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Pro Opinions: Swarm Hosts and Hellbats - Page 5

Forum Index > StarCraft 2 Strategy
154 CommentsPost a Reply
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iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
May 20 2014 12:03 GMT
#81
Would making massive units immune to abduct break the game?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
FireCake
Profile Joined March 2013
151 Posts
May 20 2014 12:12 GMT
#82
On May 20 2014 20:48 boxerfred wrote:
Show nested quote +
On May 20 2014 20:00 FireCake wrote:
It is weird that nobody mention that ZvZ stalemate appeared because of the last patch.

Since the questions are mostly about SH why not asking these questions to SH players or people who frequently face these players (mech players for example) ?
It seems that Blizzard decided to patch the game because of some games from Stephano, would be nice to hear what he has to say about SH.

Actual problem is the spore buff, as the queen buff was in BL/infestor time. just my opinion.


I was talking about the last patch, not the beginning of HoTs ^^

Even without the spore buff, the SH army is the best composition in ZvZ late game. Look how many times a broodlord need to kill a spore. Big mutas switch could become a little harder to defend for the SH player but if he keeps some infestor/hydra he is completly safe.

On May 20 2014 21:03 iHirO wrote:
Would making massive units immune to abduct break the game?


This would make the abduct spell as useful as the neural parasite.
Progamer
Creager
Profile Joined February 2011
Germany1891 Posts
May 20 2014 12:38 GMT
#83
[image loading] Acer.Nerchio: I don't think there is a problem in ZvT and even if there is, the advantage for Z is really small. I don't quite understand why Terrans don't use the typical bio mine composition that often anymore because it was really good in the past. I believe people follow patterns a little bit too much so if there is a Korean player in a big tournament that shows something else like bio mech then he changes the meta game for the next few months.


Lol what Nerchio doesn't seem to be taking into account is that Widow Mines used to be stronger the past and the meta game hasn't been that figured out, yet.

But overall good read and quite objective opinions not often seen by pros.
... einmal mit Profis spielen!
glaresc
Profile Joined April 2012
31 Posts
May 20 2014 12:53 GMT
#84
Yeah, now ask 10 terran pro gamers that play mech about TvZ mech and let's see if they agree on swarmhosts being fine.
I agree that they are necessary ,but i disagree that they're fine as they are right now. Even a small nerf would keep them very viable versus mech and we won't have to see mech into bio or fast double upgrade bio styles only. It's very map specific that we get to see full on mech nowadays. In my opinion right now swarmhosts are like tanks in siege mode but with longer range. You make enough of them and you lock terran on 3-4 , maybe on very few maps 5 bases and then you take the whole map, get to 10k10k and win. The only way to play mech now is to go all in on 3 base with 2 attack and to turtle to mass raven viking which you can do with bio anyways.
Tosster
Profile Joined August 2011
Poland299 Posts
May 20 2014 13:13 GMT
#85
REMOVE THE SWARMHOST
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-20 13:26:05
May 20 2014 13:22 GMT
#86
On May 20 2014 14:28 Videoboysayscube wrote:
SH are not needed in TvZ mech. A roach/hydra ball with vipers accomplishes the same thing while keeping the match dynamic. Problem is, SH are too easy to use and require no micro, which is why so many Zergs resort to using them.

if roach/hydra is "harder to use" then it does not accomplish the same thing. if your army is easier to control then you have more apm/multitasking etc. to focus on other aspects of the game, your macro, etc. saying a more difficult strategy "accomplishes the same thing" is ridiculous, the whole point of playing is to win as quickly and/or efficiently as you feel you're able to

also swarm hosts are a lategame army which makes them more stable if you have to transition and fail to kill your opponent. hitting a timing requires that you do x amount of damage, creating a macro army means you can stabilize throughout the game. it's the same exact reason mechers turtle to raven/viking, and it's funny because mech players do that compulsively much more reliably than zergs tend to go for swarm hosts. we make swarm hosts if we feel like we have to in order to not die against protoss or mech deathballs.
purakushi
Profile Joined August 2012
United States3300 Posts
May 20 2014 13:23 GMT
#87
Balance aside, the swarm host, as it is currently, is a boring unit. That should be the thing that is addressed first.
T P Z sagi
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
May 20 2014 13:27 GMT
#88
The dichotomy of Korean and Foreign answers is really interesting. It's easy to see why Blizzard is hesitant to make any changes, as the players who play the most have almost no complaints.
TL+ Member
DrMadmaN
Profile Joined April 2014
Russian Federation6 Posts
May 20 2014 13:31 GMT
#89
Guess age of 2 base TvZ play is coming due to servos.
Siempre Loco
Ramiz1989
Profile Joined July 2012
12124 Posts
May 20 2014 13:38 GMT
#90
On May 20 2014 22:23 purakushi wrote:
Balance aside, the swarm host, as it is currently, is a boring unit. That should be the thing that is addressed first.

