On December 16 2012 03:12 caradoc wrote: *shudder*
There's already too much a focus on air in HotS imo.
Then this one could decrease that focus if they are good on countering protoss air for example. Although i agree there are so many air units being used (for Protoss at least atm). Almost makes maps completey irrelevant.
On December 16 2012 03:14 Bagi wrote: I dunno, I think making locusts suicide units (flying or not) only makes one of swam hosts biggest problems even worse: either you have enough of them and completely destroy their defenses while they can't do much to respond, or you don't have enough and end up doing nothing at all.
Making the locusts only deal little damage while exploding doesn't really make sense either, that means swarm hosts are a nuisance at best and can't be used for their intended purpose, breaking through enemy lines.
Suicide Locusts can fly at same speed, probably higher. If you're too aware about defences, just disallow locusts to attack buildings.
There's already too much a focus on air in HotS imo.
There are many anti-air options in game also.
* widow mines hit air * thor anti-light splash attack will work against suicide locusts instead siege tanks * marines still can work a bit against them * vikings can work against them * phoenixes * stalkers * void rays * corruptors now are usable in zvz * hydralisks gets some usage too in zvz
Also why you moved to SC2 forum, if it's more a HOTS discussion? Many things listed in this thread only works in HOTS, including new phoenixes, widow mines, swarm hosts themselfs
Honestly, this scourge idea seems like recycling or taking ideas from other games, I'd rather see new original units.
Other games? Scourge was in BroodWar. Flying scourge-analogue was in Perimeter-RTS. Swarm Host is a unit with same idea as Lurker. Widow Mines - they're mines, like in BroodWar. The difference is just mechanic and roles. Same for these flying kamikaze Locusts. Scourges atacked air only, these locusts will kamikaze onto ground units. Scourges were fast, locusts can be slow (a bit faster, than 1.88, but still slow, like 2.25). These locusts will not be able to attack buildings, when banelings can do that
I would be interested to hear the descision of choosing Corruptor instead of Scourge as an anti air unit, i cannot get my head around it, Corruptor is soooo one dimensional
On December 16 2012 04:33 Evangelist wrote: Is it really necessary to push battlecruisers even further into the mire and make them that easy to counter?
What? I'm not following you, you're using bcs in TvZ?
Air locusts would be a lot cooler, and would fit the name better. They should totally make them air again, but make the locusts themselves weaker to compensate for that fact.
Terrible idea. All you're suggesting is making the swarm host into a ranged unit. That has to burrow to shoot. And the damage isn't instant. The spawned Locust's would have to be nukes to be worth making at all. Then all you have is high front loaded damage and we all know that makes battles last 2 seconds.
The swarm host is supposed to be a siege unit. Not a nuke dropper.
On December 16 2012 04:17 zhurai wrote: I don't really like the idea of buffing free units.
also why's a topic about hots in the sc2 (wol) forums.
This. Also I'm pretty sure Z does not need a buff at all right now. to do this buff, then some nerf must be done.
I'm not sure if you actually got that the locusts come from the swarm host, and the sh are only available in HOTS.
You can't say zerg needs a nerf in hots, the game isn't even released yet it's not time yet to talk about balance between races lol. Clueless comment to say the least.
EDIT : Also, this thread is not about buffing the locust, just re-designing it. Maybe making the locust an air unit would make it better, but I would hardly call this a buff as it would be a whole new unit.
I like this idea, it seems more interesting than the current swarm host model. Also, another unit that isn't affected by forcefields would make zvp a better matchup in my opinion.
On December 16 2012 03:35 thoraxe wrote: Honestly, this scourge idea seems like recycling or taking ideas from other games, I'd rather see new original units.
Then you might want to come up with an "original" idea yourself ...
There are only a limited number of concepts available and everything "new" is just a new recipe with the same old ingredients. There are only 2 ways to deal damage for example: "1-effect" OR "over time"; then you have to decide: "AoE" or "single target"; then you pick a "method of delivery": spell/missile/machinegun/cannon/acid/...
Just unlearn this useless "new original" phrase, because it is very very empty.
On the topic of flying locusts ... its terrible to have free units, but to make them flying would be even more terrible and would only work with a serious limitation like only being able to shoot air or being made of paper or whatever.
On December 16 2012 02:48 Existor wrote: Everything can be balanced. Everything. Buff health a bit, change their speed, add some armor, etc. But flying kamikaze-to-ground locusts will be more fun, than current low-ranged roaches with hydra-HP and slow speed.
While we're at it, let's also add every single unit and ability from the WoL campaign to multiplayer. This will solve every problem in the game! Don't worry, bro. Everything can be balanced. Everything. Oh, let's also add the hybrid race to the game too! There will be no problem at all with this idea, because I, myself, thought of it and can't see past the idea of fun and interesting. I'm not going to bother posting my ideas/suggestions in the battle.net forums, because who cares about TL forum guidelines!