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We can be honest about Swarm Host? - Page 9

Forum Index > StarCraft 2 HotS
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Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
December 01 2012 04:48 GMT
#161
Marine fires instantly with smart fire, stalker has a third-of-a-second delay when firing where it cant move or do anything that makes micro awkward, and no smart fire which firstly wastes a massive amount of damage in any kind of large fight, but in smaller ones promotes micro to avoid wasted shots, they are very different, smart fire units in general are extremely powerful
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
PineapplePizza
Profile Joined June 2010
United States749 Posts
December 01 2012 05:23 GMT
#162
Who here has actually used the unit in a game?

I really want to know who's using their anus to post.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-12-01 06:02:45
December 01 2012 06:01 GMT
#163
On December 01 2012 12:13 ledarsi wrote:
Show nested quote +
On December 01 2012 11:25 Xanbatou wrote:
On December 01 2012 10:54 ledarsi wrote:
On December 01 2012 10:44 Qikz wrote:

You realise, although it's not a carbon copy, the viper is basically a flying defiler? ;p


False. Blinding Cloud is cast on enemy units to reduce their abilities, Dark Swarm is cast on your own units for a defensive advantage. This is HUGE.

Why is this important? Because just a few units under 1 dark swarm gain a defensive advantage against any number of enemy units. One blinding cloud can only affect a limited area of enemy units, while preserving the total strength of any size army you want to use against it.

Dark swarm acts against forming deathballs. Blinding cloud encourages it.


Not really sure how you got to that conclusion. Dark swarm protects units within its AOE which means you can protect more units if you put more of them within the AOE, which basically encourages deathballing.

Blinding Cloud reduces the range of all units within its AOE to 1, which means you want as few units affected by it as possible. This you can do by not balling up your army so that 1 or 2 blinding clouds hit your entire army. This is encouraging opponents not to deathball.

Additionally, zerg is the least guilty of deathballing. They are the race that needs the most to get flanks (because of forcefields in ZvP and tanks/preventing kiting in ZvT). They only deathball near the end with infestor/brood lord comps, which will be made less effective in HoTS anyway. This means that blinding cloud is probably better for reducing deathballs than dark swarm would be.


I am sorry, you simply have no idea what you are talking about. A deathball is not merely having units occupy space close to one another. A deathball is when you engage with your entire army in one locale- their actual proximity to one another is irrelevant. Having 1/3 of your army defending your natural, 1/3 of your army holding a key position out on the map, and 1/3 of your army attacking is a reasonable case of non-deathball play. Having a huge marine army engage all together, but with the player splitting their marines so they don't actually stand physically next to one another is still a deathball.

Consequently, saying dark swarm encourages deathballs is to not see the forest for the trees. A single dark swarm allows a small number of units beneath the cloud to fight against a much larger enemy army, and WIN. And that dark swarm only requires a single defiler to cast. So you can hold a ramp against a huge enemy army with as little as 8 supply; 3 lurkers and a defiler, maybe a few extra lings to eat for energy. Meanwhile you might have an ultra+ling army fighting elsewhere.

Blinding cloud is precisely the opposite- a Viper is a powerful support asset for a large army meant to fight against an enemy's large army. You would never leave a Blinding Cloud-equipped Defiler for a supply-minimal positional control, even if you still had lurkers to defend with. Blinding Cloud works best when a big enemy army is about to get attacked by your large army, because its effect literally applies to enemy units.

Dark Swarm applies to your own units, and confers a large defensive positional advantage you want to leverage. Blinding Cloud applies to enemy units, and confers a significant (but smaller) area of effect disadvantage they want to avoid or escape as quickly as possible. The difference is tremendous. It doesn't encourage the opponent not to deathball- it encourages them to deal with the Viper first and then clash deathballs. Dark Swarm encourages the other player not to deathball, because if they do, they could LOSE in a battle to a much smaller enemy army.

Another way to put this- the difference between the two is similar to the difference between Lurkers and Banelings. Lurkers hold a position, which the enemy is punished for attacking into. Banelings are best used to bum-rush the enemy position in numbers, knowing lots of them are going to die while closing range, but having enough to not care. Dark Swarm holds a position, Blinding Cloud is good for bum-rushing.