That depends on the play style and not on the unit itself. Ravens and Tanks aren't really a boring units, especially Tanks that you have to position perfectly for them to be useful, but we still see those Ravens, Tanks and Planetary Fortress turtle mech games that are boring as hell.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
[PkF] Wire
Profile Joined March 2013
France24193 Posts
May 20 2014 13:47 GMT
#91
Very interesting. Almost every pro seem to agree the proposed anti-stalemate changes miss the point. I think they should do as they say : leave everything untouched for the time being, maybe decrease slightly spore +damage vs bio, and test Snute's idea (broodlords rule the sky and can't be abducted).

Everybody seems to agree as well that the hellbat patch should be a good idea to help T in the mu they struggle the most with atm.
klup
Profile Joined May 2013
France612 Posts
May 20 2014 14:24 GMT
#92
On May 20 2014 22:38 Ramiz1989 wrote:
Show nested quote +
On May 20 2014 22:23 purakushi wrote:
Balance aside, the swarm host, as it is currently, is a boring unit. That should be the thing that is addressed first.

That depends on the play style and not on the unit itself. Ravens and Tanks aren't really a boring units, especially Tanks that you have to position perfectly for them to be useful, but we still see those Ravens, Tanks and Planetary Fortress turtle mech games that are boring as hell.



Link us a game where Swarm Host is not used as a boring stalemate unit to start.
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2014-05-20 14:30:10
May 20 2014 14:29 GMT
#93
why they dont just make broodlords frenzy is beyond me
"Technically the dictionary has zero authority on the meaning or words" - Rodya
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
May 20 2014 15:12 GMT
#94
On May 20 2014 23:24 klup wrote:
Show nested quote +
On May 20 2014 22:38 Ramiz1989 wrote:
On May 20 2014 22:23 purakushi wrote:
Balance aside, the swarm host, as it is currently, is a boring unit. That should be the thing that is addressed first.

That depends on the play style and not on the unit itself. Ravens and Tanks aren't really a boring units, especially Tanks that you have to position perfectly for them to be useful, but we still see those Ravens, Tanks and Planetary Fortress turtle mech games that are boring as hell.



Link us a game where Swarm Host is not used as a boring stalemate unit to start.




You're welcome
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
diverzee
Profile Joined September 2010
Sweden992 Posts
May 20 2014 15:13 GMT
#95
The state of the ZvT matchup must be really lopsided when even zerg pros, whose livelihood hinges on their performance, are unanimously willing to admit to having an advantage. I wonder what terran pros would have said had they been asked the same question.

Why can't they revert the mine changes and give it back its original strength? Soulkey beat Innovation during that time. Last year the game was very exciting to watch, and the outcome of zvt matches not as predictable.
Parting
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
May 20 2014 15:43 GMT
#96
On May 20 2014 23:24 klup wrote:
Show nested quote +
On May 20 2014 22:38 Ramiz1989 wrote:
On May 20 2014 22:23 purakushi wrote:
Balance aside, the swarm host, as it is currently, is a boring unit. That should be the thing that is addressed first.

That depends on the play style and not on the unit itself. Ravens and Tanks aren't really a boring units, especially Tanks that you have to position perfectly for them to be useful, but we still see those Ravens, Tanks and Planetary Fortress turtle mech games that are boring as hell.



Link us a game where Swarm Host is not used as a boring stalemate unit to start.


AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
Squat
Profile Joined September 2013
Sweden7978 Posts
May 20 2014 16:08 GMT
#97
On May 21 2014 00:13 diverzee wrote:
The state of the ZvT matchup must be really lopsided when even zerg pros, whose livelihood hinges on their performance, are unanimously willing to admit to having an advantage. I wonder what terran pros would have said had they been asked the same question.

Why can't they revert the mine changes and give it back its original strength? Soulkey beat Innovation during that time. Last year the game was very exciting to watch, and the outcome of zvt matches not as predictable.

Huh? Pros are usually pretty honest about this stuff. When you say their livelihood depends on it, it's a truth with some modification. Their livelihood fundamentally depends on people watching the game, and if it becomes heavily imbalanced or boring, people will stop watching and their careers will cease to exist. Sc2 has already taken more beatings than Stalingrad in this respect, I think most pros are perfectly aware of the fact that unless people tune in, winning or losing makes no difference.

Stephano always said straight up that zerg was OP vs toss in WoL, even as he was running roughshod over Code S protosses.
"Digital. They have digital. What is digital?" - Donald J Trump
alpenrahm
Profile Blog Joined December 2010
Germany628 Posts
May 20 2014 16:24 GMT
#98
On May 21 2014 00:13 diverzee wrote:
The state of the ZvT matchup must be really lopsided when even zerg pros, whose livelihood hinges on their performance, are unanimously willing to admit to having an advantage. I wonder what terran pros would have said had they been asked the same question.

