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Active: 1132 users

Dark Swarm in SC2?

Blogs > FlaShFTW
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FlaShFTW
Profile Blog Joined February 2010
United States10269 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)~~~
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 States10269 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.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
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 States10269 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
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
September 24 2011 10:00 GMT
#41
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


Irradiate destroyed any hightech units, such as lurkers but mainly defilers and ultras.

Siege tanks were much better in BW, dealing much more damage and costing a baffling 2 supply instead of 3. Moreover, you had mines, which also went through dark swarm to cause severe aoe damage.
WriterXiao8~~
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 24 2011 10:46 GMT
#42
It's pointless trying to think of ways to balance this in sc2 without it actually being put in, but it's obvious a lot of things have to change. Also don't really see the need for it as it is. I think broodlords and ultras sort of serve a similar purpose in being able to push a terran. I like dark swarm, but the game just isn't balanced around it, and personally I see ZvT as the most balanced non mirror. Zerg never was about being cost efficient, it's just how the mechanics work.
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
September 24 2011 11:10 GMT
#43
On September 24 2011 06:57 Stijx wrote:
I think it would be way to good, to be honest with you.

Especially considering the fact that overseers are air units and they have high ground vision and they can consume infested terrans.
"windows bash is a steaming heap of shit" tofucake
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 25 2011 02:59 GMT
#44
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 firebats to combat lings since splash was not nullified. They also had tanks, *Mines*, and irradiate.

On September 24 2011 16:28 GhostOwl wrote:
Show nested quote +
On September 24 2011 09:44 MorningMusume11 wrote:
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.

Thank you. The main part of the attack was "nullified" but splash was not, same as a siege shot. Whether or not the mechanics are *exactly* the same does not matter, PDD is still a ranged attack negating ability same as dark swarm.

I'm really surprised you picked archon damage as opposed to something even more simple and a more clear change like marine attack, but whatever, it doesn't change the fact that adding a BW style darkswarm to the game for zerg would essentially be adding a duplicated ability to the current game of SC2.
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