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Zerg and free units - Page 2

Forum Index > StarCraft 2 HotS
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shin_toss
Profile Joined May 2010
Philippines2589 Posts
January 27 2013 22:12 GMT
#21
@OP:I agree with you. Broodlings, Cracklings, Infested terran, it seems they absorb too much damage in ball vs ball battle wherein a sense that you can't even kill half of the Zerg's 'real' army. I agree with the design the Zerg should be a swarming race, outnumbering, overrunning opponents, But hmmm I think Swarm Host is too much? range is pretty far( both locusts attack and lifespan), locust should be uncontrollable at least, so Protoss and terran can at least make a maneuver against the direction of the locusts path.


AKMU / IU
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 27 2013 22:14 GMT
#22
So maybe the unit should have some couldown on burrow/unburrow to force smart usage (like the tank need 2 second to siege and 2 second to unsiege and you cannot stop the current transformation). right now it feel like
burrow, shoot 30 locust, unburrow right away and go far enough to not get punished afterward.

First, you already must make it that all loocusts are left mushrooms fields, or they wil stuck like in this video.



Second, you should remember, that Swarm Host burrow time isn't fast like every zerg unit. SH burrow time is around 2-3 seconds too.

rather slow
pretty big and clunky
cannot shot air
tend to be stacked (in their current usage)

All of these arguments are similar to siege tank ones. And I want to add, that but it becomes more dangerous on creep because of big benefits from it. 40% more speed for Locusts and 2.95 speed for Swarm host itself. It's fast as Stalker.

On creep you gain bigger speed for Locusts which means they can attack at more far distances.
Emzeeshady
Profile Blog Joined January 2012
Canada4203 Posts
January 27 2013 22:29 GMT
#23
--- Nuked ---
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
January 27 2013 23:57 GMT
#24
Against hydra/swarm host, Terran needs at least 6 tanks along with a big ground army, and Protoss needs at least 4 high templar with storm finished and a big ground army. Protoss can use Colossus, but they have to prepare for it REALLY early to have a big enough colossus count in time. Against Mutas, Terran needs a lot of marines with stim and turrets and Protoss needs a lot of Phoenixes. So Zerg can force their opponent into their tech path if both players go for 3 bases, or if Zerg goes for 2 base tech. If you don't have a big enough army or the right army composition you just lose. There's no way to delay them to get your army in place except with a big counter attack. Meanwhile, Protoss and Terran can't really force anything with their tech path except spore crawlers to deal with harass unless they all-in. And if Protoss and Terran get a bigger army, Zerg can still delay until they get their army up because they can produce units so much quicker than Protoss and Terran. I'm not sure if it's imbalanced, but Protoss and Terran are now being punished a lot more for their mistakes and Zerg not nearly as much for theirs.
sitromit
Profile Joined June 2011
7051 Posts
January 28 2013 01:42 GMT
#25
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.
Whitewing
Profile Joined October 2010
United States7483 Posts
January 28 2013 01:45 GMT
#26
On January 28 2013 10:42 sitromit wrote:
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.


Colossus lasers don't have hit points or absorb enemy attacks, or block enemy movement, or chase them down if they run from the colossus.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 28 2013 01:56 GMT
#27
No one complained about terran's free units in BW, don't see why they would complain about it now.
Hark, what baseball through yonder window breaks?
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2013-01-28 02:03:42
January 28 2013 01:59 GMT
#28
On January 28 2013 10:45 Whitewing wrote:
Show nested quote +
On January 28 2013 10:42 sitromit wrote:
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.


Colossus lasers don't have hit points or absorb enemy attacks, or block enemy movement, or chase them down if they run from the colossus.


Colossus lasers or Tank shots don't absorb enemy attacks, you're right. This is one thing that counterbalances the disadvantages of dealing damage indirectly. If it didn't have any advantages, then it would just be inferior in every way, wouldn't it?

