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I find the idea of the swarm host alright, however I feel that the locusts spawned should be high-HP and low-DPS, instead of the current damage-dealing incarnation.
A tanky locust, preferably larger in size, would work better in all three matchups.
In ZvZ, the current locust will just vaporize before the mid-game roach wave before it has a chance to do damage, but a tankier one could soak up damage and make swarm hosts worth it.
In ZvP, a tankier locust could replace the roach in the role of absorbing fire while zerglings flank to deal DPS. If it is used with roaches, well, it makes no sense that the ranged unit is the tank while the melee unit is the DPS. With more life the locust could also lead in against colossus fire. It should also be larger so that other units are splashed less.
In ZvT, this change is the most important. A tougher locust could actually bear the brunt of tank fire and so serve some purpose. The current one will evaporate before Terran firepower, and vs T Zerg doesn't need more DPS anyway as lings and banelings deal plenty.
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On September 12 2012 20:40 targ wrote: I find the idea of the swarm host alright, however I feel that the locusts spawned should be high-HP and low-DPS, instead of the current damage-dealing incarnation.
A tanky locust, preferably larger in size, would work better in all three matchups.
In ZvZ, the current locust will just vaporize before the mid-game roach wave before it has a chance to do damage, but a tankier one could soak up damage and make swarm hosts worth it.
In ZvP, a tankier locust could replace the roach in the role of absorbing fire while zerglings flank to deal DPS. If it is used with roaches, well, it makes no sense that the ranged unit is the tank while the melee unit is the DPS. With more life the locust could also lead in against colossus fire. It should also be larger so that other units are splashed less.
In ZvT, this change is the most important. A tougher locust could actually bear the brunt of tank fire and so serve some purpose. The current one will evaporate before Terran firepower, and vs T Zerg doesn't need more DPS anyway as lings and banelings deal plenty. Don't know how tanky Locusts would work better with lower dps. The whole point of Swarm Host is to deal damage, at the cost of some units that tank for them. Isn't it better to sacrifice some units for others to be able to deal damage than sacrificing nothing for other units to be able to deal damage?
Don't really understand your point about ZvZ, but currently, ZvZ almost is impossible to be played without Swarm Hosts, because they deal just way too much damage, and Locusts are free, so you are trading Roaches/Lings/Infestors/Hydras for Locusts.
In ZvP again, it is better for Locusts to deal more damage while Roaches and Lings tank it, since they won't do much damage because of Colossi and Forcefields anyway.
In ZvT, Zerglings and Banelings do plenty of damage? Since when? Zerglings are mostly used to soak up the damage while Banelings destroys Marines, and nothing more. In theory, Banelings destroys everything when you have them in larger numbers, but when Terran spreads his army, you can't do much with Banelings, especially if Terran has Siege Tanks. And if Terran goes for Mech army, Lings and Banelings won't do anything. Only help there are Roaches, but then again, you don't even need Swarm Hosts for mech, Roaches are the best counter, while going for drops/Mutas/Brood Lords.
There are a lot of ways to change how the Locusts work, but I don't think that making them just tanky would be better than what we currently have.
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On September 12 2012 12:24 MoonCricket wrote:Show nested quote +On September 11 2012 20:33 Kambing wrote:On September 11 2012 17:36 MoonCricket wrote:On September 11 2012 06:39 oogieogie wrote: i see swarm hosts as something to widdle a army down or force engagements. Swarm hosts take a while to build up locust so once the locust die you can just go atk the hosts while they do nothing. What zerg should be doing is having zerglings/roachs or whatever defend them while locusts keep coming to help in a engagement or if the enemy doesn't atk then it forces them to move back.