Furthermore, your assertion that zerg is not guilty of the deathball is preposterous. Broodlord+Infestor, your argument is invalid. However even other non-canonical deathballs are still deathballs in practice. Virtually every unit in the game, including zerg units like roaches, are more efficient when used all together, without limit, and without powerful localized advantages (such as dark swarm) that encourage having smaller forces supported by those abilities or other effects. If you split your army into multiple smaller pieces, you are asking to get defeated in detail when an enemy deathball crushes each piece with minimal casualties. You would never, ever, want half your zerg army to fight, and then once that battle is over, commit the other half.

At the moment there are lots of powerful ways to do direct damage to the enemy. Combat units, direct damage spells like psi storm, seeker missile, etc. These are somewhat boring. There are also lots of ways to limit the enemy's options and abilities, which are less boring, but ultimately lead to limited positional play and lack of micro, such as forcefield, fungal, concussive shells, etc. There are few spells that give local advantages, and those that do are very weak. Guardian shield, point defense drone... that's about it. Dark Swarm is vastly stronger than either of those spells, and should be the template for positional force multiplier abilities to be designed.


dark swarm was rarely used in a purely defensive manner as you describe. having defilers sit back at your expos with full energy waiting to cast dark swarm or plague on an army that may never come is a monumental waste. maybe if you were way behind in the game and are fighting for survival. anyways, not to mention when you engage the enemy you usually need to carpet swarm with a handful of defilers.

in all technicality you cannot "deathball" under a dark swarm either because it does not stop splash damage or spells like storm. in effect blinding cloud is much superior to dark swarm because it can shut down both regular and splash damage completely. the trade off is its much smaller area of effect.
starleague forever
admi_n
Profile Joined November 2012
28 Posts
December 01 2012 06:14 GMT
#164
First of all, I don't think that the SH is a boring unit by any means. From all of the HotS that I've watched, they're pretty badass to watch. It seems to me that 8 to 12 hosts can be an extremely potent force, meaning they take up 24 to 36 supply. Beyond that, they are easily countered, at least by tempests in PvZ, so they become wasted supply. Terrans have a bit more trouble dealing with them, but once they have a ball, they can utterly shred through locusts and usually get to the hosts. This means that they are not easily massable, unlike broodlords, or infestors.

Remember when blizz unveiled the SH? They showed it breaking down a turtled terran's wall. They made it overwhelmingly clear that it would be a long-distance siege unit, like the BL, only it would be useful without the infestor. They have succeeded in this goal very well. It serves good offensive and defensive roles. It can repel an army easily when combined with other ground forces, but it can also pressure an opponent or break a wall. It is NOT a lurker, so get that out of your heads.

However, an issue with this is that it means that zerg's only AOEs are still fungal and baneling. I would really like to see blizz give us a nice defensive unit. Probably something fragile that does heavy damage in the AOE. I think it would be nice if the roach or the hydra could evolve into something that served this role. (From a lore standpoint, the roach would do quite well, because it spits acid anyway, so why not have it evolve to spit exploding acid while burrowed?)
Avicularia
Profile Joined February 2012
540 Posts
December 01 2012 09:27 GMT
#165
I agree that Swarm host is not fun to use at all. The thing that I hate about HoTs is that it doesn't add new core army units. Zerg already had only a few of them, that can use early/mid game. Lings, Roaches and sometimes hydras and blings. Other than that we just need to choose one T3 unit and go. HoTs adds nothing new here.
TheButtonmen
Profile Joined December 2010
Canada1403 Posts
December 01 2012 10:26 GMT
#166
Marauders would single handedly render lurkers uselss sadly.

