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Zerg and free units - Page 14

Forum Index > StarCraft 2 HotS
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looken
Profile Joined September 2011
727 Posts
Last Edited: 2013-02-05 18:31:24
February 05 2013 18:25 GMT
#261
hmmm ok now i start getting it, but still... i mean, that got nothing to do with balance. that's just bad design
"Jingle Bells, Tasteless smells" Artosis 17.12.15
Spyridon
Profile Joined April 2010
United States997 Posts
February 05 2013 18:36 GMT
#262
On February 06 2013 02:17 Thieving Magpie wrote:
Show nested quote +
On February 05 2013 18:36 looken wrote:
On February 05 2013 18:04 Rabiator wrote:
On February 05 2013 16:06 looken wrote:
why do you guys still argue that it takes no skill to use these battle field shaping abilities? have you ever tried to hit good FF while your army was engaging at the same time, or to set up a flank, let everything run it at the same time and hit good fungals? its maybe boring to watch, but it takes hell of a lot of skill to actually hit those abilities correctely

and why do you think those abilities take away your skill? have you ever watched a pro game match? ppl try to bate FF and fungals to burn through the energy of sentrys and infestors. i'd say it takes quite a bit of skill to do that. it is just another kind of skill. it's not that "set up a flank and rush in" typ of skill but skill nonetheless.

The thing about Forcefield is that it limits mapmakers by making choke points too powerful. Sure you can siege up on them, but that doesnt make them 100% impassable; Forcefield does. Yes, there are ways to crush that Forcefield, but when exactly are Zergs getting Ultralisks? About an age later than Protoss get Forcefield. Thors arent the pinnacle of mobility either, so they arent really a "counter" to Forcefields. Its also not about your skill but rather the opportunity to screw up the skill of your opponent. Skill denial is bad if you have an asymmetric system like Starcraft. It was bad in WoW PvP and should be considered just as terrible here in SC2.
[...]

it does not? O_o well i mean yeah you can engage and lose all your stuff for nothing, but the same argument can be made for FF and fungal. the skill is to know HOW you have to engage that situation is it not? it denies a-moving into an army, i give you that, but then again, a-moving doesent require that much skill now, does it?

why do you compare sc2 to WoW? RTS vs MMORPG..? next thing is a comparison with CS or what?
btw, as in sc2 you were able to force your opponent to use his stuns and snares insituations he did not actually want to use them in WoW. that was what separated a good PvPer from an excellent PvPer...


He is merely unable to properly explain what he's experiencing. He thinks that the reason he dislikes forcefields and Fungals is because it "takes away micro" moreso than killing units take away micro. The reason he thinks this is because when siege tanks and spidermines kill units--it looks like a legitimate and fair way to "take away micro" while (since you can still see them) forcefields and fungals are unfair ways to take away micro.

Now (in my opinion) he is right that it looks boring/unfair to watch units die to forcefield blocks. It *looks* ridiculous to watch a clump of 15 vikings die to fungals as they helpless float there losing hitpoints. It doesn't matter that when fungals hit they deal less damage than a siege tank shot--at least a siege tank shot looks like a fair way to deal 35-50 damage while fungal looks like a cheesy way to deal 30-40 damage. He's right on that--he's simply wrong on the *why* it is so.



First off, I want to give you credit for actually not being sensationalist (that seems to be rare in this topic), which means I can actually respect your opinion on the matter, since you actually have a logical and well thought out opinion. At least you understand the roles of the abilities and their synergy with the race without being bias.

But I'd like to point out that he's went far beyond just that lol. He's not just talking about looks, he's been saying it's too powerful because of too much blocking power, and said so much pure bias ridiculousness in this topic, including some blatantly untrue information, and even ignored information that could have potentially helped him if he even plays HotS (which at this point seems highly unlikely).

Ignoring the Seeker Missile (since it would be understandable if he missed the change in patch notes - though this does make it suspect if he even plays HotS - and if he doesn't it's kind of messed up that he's argued in this topic so much)...