It just might take to many swarm hosts to make them seem worth it. This is more or less right IMO, the problem is Swarmhost is a new unit that can be easily massed, so everyone is easily massing them and Terran and Protoss think they have to find a direct counter to Swarmhosts or lose. The problem is that you can't direct counter the Swarmhost because you can just produce Swarmhosts and Queens and be safe vs more or less everything, you have to take advantage of Swarmhost and Queen immobility and force the opponent to answer your Medivac and Warp Prism drops with Zerglings etc. And even Zerglings don't always cut it, because Terrans can drop Blue Flame Hellions and micro the drop or Protoss can drop Sentries, Force Field your ramp and then just Warpgate in Zealots or float their Mothership Core to your base at the beginning of the game and Recall into your main. Once Terran/Protoss stop being dumb, I think Swarmhosts are going to kind of be a Lair Tech alternative to Broodlords, I pretty much Muta/Ling/Bling into Infestation Pit and Hive just so I can go Swarmhost and upgrade to 3/3 and Cracklings and build the free tech casters as needed, Greater Spire doesn't really feel necessary anymore fwiw. Swarmhosts are such a good follow up after Mutalisks, it's almost like Broodlords 200 seconds earlier. In practice, swarm hosts can't break certain compositions, e.g., a critical mass of tanks, because the AE is too great. There, you need to transition into broods to break them down. Then you can rely on swarm hosts once their numbers are down. Related, host/brood/corruptor is all kinds of silly. Compare the time, tech, bases and resources necessary to support Broodlords over Swarmhosts, you're producing Broodlords 200 seconds later after investing in a Spire, Greater Spire and a Hive and you're paying 100 more minerals, 150 more gas and 1 more supply on at least 1 more base for a slower unit that doesn't force detection. Swarmhosts aren't meant to be used on their own, they're meant to be used in conjunction with other units in the same way Broodlords are meant to be used with Corrupters, Infestors and Queens, when you can lay down a swarm of Lochusts to cover for Banelings or combine them with Mutalisks then you can start breaking the opponent's position. They're also incredible at distracting your opponent's siege and long range units in order to neutralize the Lochusts, which you can utilize by dropping your enemies main with Roaches and wreaking havoc on his mineral line. I can't tell you how many games have basically come down to Swarmhosts, Queens and Spine/Spore Crawlers camping outside the opponent's natural while I Roach drop his main well before a Hive could ever go online.
No I agree with you. You need a supporting army for hosts like you do with broods. Broods still have their place in the match-up, mostly because they're a "better" swarm unit because their spawned units appear directly on top of their targets (in addition to dealing direct damage). But the swarm host offers a whole host of lair-level aggression, and they also have the benefits of being quicker to construct (so more sensible to reload with them) and more mobile.
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On September 12 2012 21:57 Ramiz1989 wrote:
Don't know how tanky Locusts would work better with lower dps. The whole point of Swarm Host is to deal damage, at the cost of some units that tank for them. Isn't it better to sacrifice some units for others to be able to deal damage than sacrificing nothing for other units to be able to deal damage? We're saying that the point shouldn't be to deal damage. It should be to absorb damage.
And I must say that sacrificing nothing sounds a lot better than sacrificing something.
Don't really understand your point about ZvZ, but currently, ZvZ almost is impossible to be played without Swarm Hosts, because they deal just way too much damage, and Locusts are free, so you are trading Roaches/Lings/Infestors/Hydras for Locusts.
In ZvP again, it is better for Locusts to deal more damage while Roaches and Lings tank it, since they won't do much damage because of Colossi and Forcefields anyway.
In ZvT, Zerglings and Banelings do plenty of damage? Since when? Zerglings are mostly used to soak up the damage while Banelings destroys Marines, and nothing more. In theory, Banelings destroys everything when you have them in larger numbers, but when Terran spreads his army, you can't do much with Banelings, especially if Terran has Siege Tanks. And if Terran goes for Mech army, Lings and Banelings won't do anything. Only help there are Roaches, but then again, you don't even need Swarm Hosts for mech, Roaches are the best counter, while going for drops/Mutas/Brood Lords.
There are a lot of ways to change how the Locusts work, but I don't think that making them just tanky would be better than what we currently have. You admit yourself that in ZvZ, SHs "deal just way too much damage". This is in itself a reason to lower their damage.
In ZvP, it is better for Roaches and Lings to deal damage while Locusts tank it, since they wont' do much damage because of Colossi and Forcefields anyway.
Zerglings take down tanks and even Thors pretty damn fast, if you get them close enough. Mech has armor, but they also have surface area. And the idea is that the SHs would allow them to get close enough.
So in two matchups Locusts are better served as being tanks, and in the other matchup your argument makes no sense.
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I think the unit needs a energybar and with full bar it could do it 4-5times. Revert the damage nerf and put a energybar on it and you are good to go (maybe up +1 locust on each spawn too).
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We're saying that the point shouldn't be to deal damage. It should be to absorb damage.
And I must say that sacrificing nothing sounds a lot better than sacrificing something.