20 damage, 125 hp and 6 range + stim would just roll over lukers.
Cinquedea
Profile Joined July 2012
Canada144 Posts
December 01 2012 19:21 GMT
#167
On November 28 2012 19:07 bobbeh wrote:
Burrowed infestor spamming infested terran = better swarm host

since they're both a lair tech, then basically yes!
Too strange to live, too rare to die.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 01 2012 19:35 GMT
#168
If they buff Swamr Hosts, zvz will be more boring, because Swarmfestors will be unbeatable composition. Like roach-festors in wol.
VManOfMana
Profile Blog Joined December 2008
United States764 Posts
Last Edited: 2012-12-01 19:42:42
December 01 2012 19:41 GMT
#169
On November 28 2012 22:17 vidium wrote:
It seems many people would like a SC Broodwar HD and not an evolution of the game which is SC2. Every game evolves and when new units come in the game everybody just cant accept them.


SC2 is not an evolution of BW. And that is the problem. For SC2 to be an evolution, it would need to take BW as a foundation and build on it, making it better. However, Browder and his team either decided to ignore the previous 10+ years of knowledge in competitive Starcraft and/or are just unable to understand why BW is a good game. Worse, they worked to make sure SC2 is an anti-Brood War when it comes to positional play.

The result is a game that scrapped the progress of the past 10+ years and results in a de-evolution of the franchise.
Woo Jung Ho, FIGHTING! | "With the death of BW comes the death of an idea. And that idea, held by many BW fans, was that a computer game could actually outlive the Next New Game cycle. And to some extent it did." -Falling
Zahir
Profile Joined March 2012
United States947 Posts
December 01 2012 21:32 GMT
#170
On December 02 2012 04:41 VManOfMana wrote:
Show nested quote +
On November 28 2012 22:17 vidium wrote:
It seems many people would like a SC Broodwar HD and not an evolution of the game which is SC2. Every game evolves and when new units come in the game everybody just cant accept them.


SC2 is not an evolution of BW. And that is the problem. For SC2 to be an evolution, it would need to take BW as a foundation and build on it, making it better. However, Browder and his team either decided to ignore the previous 10+ years of knowledge in competitive Starcraft and/or are just unable to understand why BW is a good game. Worse, they worked to make sure SC2 is an anti-Brood War when it comes to positional play.

The result is a game that scrapped the progress of the past 10+ years and results in a de-evolution of the franchise.


That's probably going too far. The campaign was awesome. It's still probably 2nd or 3rd best multiplayer rts of all time. The ui is incredibly improved. then you have additions like blink, Phoenix lift, banshees, Viking air/ground mode, burrowed movement... Sc2 actually did build on brood war in several places. But you are right, many key aspects (like positional play, dodgeable aoe) were forgotten.

Overall I wouldn't call sc2 a devolution. Parts of it devolved, others advanced... Blink is probably the best example I can think of. But I see your gist, the game could be so much better with just a few tweaks, the "sc2 is not sc1" argument is kind of missing the point, it's not about changing the whole game but only a few broken mechanics.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
sCCrooked
Profile Blog Joined April 2010
Korea (South)1306 Posts
December 01 2012 22:00 GMT
#171
On December 02 2012 06:32 Zahir wrote:
Show nested quote +
On December 02 2012 04:41 VManOfMana wrote:
On November 28 2012 22:17 vidium wrote:
It seems many people would like a SC Broodwar HD and not an evolution of the game which is SC2. Every game evolves and when new units come in the game everybody just cant accept them.


SC2 is not an evolution of BW. And that is the problem. For SC2 to be an evolution, it would need to take BW as a foundation and build on it, making it better. However, Browder and his team either decided to ignore the previous 10+ years of knowledge in competitive Starcraft and/or are just unable to understand why BW is a good game. Worse, they worked to make sure SC2 is an anti-Brood War when it comes to positional play.

The result is a game that scrapped the progress of the past 10+ years and results in a de-evolution of the franchise.


That's probably going too far. The campaign was awesome. It's still probably 2nd or 3rd best multiplayer rts of all time. The ui is incredibly improved. then you have additions like blink, Phoenix lift, banshees, Viking air/ground mode, burrowed movement... Sc2 actually did build on brood war in several places. But you are right, many key aspects (like positional play, dodgeable aoe) were forgotten.

