decreased movement, you could still use overseers to scout, since you could just cast dark swarm and move the overseer in and allow it to get inside the base without dying.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Stijx
Profile Blog Joined February 2011
United States804 Posts
September 23 2011 21:57 GMT
#3
I think it would be way to good, to be honest with you.
Louuster
Profile Joined November 2010
Canada2869 Posts
September 23 2011 21:57 GMT
#4
Bad idea, they just made overseer cheaper on gas for a reason.

Id love to have dark swarm but not at the cost of having slow, expensive overseers
Kim Taek Yong fighting~
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2011-09-23 22:02:46
September 23 2011 22:02 GMT
#5
Eh, the last thing SC2 needs is more aoe imo.

So many better things to borrow from BW. Start with proper Carrier/interceptor range mechanic. -_-
zappa372
Profile Blog Joined June 2010
Chile365 Posts
September 23 2011 22:04 GMT
#6
On September 24 2011 06:57 Emporio wrote:
lol, I guess even with the decreased movement, you could still use overseers to scout, since you could just cast dark swarm and move the overseer in and allow it to get inside the base without dying.


Just works with ground

As someone said, if bw, back in his release time were being balanced by blizz and the users. The lurker and the defiler wouldn't have made it into the game.



EE HAN TIMING!
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
September 23 2011 22:05 GMT
#7
No, overpowerd as hell, especially with creep speed zerglings and the clumping mechanism

also

Fungal+Dark swarm


.......

sup bro?
WriterXiao8~~
DreamChaser
Profile Blog Joined February 2011
1649 Posts
September 23 2011 22:07 GMT
#8
Dark swarm was such a fun spell but i would have to disagree because then zerg would actually be suppppeeeerrrr broken why? Hydralisk and Roaches perform a meele attack when they are close enough to enemy units. So by allowing DS back in zergs could effectively demolish every thing because terran has no meele units early on and toss only has zealots to get rofl stomped.
Plays against every MU with nexus first.
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
September 23 2011 22:07 GMT
#9
Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is.
Way to much room for abuse.
Call me Marge Simpson cuz I love you homie
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 23 2011 22:13 GMT
#10
Dark swarm is too cool for sc2
Writerptrk
EcterA
Profile Blog Joined March 2009
United States949 Posts
September 23 2011 22:14 GMT
#11
On September 24 2011 07:07 PassiveAce wrote:
Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is.
Way to much room for abuse.

I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t.

NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
September 23 2011 22:23 GMT
#12
On September 24 2011 07:14 EcterA wrote:
Show nested quote +
On September 24 2011 07:07 PassiveAce wrote:
Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is.
Way to much room for abuse.

I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t.



Wouldn't hellions hit under darkswarm??
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Archas
Profile Blog Joined July 2010
United States6531 Posts
September 23 2011 22:23 GMT
#13
Nah, I don't like it. I think that increasing the cost and build time of the Overseer, along with decreasing its movement speed, would make Zerg too vulnerable to cloaked units. Not to mention that Dark Swarm would be OP. Like, totally broken.
The room is ripe with the stench of bitches!
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
September 23 2011 22:24 GMT
#14
Wouldn't work with SC2 supermegaultra-noob-friendly mechanics. Casting a corridor of zerg immortality in SC2 would take no effort at all.... just as seen with FFs, storms, FGs and so on...

There are many aspects of BW which made it the perfect game and requires the player to have a minimum skill (no smartcasting, limited selection, no MBS, etc) which applied to a dumbed down version of the game would just not work.
"When the geyser died, a probe came out" - SirJolt
Hier
Profile Blog Joined November 2009
2391 Posts
September 23 2011 22:24 GMT
#15
Well there's already a mutant version of the Dark Swarm in SC2. It is the Point Defense Drone. But even so, simply adding that to the game without balancing anything else would be unreasonable.
"But on a more serious note..." -everyone on this forum at some point.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
September 23 2011 22:26 GMT
#16
Fungal needs to go and change back into plague if you're putting dark swarm in the game. Also as mentioned increasing cost / build time of overseer is bad unless you give zerg more detection.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
September 23 2011 22:29 GMT
#17
On September 24 2011 07:23 NuKedUFirst wrote:
Show nested quote +
On September 24 2011 07:14 EcterA wrote:
On September 24 2011 07:07 PassiveAce wrote:
Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is.
Way to much room for abuse.

I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t.



Wouldn't hellions hit under darkswarm??


Yes and no, their splash damage would hit but their main target wouldn't be hit, they'd still do damage.
Same with siege tanks, their splash would hit but their main target would be invurnable.
WriterXiao8~~
josemb40
Profile Blog Joined March 2009
Peru611 Posts
September 23 2011 22:38 GMT
#18
i like the idea, too bad blizzard isnt lurking this thread right now
wiiiiiiiiiiiiiiiii
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
September 23 2011 22:38 GMT
#19
Dark swarm would be waaaaaay too good on overseers I feel. They would be the only spellcasters to cost no supply so you could mass them up lategame and have infinity swarms with a huge army. Also by design, I don't really like the idea. Either get defilers back in because they're cool or put it on the infestor, but I'm very leery of that. Fungal, IT, NP, and then dark swarm all on one unit would not be desirable at all.
idk. It doesn't fit overseers to have that type of support role. Overlords poop creep, depots wall in and pylons warp in. It feels out of place to have dark swarm on overseers. Added time and cost on overseers would also make scouting and detection very difficult.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
September 23 2011 22:40 GMT
#20
That would be a terrible terrible joke if it came through.... Having a spell like DS on a 50 gas no food unit. No thanks ^^
~~~Liquid Fighting (SC2)~~~
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