The question is, why would you even focus the Locusts if they don't do enough damage? They would be tanky units, but they have to do something to be threatening for the enemy. I would just target down Roaches/Banelings/Zerglings and be good with it. This way, it is hard decision what to focus down, Locusts, that are free units, but are CRAZY good damage dealers, or Roaches/Lings/Banelings that there are far too many and will be able to get close if I focus down Locusts.
You admit yourself that in ZvZ, SHs "deal just way too much damage". This is in itself a reason to lower their damage.
In ZvP, it is better for Roaches and Lings to deal damage while Locusts tank it, since they wont' do much damage because of Colossi and Forcefields anyway.
Zerglings take down tanks and even Thors pretty damn fast, if you get them close enough. Mech has armor, but they also have surface area. And the idea is that the SHs would allow them to get close enough.
So in two matchups Locusts are better served as being tanks, and in the other matchup your argument makes no sense. In ZvZ, I am not admitting they are doing too much damage, I am stating that, the guy that I quoted says that they are too weak, they die before they can do any damage, which isn't true. We are not arguing about nerfing their damage, but making them being tanky, which is retarded by itself since there are units that are made for soaking up damage in Zerg arsenal.
Did you even watch ZvP with Locusts right now? I guess not, because what you wrote is hilarious. Protoss won't waste Forcefields for Locusts, because they are free, while he will use Forcefields for Lings and Roaches, and if you make Locusts meat shield, nothing will change, since they won't do enough damage anyway, and Lings and Roaches can't touch Protoss army. The whole point of Swarm Hosts is to be able to do something with lair-tech, to destroy the turtling enemy and no, tanking won't help there. If you think that Zerg Roaches, Lings and Banelings are enough, then they wouldn't even need a new unit.
Zerglings take down Siege Tanks and Thors, yeah, the same way Marines take down whole Zerg army without Banelings and Infestors... oh wait, it isn't that easy, is it? I still didn't see a single mech army without Hellions, and 10+ Hellions(especially Battle Hellions now) make Zerglings completely useless. You can get Zerglings as close as you want when there is 15 Hellions around the Tanks, you won't do anything.
In the end, your arguments are the ones that are senseless, since you are not looking at the whole picture, but just at the part of it. Your point about Locusts being better by tanking is just a speculation, and nothing else, while we see that Locusts with 65 hp and 14 damage really are a huge threat, and pro players call them overpowered.
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swarm hosts are stupidly good. check out pain user vs tlo, game 2 i think on hd's channel
He just basically contained pain user with them and built a bank of 5k 5k. Best unit ive seen so far in hots.
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I imagine Lochusts will get a survivability increase and damage decrease at some point, it's pretty clear they designed the Swarmhost to produce a "meat shield" unit to provide cover for the units behind them, just watch the original Alpha videos that showed Lochusts tanking for Hydralisks etc.
The damage definitely wont stand, I think they're going to steadily nerf the damage patch by patch until they find the Goldilox point.
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Russian Federation4295 Posts
Here are a very small info.
Locust default speed - 1.88. Locust speed on creep - 2.65.
That means they move 40% faster on creep. That amount of speed bonus on creep is similar to Hydralisks (that is 50% without upgrade)
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On September 13 2012 03:50 MoonCricket wrote: I imagine Lochusts will get a survivability increase and damage decrease at some point, it's pretty clear they designed the Swarmhost to produce a "meat shield" unit to provide cover for the units behind them, just watch the original Alpha videos that showed Lochusts tanking for Hydralisks etc.
The damage definitely wont stand, I think they're going to steadily nerf the damage patch by patch until they find the Goldilox point. They maybe will do that, but that wasn't their intention, if it was, they would leave the Locusts as they were in the Alpha videos.(And they were also overpowered as hell there, they had 16 damage, 1.2 attack speed, were melee units, but had 110(!) hp). If they wanted to do that, they would leave them like that, they changed it because they didn't like the design, it seems.
And btw, I see you always write Lochusts. Are you doing that on purpose, or just don't know that the Locusts is the right way to call it? :D
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I actually like that theres a 'borderline op' unit, gives us that BW feel where just about every unit was powerful. The more i see them fought with and against, the more i like it. I saw a cool TvZ ft drewbie playing bio and there was some really awesome army movements.
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On September 12 2012 21:57 Ramiz1989 wrote: Don't know how tanky Locusts would work better with lower dps. The whole point of Swarm Host is to deal damage, at the cost of some units that tank for them. Isn't it better to sacrifice some units for others to be able to deal damage than sacrificing nothing for other units to be able to deal damage?