He's called free units "hard CC", He's claimed Ravens are harder to mass than Broodlords (meanwhile Broodlords are later in tech, each cost 3x the minerals, 100 more gas, take more time to morph, and cost double the supply - even with zerg having eggs it's such a big investment and later in tech so Terran can reach 5 to 10 easier and earlier). He's tried to compare non-combat units to Infestors. He's consistently argued about Zerg units being used in ways that doesn't even work for the race, and ignored the fact that his own races free units are designed for the precise reason he's complaining about. He's tried to call Ravens spells "off topic arguments". He's said that free unit and shield abilities "dont take skill they just prevent the opponents skill". He's said it's a "battlefield shaping ability and not a siege unit". He's said Fungal costs less energy than Missiles. When I pointed out the strengths of each race he called me a "whining kid talking about Terrans stuff is stronger" when he's the only one who has a problem with the noted strengths and weaknesses.

Now, after all that I'm not going to claim I know exactly what his motive is, but obviously he has some deeper issue than the micro situation, that even goes far beyond the topic of this thread.
SOWxDISCORD
Profile Joined December 2012
Brazil15 Posts
February 05 2013 18:41 GMT
#263
Stop whining
No prejudices, i hate everyone equally.
looken
Profile Joined September 2011
727 Posts
February 05 2013 18:54 GMT
#264
On February 06 2013 03:41 SOWxDISCORD wrote:
Stop whining

thank you so much for this well thought out comment <3
"Jingle Bells, Tasteless smells" Artosis 17.12.15
Garoodah
Profile Joined January 2012
United States56 Posts
February 05 2013 19:03 GMT
#265
As a Masters zerg in woL (havent done ranked in hots) I dont particularly enjoy swarm hosts. I dont like the immobility of the units, and I think they are very limited in use right now. They are really slow, and the time between waves feels like they can easily take damage. I enjoy playing with mobile units much more than just sitting around waiting to do enough damage. This is why I particularly enjoy playing ling bling muta in zvz and zvt. With the regen effect on mutas I already like them so much more than in WoL, to the point where they have late game use. A small pack of mutas harassing late game does alot of damage when used enough and health regen gives them them a way to constantly be annoying. I really think the locusts are too powerful aswell. They do considerable damage to units. I think it should be more of a tanky unit with less damage output to be honest. The only times I use swarm hosts are when I need to buffer free units for my main army, much like current day bl infestor. This is just my preliminary take on it. Ill post more when Ive have more time to use them.
"Oh man we've got GG-lords"
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-05 19:22:11
February 05 2013 19:17 GMT
#266
On February 06 2013 04:03 Garoodah wrote:
I think it should be more of a tanky unit with less damage output to be honest.


I'd personally find them more useful if that was the case. But if people are complaining about them now, imagine what would happen if they actually changed them like this?

The Hosts are actually most useful in ZvP, where a lategame composition of Hydra/Host/Corruptor with ranged upgrades is hard for them to handle. Terran can handle them pretty easily, they only work well on Terran very situationally unless you are very far ahead (mostly if they are turtling).

Which, btw, is one of the reasons the complaints about free units are a bit ridiculous. Especially coming from Terrans. Ling/Bling/Muta/Viper/Ultra is by far the most effective and common composition atm in HotS ZvT. Not SH nor Infestor/BL. They fit a specific niche of basically siege or countering siege only, and that's only necessary when you can't break a wall without them.
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
Last Edited: 2013-02-05 20:00:17
February 05 2013 19:49 GMT
#267
On January 28 2013 04:13 phrenzy wrote:
The problem is range. Zerg units are mainly melee based..


I'm going to stop you right there and stomp this terrible internet rumor before it spreads any further.
As we can see from this list, that simply saying "zerg is a melee army" is a gross over assumption.

List of Zerg units [Melee]
  • Drone (worker)
  • Zergling
  • Baneling
  • Ultralisk

List of Zerg units [Ranged]
  • Queen (also has Melee)
  • Roach
  • Hydra
  • Infestor (Spell caster that can kill units)
  • Infested Terran [Free unit]
  • Swarm Host [Free units]
  • Mutalisk
  • Corruptor
  • Broodlord [Free units]

*I did not need to list the Viper because it doesn't actually attack. Its a spell caster the deal damage indirectly.
**It should also be noted that the [Free units] are basically Zerg's AOE. I'm not disagreeing with the "free unit" concept at all. But I want to make painfully clear that Zerg is not some melee exclusive race.


On February 06 2013 04:03 Garoodah wrote:
As a Masters zerg in woL (havent done ranked in hots) I dont particularly enjoy swarm hosts. I dont like the immobility of the units, and I think they are very limited in use right now. They are really slow, and the time between waves feels like they can easily take damage.