Overall I wouldn't call sc2 a devolution. Parts of it devolved, others advanced... Blink is probably the best example I can think of. But I see your gist, the game could be so much better with just a few tweaks, the "sc2 is not sc1" argument is kind of missing the point, it's not about changing the whole game but only a few broken mechanics.


That's just it though. Its not just a few broken things about this game. The economic system, tech tree progressions and abilities/spells are just badly designed. These are very big core issues. Essentially what they did was try to build a Sear's Tower when the foundation is crappy and fucked up.
Enlightened in an age of anti-intellectualism and quotidian repetitiveness of asinine assumptive thinking. Best lycan guide evar --> "Fixing solo queue all pick one game at a time." ~KwarK-
NeWnAr
Profile Joined April 2010
Singapore231 Posts
December 02 2012 00:24 GMT
#172
I greatly agree with the point that Zerg's design concept has become completely unzerg-like compared to BW. Zerg isn't supposed to be reactive, Zerg always strikes first and strikes fast & hard.

Look at the BW hydra. It could hit everything, air/ground, and was decently good against almost any enemy army compo. There didn't exist commonly used strats for the other races such that hydras are completely nullified. Combined with the old detector overlords, nothing could stop the powerful onslaught of standard, but methodical hydralisk. Strength in number was really their design concept because they weren't design to "counter" anything. They were designed to tear apart anything and everything which stood in the Zerg's way without prejudice or preference for enemy compo.

Similarly, the lurker's concept, which is also its namesake, is simply the deceptivity of high order Zerg thought. Purity of essence, as the Zel Naga put it. It wasn't made to rape bio, it just happened to do so. If it was designed to rape bio, large banelings would probably be the result. The entire lurker idea is about striking unbeknownst, and striking hard. That's why it has enormous aoe damage ouput, and people misinterpret this as an aoe clearing unit. But when you really think about it, the spines are entirely dodgeable. What does this mean? This means that the lurker's real role is to battle the enemy's attention. It is hideously powerful when attacking from the shadows, like a DT, but once the enemy places some attention into the fight he can clear them out. The lurker is basically a micro-forcer. It forces micro versus other races. Which is inherently different from say, the siege tank, which is truly designed for zone play and heavy aoe output.

The SC2 roach, on the other hand, is a "specialized" unit. It is so ineffective against immortals and/or marauders that there is absolutely no way in hell Roaches can beat them, even with extra population boost from sc2 inject larvar mechanic. No other Zerg unit has been countered so hard and bad before. Mutas used to fear goliaths, but their superior speed and the fact that they flew over terrain gave them a fighting chance large enough to still be viable.

If we look at the sc2 hydra, it is simply so pathetic that I cannot remember how many times I have wept for its plight in SC2. Its reduced speed geatly hindered in their role of being the main meat army since they could get zoned out by everything except zealots and lings. The light modifier is a large "shoot-me" sign versus phoenix anf hellions. Not mentioning the fact that helliond also rape zerglings, zerg mid game ground only has 2 more choices, roaches and banes. And don't act like you didn't know phoenix were design as a restrictive air assault craft, similar to hots oracle. G-beam is like a reverse Pulsar Beam, vice versa. This is why although they only can hit air, it's simple logic to realise that albeit their fundamental unit design, they aren't weak against non-structure ground-to-air( but corrupters, a unit with similar original role for Zerg, are weak to). And a bonus against light makes hydras even less viable. And if you look at it in terms of unit versatality, it makes no sense. Tell me, which units are able to get hit by hydras but unable to return fire? Vikings? No, remember the transformer? Phoenix? We already covered that. Battlecru-no. Voidr-nah. Bans-nope. Oh yea, Raven! Sorry, turrets. In the end, you realise there are only warp prism, overlord, overseer, corrupter, medivac and observer. Out of these probably only the corrupter is a real fighting unit. And then you realize that it has 2 base armour and the simple fact that it's also a unit from the Zerg arsenal.