Don't really understand your point about ZvZ, but currently, ZvZ almost is impossible to be played without Swarm Hosts, because they deal just way too much damage, and Locusts are free, so you are trading Roaches/Lings/Infestors/Hydras for Locusts.
In ZvP again, it is better for Locusts to deal more damage while Roaches and Lings tank it, since they won't do much damage because of Colossi and Forcefields anyway.
In ZvT, Zerglings and Banelings do plenty of damage? Since when? Zerglings are mostly used to soak up the damage while Banelings destroys Marines, and nothing more. In theory, Banelings destroys everything when you have them in larger numbers, but when Terran spreads his army, you can't do much with Banelings, especially if Terran has Siege Tanks. And if Terran goes for Mech army, Lings and Banelings won't do anything. Only help there are Roaches, but then again, you don't even need Swarm Hosts for mech, Roaches are the best counter, while going for drops/Mutas/Brood Lords.
There are a lot of ways to change how the Locusts work, but I don't think that making them just tanky would be better than what we currently have.
Think of it, the current Locust makes it so that your free units deal damage while the units that cost money tank (and die) for them, after which your free units will run out of time and die anyway.
What I am proposing is that the Locust become tough but lower damage, and preferably melee range, so that the free units tank (and die), while other units such as a roach wave behind them do damage then run back when the Locusts die.
I'm imagining the Locust something like a smaller, weaker, but free Ultralisk. Maybe 150 hp, 1 armor, but same damage and attack speed as a Zergling. Hydras and roaches could then blast away behind them, then run back to the swarm host line once the locusts perish.
In Broodwar, when it came to the late game and Ultra-crackling time, the ultras didn't do much damage compared to the cracklings but they still tanked anyway. In Starcraft the tank need not do alot of damage to make the other player focus it; there are too many units on the field to focus fire anyway. All it needs to do is be leading the charge, and preferably big.
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On September 13 2012 04:31 Ramiz1989 wrote:Show nested quote +On September 13 2012 03:50 MoonCricket wrote: I imagine Lochusts will get a survivability increase and damage decrease at some point, it's pretty clear they designed the Swarmhost to produce a "meat shield" unit to provide cover for the units behind them, just watch the original Alpha videos that showed Lochusts tanking for Hydralisks etc.
The damage definitely wont stand, I think they're going to steadily nerf the damage patch by patch until they find the Goldilox point. They maybe will do that, but that wasn't their intention, if it was, they would leave the Locusts as they were in the Alpha videos.(And they were also overpowered as hell there, they had 16 damage, 1.2 attack speed, were melee units, but had 110(!) hp). If they wanted to do that, they would leave them like that, they changed it because they didn't like the design, it seems. And btw, I see you always write Lochusts. Are you doing that on purpose, or just don't know that the Locusts is the right way to call it? :D
It was their intention, the Swarmhost and Locusts (thank you) were meant to provide sustained pressure thru' generating waves of attacks, otherwise they would've been designed the same way they designed the Broodlord. At the moment, people are leading the attacks with units and following it up with Locusts because their DPS is overpowered, but they should be leading the attack with Locusts and following it up with units because theoretically the Locusts who die to the opponent's defenses are a 0 EV or + EV loss where the units that die to the opponent's defenses are a 0 EV, + EV or -EV loss. Sacrificing the Locusts to defend other units is less of a risk than sacrificing units to defend Locusts because they're expendable, free units that are replenished every 25 seconds, where units require larva and resources. Sending in Lochusts vs. a fortified position with unknown troop compositions and numbers is much less of a risk than sending in units, once the first Siege Tank round goes off you've spared countless Zerglings, Roahces etc.
The Swarmhosts aren't any different between the Alpha videos and the Beta from a design perspective, yes the HP, DPS, Range and Air attack may change, but these aren't design changes, they're balance chalanges where Blizzard overpowers a unit and then nerfs a unit until it finds the Goldilox Zone for what it wants the unit to do. The Swarmhost isn't the equivalent of the Siege Tank or the Colossus, which are inherently DPS units defended by your army, they're an outlast unit that defends your army, otherwise why even design them so your army can hide behind them? Broodlings aside, the closest equivalent are Infested Terrans, and given their range and nature those are very clearly a combination of tank and DPS units.
