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Dark Swarm in SC2? - Page 2

Blogs > FlaShFTW
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Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
September 23 2011 23:00 GMT
#21
On September 24 2011 07:07 DreamChaser wrote:
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.


Perhaps T are getting a unit that would be able to counter it?
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
L_Master
Profile Blog Joined April 2009
United States8017 Posts
September 23 2011 23:02 GMT
#22
So much for stalker ball.
EffOrt and Soulkey Hwaiting!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 23 2011 23:14 GMT
#23
On September 24 2011 07:29 Kipsate wrote:
Show nested quote +
On September 24 2011 07:23 NuKedUFirst wrote:
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.


Their attack is the same as a lurker's so it actually would hit completely.
FlaShFTW
Profile Blog Joined February 2010
United States10289 Posts
September 23 2011 23:15 GMT
#24
On September 24 2011 07:40 Yamulo wrote:
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 ^^

Yeah you wanna read my entire thing before you assume that I'm not trying to change the cost? Lmao, please read first before commenting so you fully understand the idea.

Back to the thread: What about if I were to make it no consume? terran just needs to make a couple of ghosts to EMP while toss can easily just feedback? will put this in the edit.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
reneg
Profile Joined September 2010
United States859 Posts
September 23 2011 23:19 GMT
#25
On September 24 2011 08:15 FlaShFTW wrote:
Show nested quote +
On September 24 2011 07:40 Yamulo wrote:
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 ^^

Yeah you wanna read my entire thing before you assume that I'm not trying to change the cost? Lmao, please read first before commenting so you fully understand the idea.

Back to the thread: What about if I were to make it no consume? terran just needs to make a couple of ghosts to EMP while toss can easily just feedback? will put this in the edit.


It'd still be ridiculously broken, especially if you got it at lair. That's part of the reason Dark Swarm was such a great spell to go for, it was an end game spell.

You couldn't stumble upon it at like, 6 minutes into the game, and then just totally rape face

you'd have to change something about it drastically, either make it basically use all of an overseer's energy, no consume, or something equally ridiculous.
moose...indian
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
September 23 2011 23:19 GMT
#26
Would still be overpowerd, an overseer is too mobile(even with a slower overseer, air gives alot of advantages)even if it was implemented it would have to be hive tech minimum

and due to the clumping mechanic and fungal growth it would still be way too strong, coupled with smartcasting.

Also, the power of dark swarm is not neccesarily that you put it on enemy when you engage, but it is also incredibly strong at defending, you need a decent amount science vessels with your bio or alot of mech in BW attempting to destroy lurkers with swarm on top of that. Its not only a very powerfull offensive tool, but also an incredible good defensive tool.
WriterXiao8~~
Severus_
Profile Blog Joined October 2010
759 Posts
September 23 2011 23:22 GMT
#27
Mass bane with ds,4 full nrg infestor drop + dark swarm with infested marines in your base gl. With no siege unit for the zerg and the banes DS is a joke.....
DocNemesis
Profile Blog Joined April 2011
Philippines446 Posts
September 23 2011 23:29 GMT
#28
That might work. Contaminate is something I never found to be very useful except in ZvZ matchups. Dark Swarm would be a good substitute, but I would hate it when people call "imba" on that. Then again.... I wouldn't mind it as well.
Here to kick ass....with Violence. And I got a blog site: http://nemesistrestkon.wordpress.com
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 23 2011 23:55 GMT
#29
Dark swarm made the cut into SC2, it's called PDD. I've said it before, there really isn't that much in SC2 that wasn't in SC1, it's just been mashed up. I think it would be silly to duplicate the ability, but do think something needs to be added to the overseer. My personal favorite idea is a mash-up of Parasite and Blind which would work like the following: when a unit is targeted it grants its vision to the overseer and the vision for that unit's owner is in turn reduced to effectively 0 (.5 or whatever is required to just see the unit). For 15 seconds the two visions fade back to normal -- the overseer's player loses vision radius around the unit and the unit's player gains vision radius back. In this way, an overseer can cast the spell on say a viking and then run away in a direction opposite the direction the viking is taking. The viking has to guess the retreat trajectory whereas the overseer knows exactly which way to go to save itself from the viking. It's not the most amazingly game breaking spell, but it could save an overseer or two from needing to be morphed again and it promotes micro.
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Archas
Profile Blog Joined July 2010
United States6531 Posts
September 24 2011 00:21 GMT
#30
On September 24 2011 08:29 DocNemesis wrote:
That might work. Contaminate is something I never found to be very useful except in ZvZ matchups. Dark Swarm would be a good substitute, but I would hate it when people call "imba" on that. Then again.... I wouldn't mind it as well.

People call it imba because... it is. At least in its BW form, Dark Swarm would be ridiculously overpowered if translated into SCII. AoE undispellable pseudo-invincibility wherever you want it, whenever you want it, is a bad idea. It'd be akin to (for example) giving High Templar their BW storms along with Khaydarin Amulet; it's simply too powerful.
The room is ripe with the stench of bitches!
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
September 24 2011 00:44 GMT
#31
On September 24 2011 08:55 HypertonicHydroponic wrote:
Dark swarm made the cut into SC2, it's called PDD. I've said it before, there really isn't that much in SC2 that wasn't in SC1, it's just been mashed up. I think it would be silly to duplicate the ability, but do think something needs to be added to the overseer. My personal favorite idea is a mash-up of Parasite and Blind which would work like the following: when a unit is targeted it grants its vision to the overseer and the vision for that unit's owner is in turn reduced to effectively 0 (.5 or whatever is required to just see the unit). For 15 seconds the two visions fade back to normal -- the overseer's player loses vision radius around the unit and the unit's player gains vision radius back. In this way, an overseer can cast the spell on say a viking and then run away in a direction opposite the direction the viking is taking. The viking has to guess the retreat trajectory whereas the overseer knows exactly which way to go to save itself from the viking. It's not the most amazingly game breaking spell, but it could save an overseer or two from needing to be morphed again and it promotes micro.