Generally speaking, most of the new Zerg units in sc2 have lost alot of their design concept from bw, and with it their race mentality as well. Zerg now is no longer the swarm it used to be, but instead a reactive race that functions upon what other races do.
Live For the Swarm!
dragonsuper
Profile Joined October 2010
Liechtenstein222 Posts
December 02 2012 01:23 GMT
#173
sc2 was a devolution comparing to bw , hots won't change that.
Viewership will continue to decline, same with the basic interest in the game.
When everyone will understand that blizzard has failed so hard, Kespa will finally launch a tournament based on SC2BW with clumping modifications, and we will be happy.

User was warned for this post

User was temp banned for this post.
lol
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
December 02 2012 06:21 GMT
#174
On December 02 2012 07:00 sCCrooked wrote:
Show nested quote +
On December 02 2012 06:32 Zahir wrote:
On December 02 2012 04:41 VManOfMana wrote:
On November 28 2012 22:17 vidium wrote:
It seems many people would like a SC Broodwar HD and not an evolution of the game which is SC2. Every game evolves and when new units come in the game everybody just cant accept them.


SC2 is not an evolution of BW. And that is the problem. For SC2 to be an evolution, it would need to take BW as a foundation and build on it, making it better. However, Browder and his team either decided to ignore the previous 10+ years of knowledge in competitive Starcraft and/or are just unable to understand why BW is a good game. Worse, they worked to make sure SC2 is an anti-Brood War when it comes to positional play.

The result is a game that scrapped the progress of the past 10+ years and results in a de-evolution of the franchise.


That's probably going too far. The campaign was awesome. It's still probably 2nd or 3rd best multiplayer rts of all time. The ui is incredibly improved. then you have additions like blink, Phoenix lift, banshees, Viking air/ground mode, burrowed movement... Sc2 actually did build on brood war in several places. But you are right, many key aspects (like positional play, dodgeable aoe) were forgotten.

Overall I wouldn't call sc2 a devolution. Parts of it devolved, others advanced... Blink is probably the best example I can think of. But I see your gist, the game could be so much better with just a few tweaks, the "sc2 is not sc1" argument is kind of missing the point, it's not about changing the whole game but only a few broken mechanics.


That's just it though. Its not just a few broken things about this game. The economic system, tech tree progressions and abilities/spells are just badly designed. These are very big core issues. Essentially what they did was try to build a Sear's Tower when the foundation is crappy and fucked up.


...the tech tree progressions??? They're largely unchanged from BW... unless you thought the science facility was just incredibly important.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-02 06:33:29
December 02 2012 06:26 GMT
#175
On December 01 2012 15:01 a176 wrote:
in all technicality you cannot "deathball" under a dark swarm either because it does not stop splash damage or spells like storm. in effect blinding cloud is much superior to dark swarm because it can shut down both regular and splash damage completely. the trade off is its much smaller area of effect.

That is NOT an acceptable tradeoff, because the Zerg still directs the spell and can focus the attention on "the right spot". Since Zerg are the most mobile army on the battlefield that is not good and its the next case of a "100% spell" which is rather terrible after the 100% lockdown of Fungal and Forcefield. I dont see any Terran spell or ability which makes people go "well you should have spread out your units beforehand" or "shape the battlefield". Thus this race is severely disadvantaged and the asymmetry of the three races has gone too far.

Free unit spawners pretty much make their own "invulnerability shield" through spawning a screen of units which deal damage AND block any ground units from getting into range in the first place. Swarm Hosts are burrowed on top of that, but they are just as terrible as the 22 range flying Tempest. Again more of the "100% stuff" (although these arent really at 100% and more like 90%).

On December 02 2012 10:23 dragonsuper wrote:
sc2 was a devolution comparing to bw , hots won't change that.
Viewership will continue to decline, same with the basic interest in the game.
When everyone will understand that blizzard has failed so hard, Kespa will finally launch a tournament based on SC2BW with clumping modifications, and we will be happy.

... only if we are still watching by then.