Swarmhosts are "cannon fodder" producers so you can invest your lara economically into Roaches or to a lesser extent Hydralisks instead of Zerglings, or you can use your Zerglings to morph into Banelings, counter attack, respond to drops or drop themselves without having to lead the attack into Siege Tanks that one shot them. If they were intended to be traditional siege weapons, they would've designed their "ammunition" differently to begin with.
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On September 13 2012 10:57 targ wrote:Show nested quote +On September 12 2012 21:57 Ramiz1989 wrote: Don't know how tanky Locusts would work better with lower dps. The whole point of Swarm Host is to deal damage, at the cost of some units that tank for them. Isn't it better to sacrifice some units for others to be able to deal damage than sacrificing nothing for other units to be able to deal damage?
Don't really understand your point about ZvZ, but currently, ZvZ almost is impossible to be played without Swarm Hosts, because they deal just way too much damage, and Locusts are free, so you are trading Roaches/Lings/Infestors/Hydras for Locusts.
In ZvP again, it is better for Locusts to deal more damage while Roaches and Lings tank it, since they won't do much damage because of Colossi and Forcefields anyway.
In ZvT, Zerglings and Banelings do plenty of damage? Since when? Zerglings are mostly used to soak up the damage while Banelings destroys Marines, and nothing more. In theory, Banelings destroys everything when you have them in larger numbers, but when Terran spreads his army, you can't do much with Banelings, especially if Terran has Siege Tanks. And if Terran goes for Mech army, Lings and Banelings won't do anything. Only help there are Roaches, but then again, you don't even need Swarm Hosts for mech, Roaches are the best counter, while going for drops/Mutas/Brood Lords.
There are a lot of ways to change how the Locusts work, but I don't think that making them just tanky would be better than what we currently have. Think of it, the current Locust makes it so that your free units deal damage while the units that cost money tank (and die) for them, after which your free units will run out of time and die anyway. What I am proposing is that the Locust become tough but lower damage, and preferably melee range, so that the free units tank (and die), while other units such as a roach wave behind them do damage then run back when the Locusts die. I'm imagining the Locust something like a smaller, weaker, but free Ultralisk. Maybe 150 hp, 1 armor, but same damage and attack speed as a Zergling. Hydras and roaches could then blast away behind them, then run back to the swarm host line once the locusts perish. In Broodwar, when it came to the late game and Ultra-crackling time, the ultras didn't do much damage compared to the cracklings but they still tanked anyway. In Starcraft the tank need not do alot of damage to make the other player focus it; there are too many units on the field to focus fire anyway. All it needs to do is be leading the charge, and preferably big. I understand what are you trying to say, but I disagree because we already have tanking unit in Zerg arsenal before the Ultras, and those are Roaches. Roaches aren't meant to do damage, they deal 16 damage, which is great for focusing down large units, but their attack speed is 2.0, what makes them almost(if not) the worst dps units in Zerg army. They are made for soaking up the damage, the only thing why they are so good is because they are pretty cheap.
So, I think it isn't better to make 2 units quite similar. Hydras are already used with the Roaches, don't know I just think it won't work as good as you think, and that Swarm Host won't have a lot of uses with it.
On September 13 2012 16:03 MoonCricket wrote: It was their intention, the Swarmhost and Locusts (thank you) were meant to provide sustained pressure thru' generating waves of attacks, otherwise they would've been designed the same way they designed the Broodlord. At the moment, people are leading the attacks with units and following it up with Locusts because their DPS is overpowered, but they should be leading the attack with Locusts and following it up with units because theoretically the Locusts who die to the opponent's defenses are a 0 EV or + EV loss where the units that die to the opponent's defenses are a 0 EV, + EV or -EV loss. Sacrificing the Locusts to defend other units is less of a risk than sacrificing units to defend Locusts because they're expendable, free units that are replenished every 25 seconds, where units require larva and resources. Sending in Lochusts vs. a fortified position with unknown troop compositions and numbers is much less of a risk than sending in units, once the first Siege Tank round goes off you've spared countless Zerglings, Roahces etc.
The Swarmhosts aren't any different between the Alpha videos and the Beta from a design perspective, yes the HP, DPS, Range and Air attack may change, but these aren't design changes, they're balance chalanges where Blizzard overpowers a unit and then nerfs a unit until it finds the Goldilox Zone for what it wants the unit to do. The Swarmhost isn't the equivalent of the Siege Tank or the Colossus, which are inherently DPS units defended by your army, they're an outlast unit that defends your army, otherwise why even design them so your army can hide behind them? Broodlings aside, the closest equivalent are Infested Terrans, and given their range and nature those are very clearly a combination of tank and DPS units.