If that was a Tank shot you were trying to run away from, it would have already hit you. You can't escape a Tank shot, or Marine shot, or Colossus lasers that have already been fired. With the Locusts, if you can outrun them, you can, or you can kill the Locusts with ranged units before they do any damage at all.
marcjpb
Profile Joined September 2010
Canada64 Posts
January 28 2013 01:59 GMT
#29

So to some people, in order to make zerg feel zergly is have 0 cost effective units. I though the whole zergy fill is to have a lots of units to throw at your oppenent and overwelm them with the numbers, even if they are weak.

Swam host is a unit with high risk vs reward. When use properly, it is very strong. When use poorly, you just lose the game outright.

I just dont get it whats the big deal, oh ya Terran cant win 70% of their matchup so they bitch about every damn thing, my bad.
And you know what else grinds my gears? You America! Fuck you! - Peter Griffin
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
January 28 2013 02:01 GMT
#30
On January 28 2013 10:45 Whitewing wrote:
Show nested quote +
On January 28 2013 10:42 sitromit wrote:
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.


Colossus lasers don't have hit points or absorb enemy attacks, or block enemy movement, or chase them down if they run from the colossus.


They do do guaranteed damage though.
Crabs
AndAgain
Profile Joined November 2010
United States2621 Posts
Last Edited: 2013-01-28 02:28:14
January 28 2013 02:25 GMT
#31
On January 28 2013 10:59 sitromit wrote:
Show nested quote +
On January 28 2013 10:45 Whitewing wrote:
On January 28 2013 10:42 sitromit wrote:
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.


Colossus lasers don't have hit points or absorb enemy attacks, or block enemy movement, or chase them down if they run from the colossus.


Colossus lasers or Tank shots don't absorb enemy attacks, you're right. This is one thing that counterbalances the disadvantages of dealing damage indirectly. If it didn't have any advantages, then it would just be inferior in every way, wouldn't it?

If that was a Tank shot you were trying to run away from, it would have already hit you. You can't escape a Tank shot, or Marine shot, or Colossus lasers that have already been fired. With the Locusts, if you can outrun them, you can, or you can kill the Locusts with ranged units before they do any damage at all.


So what's your point? Yes, free units have some advantages and disadvantages; while regular firing units also have advantages and disadvantages. The fact remains that free units exist and they're the one who absorb limitless amount of damage, block pathing, and create less interesting games.
All your teeth should fall out and hair should grow in their place!
sitromit
Profile Joined June 2011
7051 Posts
January 28 2013 02:34 GMT
#32
On January 28 2013 11:25 AndAgain wrote:
Show nested quote +
On January 28 2013 10:59 sitromit wrote:
On January 28 2013 10:45 Whitewing wrote:
On January 28 2013 10:42 sitromit wrote:
I don't see the problem at all with so called "free units". That's like saying the beams that come out of your Colossus are "free lazors!"

Let's talk about the Swarm Host. It's supposed to be a siege unit, right? Like a Siege Tank. You siege your tank, it starts shooting at whatever enemy structure or unit is in range. The function of it is to deal damage. This damage doesn't cost resources or energy, and you can't avoid it, unless you kill the Tank.

Like the Siege Tank, you siege (burrow) your Swarm Host, and it starts dealing damage to whatever is in range. Just like the Tank, to stop this damage, you need to kill the Swarm Host. The twist here is this, the Swarm Host deals damage indirectly. Instead of firing shots that can't be avoided, it creates Locusts that fire shots. This is actually not an advantage when it comes to dealing damage. The Locusts can be avoided, unlike the Tank's shots. The damage is not instant, and by killing the Locusts themselves, you can actually completely avoid it.


Colossus lasers don't have hit points or absorb enemy attacks, or block enemy movement, or chase them down if they run from the colossus.


Colossus lasers or Tank shots don't absorb enemy attacks, you're right. This is one thing that counterbalances the disadvantages of dealing damage indirectly. If it didn't have any advantages, then it would just be inferior in every way, wouldn't it?

If that was a Tank shot you were trying to run away from, it would have already hit you. You can't escape a Tank shot, or Marine shot, or Colossus lasers that have already been fired. With the Locusts, if you can outrun them, you can, or you can kill the Locusts with ranged units before they do any damage at all.