You have essentially described the core of Terran Mech and what they've been dealing with for two years.
Advantageous
Profile Blog Joined May 2012
China1350 Posts
February 05 2013 20:11 GMT
#268
On January 28 2013 04:07 InfCereal wrote:
They're not technically free.

Their cost is the cost of the unit spawning them, and their price goes down the more waves that are produced. Honestly, 200/100 for 2 temporary units is absolutely horrible. But the longer the swarm hosts are alive, the more they're worth it.

I think it's an interesting dynamic, and I have no problem with it being in sc2.

Mid master zerg opinion. Take that as you will.


Typical Zerg thinking. These locusts are free because they're generated, if you've taken economics in school you would know that if the benefits out weight the cost the units practically pay for themselves right off the bat with just pressure and forcing tech. Take for example a marine, it has a limited amount of health and can only generate so many kills/damage over the course of the 55hp, however, a swarm host is burrowed and can produce fighting unit/army at a distance, the locusts will always be beefy enuf to land a couple of hits and because they're "free" losing them technically does not cost you anything. Thus, YES THEY ARE FREE.
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 05 2013 20:27 GMT
#269
On February 06 2013 05:11 Advantageous wrote:
Show nested quote +
On January 28 2013 04:07 InfCereal wrote:
They're not technically free.

Their cost is the cost of the unit spawning them, and their price goes down the more waves that are produced. Honestly, 200/100 for 2 temporary units is absolutely horrible. But the longer the swarm hosts are alive, the more they're worth it.

I think it's an interesting dynamic, and I have no problem with it being in sc2.

Mid master zerg opinion. Take that as you will.


Typical Zerg thinking. These locusts are free because they're generated, if you've taken economics in school you would know that if the benefits out weight the cost the units practically pay for themselves right off the bat with just pressure and forcing tech. Take for example a marine, it has a limited amount of health and can only generate so many kills/damage over the course of the 55hp, however, a swarm host is burrowed and can produce fighting unit/army at a distance, the locusts will always be beefy enuf to land a couple of hits and because they're "free" losing them technically does not cost you anything. Thus, YES THEY ARE FREE.


Typical toss thinking. They aren't free until they do damage. If for example you make 5 swarmhosts and you let loose locusts but they do 0 damage and you lose all 5 yeah you just wasted 1k minerals 500 gas. Sure this is an extreme example but it's an example non the less. They are free once they pay for their costs. So once they do 200 minerals/100 gas worth of damage then yes I agree they are "free" as you so put it.

Their initial waves aren't free as you just paid a pretty hefty amount to get them .
When I think of something else, something will go here
Henk
Profile Joined March 2012
Netherlands578 Posts
February 05 2013 21:14 GMT
#270
On February 06 2013 05:11 Advantageous wrote:
Show nested quote +
On January 28 2013 04:07 InfCereal wrote:
They're not technically free.

Their cost is the cost of the unit spawning them, and their price goes down the more waves that are produced. Honestly, 200/100 for 2 temporary units is absolutely horrible. But the longer the swarm hosts are alive, the more they're worth it.

I think it's an interesting dynamic, and I have no problem with it being in sc2.

Mid master zerg opinion. Take that as you will.


Typical Zerg thinking. These locusts are free because they're generated, if you've taken economics in school you would know that if the benefits out weight the cost the units practically pay for themselves right off the bat with just pressure and forcing tech. Take for example a marine, it has a limited amount of health and can only generate so many kills/damage over the course of the 55hp, however, a swarm host is burrowed and can produce fighting unit/army at a distance, the locusts will always be beefy enuf to land a couple of hits and because they're "free" losing them technically does not cost you anything. Thus, YES THEY ARE FREE.


So marines are free when you have medivacs healing them? In theory, unlimited HP.
ZeraToss
Profile Joined January 2011
Germany1094 Posts
February 05 2013 21:32 GMT
#271
if only i had a beta key i could test those unzergy units
"Personality should be irrelevant. This is a computer game tournament, not a dating show." EGIdrA on "introduce yourself and say something about your personality" Idra <3
Yeld
Profile Joined April 2010
Austria106 Posts
February 06 2013 01:39 GMT
#272
When you believe Swarmhosts produce "free" units you might as well say a Siegetank produces free banelings and teleports them right into your army in an instant.