Thing is... the PDD is not Dark Swarm... lol. Simple example: does it nullify archon damage when in use? Dark Swarm certainly did.
Tomken
Profile Joined January 2010
Norway1144 Posts
September 24 2011 00:54 GMT
#32
On September 24 2011 07:13 ArvickHero wrote:
Dark swarm is too cool for sc2

YY they tries to outcool it with mothership, harharhar
MBCGame HERO FIGHTING!!!~
xHassassin
Profile Joined November 2010
United States270 Posts
September 24 2011 01:07 GMT
#33
Terran has no melee units.

GG TvZ
FlaShFTW
Profile Blog Joined February 2010
United States10289 Posts
September 24 2011 02:26 GMT
#34
On September 24 2011 10:07 xHassassin wrote:
Terran has no melee units.

GG TvZ

Splash. Hellion + tank.

how did terran go against this in BW when they didn't have hellions back then? im not trying to turn this into a BW vs SC2 discussion either
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
September 24 2011 03:01 GMT
#35
Could you imagine irradiate in blobcraft?
Azure Sky
Profile Joined April 2010
United States52 Posts
September 24 2011 05:04 GMT
#36
On September 24 2011 11:26 FlaShFTW wrote:
Show nested quote +
On September 24 2011 10:07 xHassassin wrote:
Terran has no melee units.

GG TvZ

Splash. Hellion + tank.

how did terran go against this in BW when they didn't have hellions back then? im not trying to turn this into a BW vs SC2 discussion either

Terran had a couple more viable options in BW. Against dark swarm they could use stimmed firebats, siege tank splash damage (remember that siege tanks do 70 base damage in BW), spider mines, and 75 energy irradiate. In SC2 I believe terran's only options would be hellions, (weaker) siege tank splash, hunter seeker missile, and 250mm strike cannons. I suppose the biggest difference would be the lack of irradiates or something similar to help keep the overseer count in check.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 24 2011 06:11 GMT
#37
Honestly Dark swarm would make zerg overpowered tbh. zvt is already pretty balanced imo and this would completely break it (zvp would force toss to have to all in or lose lol).
When I think of something else, something will go here
GhostOwl
Profile Blog Joined July 2011
766 Posts
September 24 2011 07:28 GMT
#38
On September 24 2011 09:44 MorningMusume11 wrote:
Show nested quote +
On September 24 2011 08:55 HypertonicHydroponic wrote:
Dark swarm made the cut into SC2, it's called PDD. I've said it before, there really isn't that much in SC2 that wasn't in SC1, it's just been mashed up. I think it would be silly to duplicate the ability, but do think something needs to be added to the overseer. My personal favorite idea is a mash-up of Parasite and Blind which would work like the following: when a unit is targeted it grants its vision to the overseer and the vision for that unit's owner is in turn reduced to effectively 0 (.5 or whatever is required to just see the unit). For 15 seconds the two visions fade back to normal -- the overseer's player loses vision radius around the unit and the unit's player gains vision radius back. In this way, an overseer can cast the spell on say a viking and then run away in a direction opposite the direction the viking is taking. The viking has to guess the retreat trajectory whereas the overseer knows exactly which way to go to save itself from the viking. It's not the most amazingly game breaking spell, but it could save an overseer or two from needing to be morphed again and it promotes micro.


Thing is... the PDD is not Dark Swarm... lol. Simple example: does it nullify archon damage when in use? Dark Swarm certainly did.


......you're wrong.

Dark swarm lowered Archon damage but it did not nullify it. PDD is more expensive but the concept is the same.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
September 24 2011 07:28 GMT
#39
There was once a time when Dark Swarm and Plague were Infestor spells, or at least according to the Starcraft Wiki (not Liquipedia).

Anyways, balancing Dark Swarm and Consume with smart-cast would be a tricky business, especially if you want to give the spells to the Overseer. I can only imagine unstoppable Zerg doom drops with Overseers supporting with their Dark Swarm.
ㅇㅅㅌㅅ
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2011-09-24 09:53:57
September 24 2011 09:52 GMT
#40
On September 24 2011 14:04 Azure Sky wrote:
Show nested quote +
On September 24 2011 11:26 FlaShFTW wrote:
On September 24 2011 10:07 xHassassin wrote:
Terran has no melee units.

GG TvZ

Splash. Hellion + tank.

how did terran go against this in BW when they didn't have hellions back then? im not trying to turn this into a BW vs SC2 discussion either

Terran had a couple more viable options in BW. Against dark swarm they could use stimmed firebats, siege tank splash damage (remember that siege tanks do 70 base damage in BW), spider mines, and 75 energy irradiate. In SC2 I believe terran's only options would be hellions, (weaker) siege tank splash, hunter seeker missile, and 250mm strike cannons. I suppose the biggest difference would be the lack of irradiates or something similar to help keep the overseer count in check.


Snipe and EMP (maybe not EMP) would also be options to consider. Imo, Dark Swarm in SC2 doesn't have lurkers, so you can't really push anyways. Imo, they need to reintroduce some other way for Zerg to hold ground without rolling the dice with burrowed banelings. If you don't know what I'm talking about, try moving marines up a ramp in BW that has lurkers at the top.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
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