Why can't they revert the mine changes and give it back its original strength? Soulkey beat Innovation during that time. Last year the game was very exciting to watch, and the outcome of zvt matches not as predictable.



they can´t revert the mine changes because mines were far too strong compared to the the rest of your factory units and taking away strategic diversity in the matchup.

if anything the current problem with tvz derives from a lack of mobility on the terran side of things. let me illustrate:

back in the wol days balance was doing ok, yes the infestor was op but that was fine as far as balance goes since the Mutalisk wasn´t a problem. So basically Terrans army was slower (tanks slowed you down a lot medivacs had no speed boosters) but Zerg had even less mobility ( infestors instead of mutas ).

when hots came around maps got bigger and zerg armys became faster, even to a point where all their units(muta ling bling) have a mobility advantage over stimmed bio and thus puttting Terrans into a defensive position in the meta. This wasn´t a major problem at first because Terran still had the advantage in raw costefficiency due to 4m. Maps like neo planet s where the most important spaces on the map where narrow ramps that even gave highground advantage made up for Terrans disadvantage in mobility and alllowed for drilling plays. But when Neo planet etc where exchanged for frost and co and the widowmine was nerfed, drilling became an ineffecient option and left Terrans drop play as the only solution to playing the matchup. Unfortunately though, Mutas not only answered drop play but were discovered as a tool to elevator Zergs army Value and cost efficiency in harrasment plays resulting in nearly unbeatable 40+ muta flocks that could only be stopped by a combination of marine thor that offered little to no agressive potential for Terrans.

So now we are at a point where Terrans are struggling at all fronts. They have lesser agressive potential in the early game while at the same time their early late game (16-20 minutes) suffers from an army value disadvantage due to the way Zerg economy management functions. This basically left Terran with two options either a) try to end the game with a 3-3 bio timing. Or b) out value the Zerg army and economy with mech/air play. But both of these are easily read and countered by a Zerg player of equal skill. a) just requires good creepspread and a ton of muta ling bane while b) has a hard time against starving-, counterattack- and timing oriented play.

Possible solutions to the problem can be:
a) Terran adapts and creates a new lategame oriented style that retains its cost efficiency even in the face of an overwhelming Zerg macro advantage. we have seen the beginnings of this in the rise of Mech and Bio-Mech compositions but they have yet to become a convincing way to play the meta.
b) Beef up Terrans midgame potential by either buffing Terran in some way, nerfing Zergs midgame (e.g. slow down creep spread, smaller maps, increase Thor damage vs mutas etc) speed up Terrans growth in some sort of way (e.g: Cheaper infrastructur, faster unit production, increased efficiency of Mules, enable Production facilitties to produce units while creating addons, introduce a +1 range upgrade for marines, etc)
c) strengthen Terrans defenses (buff Siegetanks further, enable building armor without the upgrade, strenghen Bunkers, cheapen Planetary fortresses, reduce widowmine cooldown and increase its activation range (this one could be counted under b* aswell)

thats about it.
oh and @ op what kind of shitty biased train are you riding mate... why the hell would you call this thread pro opinions and only let Zerg pros have a say!??!?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 20 2014 17:10 GMT
#99
On May 20 2014 23:24 klup wrote:
Link us a game where Swarm Host is not used as a boring stalemate unit to start.


Tons of games



http://www.twitch.tv/wcs_europe/c/2284189





http://www.teamliquid.net/forum/sc2-strategy/419352-swarm-host-drops

http://www.twitch.tv/rekatan/b/358311304 - 45th minute

http://ru.twitch.tv/rekatan/b/358311304?t=195m30s - 195th minute 30 sec


^ 21th minute 32 sec



http://ru.twitch.tv/rekatan/b/357387943?t=92m20s - 92th minute 20s

http://ru.twitch.tv/rekatan/b/358311304?t=152m - 152th minute

http://ru.twitch.tv/rekatan/b/357387943



http://www.teamliquid.net/forum/sc2-strategy/398321-2-base-swarm-host-spore-zvp



http://www.twitch.tv/taketv/b/420293664?t=8h32m55s - go to 8 hour 32 minute 55 second mark



- 35th minute till the end of game

- watch from 1:19:00
glaresc
Profile Joined April 2012
31 Posts
May 20 2014 17:17 GMT
#100
I think the only reason koreans don't cry about swarmhosts in ZvZ is because they don't want to get them nerfed for the other match ups where they are most important. Foreigners seem want their cake and then eat it too. I'm not sure if they're being naive to want them nerfed only for ZvZ and be completely ignorant about how overpowered they are against mech or protoss( before they get every unit ). I'm pretty sure this post is pointless since the topic is already pretty much dead but whatever.
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