"Omg he is fighting against FREE units!!" is just something bad casters like to shout because it sounds like something exciting/clever was going on.

Infested Terrans aren't free either. It's just the Infestor's attack much like Psionic Storm is the Templar's attack.

All the "omg free units!!"-nonsense aside, people simply need to learn how to deal with Swarmhosts correctly. The possibilities to do so have already been desribed in lenght in this thread, so I won't repeat everything in this post. Just realize that standing at your ramp and fighting locust over and over is not the right way. You are supposed to die if that's all you do. That's like standing around in Siege Tank fire, not doing anything.
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
Last Edited: 2013-02-06 02:16:07
February 06 2013 02:14 GMT
#273
On February 06 2013 04:49 PauseBreak wrote:
Show nested quote +
On January 28 2013 04:13 phrenzy wrote:
The problem is range. Zerg units are mainly melee based..


I'm going to stop you right there and stomp this terrible internet rumor before it spreads any further.
As we can see from this list, that simply saying "zerg is a melee army" is a gross over assumption.

List of Zerg units [Melee]
  • Drone (worker)
  • Zergling
  • Baneling
  • Ultralisk

List of Zerg units [Ranged]
  • Queen (also has Melee)
  • Roach
  • Hydra
  • Infestor (Spell caster that can kill units)
  • Infested Terran [Free unit]
  • Swarm Host [Free units]
  • Mutalisk
  • Corruptor
  • Broodlord [Free units]

*I did not need to list the Viper because it doesn't actually attack. Its a spell caster the deal damage indirectly.
**It should also be noted that the [Free units] are basically Zerg's AOE. I'm not disagreeing with the "free unit" concept at all. But I want to make painfully clear that Zerg is not some melee exclusive race.


Show nested quote +
On February 06 2013 04:03 Garoodah wrote:
As a Masters zerg in woL (havent done ranked in hots) I dont particularly enjoy swarm hosts. I dont like the immobility of the units, and I think they are very limited in use right now. They are really slow, and the time between waves feels like they can easily take damage.


You have essentially described the core of Terran Mech and what they've been dealing with for two years.



And quite frankly, Ultralisks are seen in 80% ZvTs and Zerglings are seen in every MU, and are our most reliable T1 unit that we use throughout the game, same like Marine, same like Zealot. Banelings are around when Terran is going bio, so that's around 40% of the games I've played in HotS, since most Terrans like mech nowadays.

So, yeah, we do have a lot of melee units. Since the core of our army is melee.
You are no longer automatically breathing and blinking.
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
Last Edited: 2013-02-06 02:15:37
February 06 2013 02:15 GMT
#274
Double post, soz.
You are no longer automatically breathing and blinking.
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
February 06 2013 02:20 GMT
#275
I've always (and made multiple posts) been against this kind of free units. The whole idea of auto throwing free units is just wrong. Zerg has the ability to force an oponent to make a move while he does none, just waits.

IT are fine (especially after latest nerfs), but BL and now Swarm hosts will always be on my black list.
"Having your own haters means you are famous"
vRadiatioNv
Profile Joined August 2010
United States139 Posts
February 06 2013 02:57 GMT
#276
I really think the title of the thread needs to be changed or something because the term "free units" is completely inaccurate and even appears to be brainwashing people in this thread.

This is a much better way to look at a Swarm Host:
HP: 290 (SH + Locust)
DPS: 27.9 (maximum)
- Regenerates 130 HP every 25 seconds (locust respawn)

The locusts dying and respawning is almost exactly the same as just having HP regen in some ways similar to Marines being healed via medivacs. A similar argument can be made for Brood Lords and Infesters. It's not OP and they're not "free". I personally enjoy watching the interesting dynamics that these units create and it does feel "swarm-ish" to me.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
February 06 2013 04:42 GMT
#277
On February 06 2013 05:11 Advantageous wrote:
Show nested quote +
On January 28 2013 04:07 InfCereal wrote:
They're not technically free.

Their cost is the cost of the unit spawning them, and their price goes down the more waves that are produced. Honestly, 200/100 for 2 temporary units is absolutely horrible. But the longer the swarm hosts are alive, the more they're worth it.

I think it's an interesting dynamic, and I have no problem with it being in sc2.

Mid master zerg opinion. Take that as you will.