Swarmhosts are "cannon fodder" producers so you can invest your lara economically into Roaches or to a lesser extent Hydralisks instead of Zerglings, or you can use your Zerglings to morph into Banelings, counter attack, respond to drops or drop themselves without having to lead the attack into Siege Tanks that one shot them. If they were intended to be traditional siege weapons, they would've designed their "ammunition" differently to begin with. I still think they are better of with dealing damage than absorbing it. The reason why the made their ammunition the way it is, is because it is unique concept, otherwise it would be the same unit Brood Lord is. And yes, the design of Swarm Host didn't change, but their purpose is when they changed the stats. They obviously want for Locusts to deal damage while you tank with Roaches and Lings and I don't see anything bad with it, and like I said, I don't see it being better when they tank damage, even for Hydralisks.
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I want lurkers from the hydra den, not swarm hosts at all (from the infestation pit).
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On September 13 2012 17:19 Flexis wrote: I want lurkers from the hydra den, not swarm hosts at all (from the infestation pit). Well, you can't have them, maybe you will be able to play them in the campaign.
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Ramiz I see your point, and I do agree that the roach is a decent tank. I did consider that earlier, however my feeling is still that a tanky locust opens up more avenues of play than a DPS one. The reason for this is that the Zerg mid-game ground army has 3 DPS units: ling, baneling and hydra, and only one tank which is the roach.
So if the locust is ranged DPS, this overlaps with the hydra's role in a way, making it less likely that the hydra will be used. As for synergy with roaches and lings, the tactic used will be simple - once the wave of locusts come out roaches and lings run in to soak damage while the locusts do their DPS.
However if they are tanky, this opens up a wider variety of tactics, hydras will have more synergy hiding behind them, roaches and lings can go for the flank better as the locusts absorb initial colossus or tank fire. Banelings can also follow behind the locust wave which soaks up the tank fire which usually withers the baneling charge.
My reasoning is that a tanky locust synergizes with all 3 DPS units, while a DPS one only synergizes with roaches, and to a lesser degree, lings.
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I actually really like how the swarm host looks, it makes them stand out from the rest of the zerg army. The SH really looks unique and cool looking, like its some kind of giant mushroom mutant, while the rest of zerg just look like typical bugs.
In WOL, at a glance, the mid tier zerg army just looks like a huge blog of stuff where all the units dont really stand out from each other, but looking at any HOTS mid tier Z army just at a second glance, its extremely easy to tell that the SH is the SH, its really giving the zerg army some much needed character.
Yeah, the locusts just evaporate once toss or terran get their deathball, even the locust concept can be changed, the overall roll of the unit can be changed too, these are all balance related changes which all can be changed.
Its the graphical unit design that has really impressed me
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On September 13 2012 17:41 targ wrote: Ramiz I see your point, and I do agree that the roach is a decent tank. I did consider that earlier, however my feeling is still that a tanky locust opens up more avenues of play than a DPS one. The reason for this is that the Zerg mid-game ground army has 3 DPS units: ling, baneling and hydra, and only one tank which is the roach.
So if the locust is ranged DPS, this overlaps with the hydra's role in a way, making it less likely that the hydra will be used. As for synergy with roaches and lings, the tactic used will be simple - once the wave of locusts come out roaches and lings run in to soak damage while the locusts do their DPS.
However if they are tanky, this opens up a wider variety of tactics, hydras will have more synergy hiding behind them, roaches and lings can go for the flank better as the locusts absorb initial colossus or tank fire. Banelings can also follow behind the locust wave which soaks up the tank fire which usually withers the baneling charge.
My reasoning is that a tanky locust synergizes with all 3 DPS units, while a DPS one only synergizes with roaches, and to a lesser degree, lings.
I have to disagree with your reasoning: Banelings that follow locusts doesn't sound like a too good idea, as the locusts will inevitably block the pathing of the faster units (if you have many locusts that is). Lings are great tanks (vs singlefire units). They are one of the best HP/cost units in the game. Hydras don't provide good dps. 14.5 singlefire vs everything is not good. It just doesn't suck.
Not sure if it really matters if the locusts balancing should focus more on damage or HP, as long as they have short range and sending them doesn't cost something extra, they will be used for tanking.
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