So what's your point? Yes, free units have some advantages and disadvantages; while regular firing units also have advantages and disadvantages. The fact remains that free units exist and they're the one who absorb limitless amount of damage, block pathing, and create less interesting games.


So you're saying they have advantages and disadvantages, which would mean they're balanced, wouldn't it? Less interesting games is your subjective opinion.
TurboDreams
Profile Joined April 2009
United States427 Posts
January 28 2013 02:37 GMT
#33
Every race has free units has free units,Protoss has Hallucination and Terran has Auto Turrets, I don't see a problem
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
January 28 2013 02:53 GMT
#34
free unitsvare hRd to balance because of spacing in sc2

once space is completely occupied , these free units become most effective
| Idra | YuGiOh | Leenock | Coca |
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
Last Edited: 2013-01-28 03:44:56
January 28 2013 02:57 GMT
#35
Edit: Wrong thread
Crabs
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 28 2013 03:01 GMT
#36
On January 28 2013 11:53 ThePlayer33 wrote:
free unitsvare hRd to balance because of spacing in sc2

once space is completely occupied , these free units become most effective


In BW you could cover half the map with zero supply units that dealt as much damage as a reaver. No one complained of imbalance. In fact, people aske to get back zero supply mineral only nukes for Terran and whine when blizz puts the unit at 2 supply.

Zerg, the swarm race, is given weaker zero supply units and suddenly it's TL whine?

I just don't understand this community sometimes.
Hark, what baseball through yonder window breaks?
J.E.G.
Profile Joined May 2010
United States389 Posts
January 28 2013 03:11 GMT
#37
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.

Good point.
Do or do not; there is no try.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
January 28 2013 03:48 GMT
#38
its frustrating sometimes that zerg free units can be so powerful when your expensive units aren't doing the job lol
BisuDagger
Profile Blog Joined October 2009
Bisutopia19307 Posts
January 28 2013 04:36 GMT
#39
Everyone in here is arguing over what free units mean and the focus is all wrong. Instead what we should discuss from the OP is, "are those unit spawning units for zerg making it less fun to watch SC2 at a pro level."

As someone who watches SC2 I feel like the BL infestor combo do make games far less enjoyable. When you consider zerg from 2011 the balance against zerg helped them feel swarmy and fun. I think blizzard can make the units work but have to.just allow the other races an easier time preventing certain combination of units so we don't have these unwatchable situations. Fortunately HOTS will change the dynamic no matter what and I cannot say yet wether its good or bad.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Spyridon
Profile Joined April 2010
United States997 Posts
January 28 2013 05:14 GMT
#40
This is a really silly topic...

As someone already mentioned, the units aren't "free", and the only way these units are cost effective at all is if they survive long enough to spawn a massive amount of units.

This is especially true when it comes to Swarm Hosts. You know how many times a couple Widow mines OR tanks OR seeker missiles have killed a dozen mutas or lings in one explosion? Complaining about "free units" would be like complaining about how efficient those are in comparison to Zerg having to blow up banelings (which costs gas) for that kind of explosion that kills that many units when Terran can do that much damage WITH RANGE and FOR FREE! But it would be completely silly to complain about that because of the racial advantages and disadvantages...

This isn't considering the fact that a siege unit not having immediate damage is a huge disadvantage, nor the fact that others have mentioned where the "free units" are Zergs form of AoE.

Don't you realize it's intended for Zerg to have to use the free units to protect themselves from AoE because the majority of Zerg units are very vulnerable to AoE? This is the same exact way Hallucinations are supposed to be used, why is this complaint only focused on Zerg when taking that in to consideration?

On the topic of "fun to watch", fun to watch in SC/SC2 most the time is related to events that require micro to work. Broodlords (or any of the massive air units) are not really fun to watch for this reason. But Swarm Hosts? They are quite the opposite, and Swarm Host + Infestor takes quite a bit of micro to play optimally. Which is not only fun to play as, but also fun to watch, since key micro leads to intense plays.

Again, very silly topic...
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