Typical Zerg thinking. These locusts are free because they're generated, if you've taken economics in school you would know that if the benefits out weight the cost the units practically pay for themselves right off the bat with just pressure and forcing tech. Take for example a marine, it has a limited amount of health and can only generate so many kills/damage over the course of the 55hp, however, a swarm host is burrowed and can produce fighting unit/army at a distance, the locusts will always be beefy enuf to land a couple of hits and because they're "free" losing them technically does not cost you anything. Thus, YES THEY ARE FREE.

How are you going to play the "if you've taken economics in school" card and then completely ignore the actual economics doctrine on the issue? According to economics, NOTHING is free. There's always costs; if you haven't found them, you're not looking hard enough. When people say "free" in this thread they're using it in a colloquial, non-economics sense, which is fine. But if you bring up the economics on the issue, don't misrepresent them.

TANSTAAFL
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-06 04:45:08
February 06 2013 04:44 GMT
#278
On February 06 2013 11:57 vRadiatioNv wrote:
I really think the title of the thread needs to be changed or something because the term "free units" is completely inaccurate and even appears to be brainwashing people in this thread.


This is true. And to make it even worse, all 3 units in question are completely different, yet they are all being bunched up in to the same category.

Swarm Hosts, as was just stated, their units ARE their attack, so it's basically like 2 regenerating locusts that are "leashed" to a distance between their origin location. Plus they have very clear weaknesses - immobility, huge time between waves. Their main function is as a siege unit, and require other backup to even be useful.

Infestors units are just a little bit of DPS in emergencies, and hopefully cause a little bit of confusion to anyone who isn't focus firing. You also have to give up Fungal (the primary defensive spell for Zerg) in order to use them. After all the nerfs they are typically only good as some flash AA or a surprise attack on an undefended area. Very similar in utility to Hallucination except with a little bit of damage. Theres also clear weaknesses - limited energy, Infestors also don't have their own inherent attacks, etc.

Broodlords are a late game (possibly the latest game) siege unit, that spawns a couple Broodlings at a time. The broodlings do a little damage, but mostly function the same way as the Locusts do. Broodlords, by default, don't do the best damage, nor do they have as large range as the other siege units in the game for the other races. They also have very clear weaknesses - they are extremely immobile, are one of the most expensive units in the game (300 mins, 250 gas, 4 supply) even more expensive than a tempest (which does more damage and has damage bonuses, from farther away, and moves faster).

All three function very differently, especially when it comes to the intent of their "free units". All are limited in some way and use them as their primary attacks.

For some reason people are coming here acting like there is an endless supply, and do nothing but block paths with endless crowd control, when this is simply not true. Just the fact that BL and SH are limited in how many spawn at once means that the units supply of 3-4 (which is very high for Zerg units) means each of those units it spawns takes more than 1 supply. Considering how late game tech they are, the huge gas/supply costs, this is exactly why they have an ability of "Regenerating health".

People are also talking like the Zerg army is made up by nothing but these units, and talking like they are nothing but crowd control, when that's simply not true. Infestor/Broodlord is a shadow of its old self and is overshadowed by other compositions, and you need other backup than just these units together as they all share the same weaknesses.

And the post above is correct. If we're talking economics here, how about factoring the gas cost, supply costs, and how all these units listed share the same inherent weaknesses, and are not ideal together?
Jarree
Profile Joined January 2012
Finland1004 Posts
February 06 2013 04:57 GMT
#279
Free units are just horrible in spectators point of view. Can you imagine the amazing swarm host micro by the best players in code s? They set the rally point to the exact right spot and the casters go crazy! Same a-move shit as with broodlords, except you don't even have to a-move anymore, just set rally point.

I've played against swarm hosts only a couple of times and they didn't seem that good to me. Haven't used them yet myself so don't know, but i'll guess it isn't that fun either.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-02-06 05:24:12
February 06 2013 05:13 GMT
#280
Enough of this free units garbage. The cost of locusts is exactly equal to the cost of the swarm host that is producing it divided by the amount of locusts it spawns. Thus, if the swarm host lives a long time, the cost of locusts approaches 0 fairly quickly. However, it is non-0. The cost of broodlings spawned by a broodlord? Exactly the cost of the broodlord divided by the amount of total broodlings it spawned.

Instead, this should be complaining about the absurd cost efficiency of such units rather than the false notion of 'free'. The issue is that these spawned units are vastly superior to the attacks of most other units.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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