You forgot to mention that we will hopefully get presented with "Browders job on a silver platter" ... that is what I would like to see and the more they screw up the more I want it to fall into someone elses hands. The guy and his decisions are intolerable.
If you cant say what you're meaning, you can never mean what you're saying.
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 02 2012 07:19 GMT
#176
On December 02 2012 15:26 Rabiator wrote:
Show nested quote +
On December 01 2012 15:01 a176 wrote:
in all technicality you cannot "deathball" under a dark swarm either because it does not stop splash damage or spells like storm. in effect blinding cloud is much superior to dark swarm because it can shut down both regular and splash damage completely. the trade off is its much smaller area of effect.

That is NOT an acceptable tradeoff, because the Zerg still directs the spell and can focus the attention on "the right spot". Since Zerg are the most mobile army on the battlefield that is not good and its the next case of a "100% spell" which is rather terrible after the 100% lockdown of Fungal and Forcefield. I dont see any Terran spell or ability which makes people go "well you should have spread out your units beforehand" or "shape the battlefield". Thus this race is severely disadvantaged and the asymmetry of the three races has gone too far.

Free unit spawners pretty much make their own "invulnerability shield" through spawning a screen of units which deal damage AND block any ground units from getting into range in the first place. Swarm Hosts are burrowed on top of that, but they are just as terrible as the 22 range flying Tempest. Again more of the "100% stuff" (although these arent really at 100% and more like 90%).

Show nested quote +
On December 02 2012 10:23 dragonsuper wrote:
sc2 was a devolution comparing to bw , hots won't change that.
Viewership will continue to decline, same with the basic interest in the game.
When everyone will understand that blizzard has failed so hard, Kespa will finally launch a tournament based on SC2BW with clumping modifications, and we will be happy.

... only if we are still watching by then.

You forgot to mention that we will hopefully get presented with "Browders job on a silver platter" ... that is what I would like to see and the more they screw up the more I want it to fall into someone elses hands. The guy and his decisions are intolerable.


oh yea, can you imagine? no more dodging banelings!
starleague forever
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-02 08:40:22
December 02 2012 08:39 GMT
#177
On December 02 2012 16:19 a176 wrote:
Show nested quote +
On December 02 2012 15:26 Rabiator wrote:
On December 01 2012 15:01 a176 wrote:
in all technicality you cannot "deathball" under a dark swarm either because it does not stop splash damage or spells like storm. in effect blinding cloud is much superior to dark swarm because it can shut down both regular and splash damage completely. the trade off is its much smaller area of effect.

That is NOT an acceptable tradeoff, because the Zerg still directs the spell and can focus the attention on "the right spot". Since Zerg are the most mobile army on the battlefield that is not good and its the next case of a "100% spell" which is rather terrible after the 100% lockdown of Fungal and Forcefield. I dont see any Terran spell or ability which makes people go "well you should have spread out your units beforehand" or "shape the battlefield". Thus this race is severely disadvantaged and the asymmetry of the three races has gone too far.

Free unit spawners pretty much make their own "invulnerability shield" through spawning a screen of units which deal damage AND block any ground units from getting into range in the first place. Swarm Hosts are burrowed on top of that, but they are just as terrible as the 22 range flying Tempest. Again more of the "100% stuff" (although these arent really at 100% and more like 90%).

On December 02 2012 10:23 dragonsuper wrote:
sc2 was a devolution comparing to bw , hots won't change that.
Viewership will continue to decline, same with the basic interest in the game.
When everyone will understand that blizzard has failed so hard, Kespa will finally launch a tournament based on SC2BW with clumping modifications, and we will be happy.

... only if we are still watching by then.

You forgot to mention that we will hopefully get presented with "Browders job on a silver platter" ... that is what I would like to see and the more they screw up the more I want it to fall into someone elses hands. The guy and his decisions are intolerable.


oh yea, can you imagine? no more dodging banelings!

Only if you are a Zerg yourself OR if your Zerg opponent is stupid enough to use Banelings AND cast "Dark Swarm 2.0" on your units. For ZvZ the units are much too fast to stick to fighting in such a small area and Banelings are early game units anyways ... where it seems unlikely that you will have a Viper available, but maybe people will rush that out.
If you cant say what you're meaning, you can never mean what you're saying.
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