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I always thought that Zerg was about being strength in numbers. Cost efficiency of individual units is very low, but when you send in a horde, cost efficiency as a whole increases. Now its just that all the individual cost inefficient units are created by a bigger, more expensive unit for free.
I think this change in direction was intended to make zerg easier to play. You arguably had to have very good macro when playing BW zerg, and this turned alot of newer players away from playing zerg.
Is this a bad change? You could argue either for or against, but this change in design wont be reverted as blizzard is all about encouraging every new SC2 player to ladder.
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It's frustrating for both: for the Z because it do not deal damage directly, you have to wait for the unit to spawn the free units which will deal damage. It's frustrating for the opponent because before you can deal with the unit you have to deal with its proxy, the free units.
Is it Zergy? I don't know. To me it's not really free units, it's "damage that blocks the way but that you can kill to avoid it". So in a sense I like it, because I can avoid taking damage, but in another sense I hate it, because I just mostly kill damage-to-be, not units, and have the risk of being overrun if I do not have the proper counter.
I guess it feels zergy because it creates a lot of units, like a swarm. The issue is the cost-efficiency, like the OP outlined: Z cannot have units that are too cost-efficient, otherwise you break the game. So Blizz have to take that into account, and so the swarm host is very expensive and has a long burrow time so it's not too cost-efficient. Which kinda creates a situation where everybody is frustrated: Zerg because SH feels bad (until you have like 12 of them), and the others because they do not like battling units that are not units.
All in all it does not seems too bad, up until it's too cost-efficient, which seems the real issue here.
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The notion that the units are not free because the unit that produced them is not is actually flawed. Unit-production structures are not free, but if you can train free units out of them, these units will be free and can not be categorized as "non-free" units. Same applies to units producing units.
On topic, I don't think that the current "free units" are a big problem but certainly things can be better. Note that I would not categorize infested terrans as "free" units since at least you are spending energy to get them. Regardless, my problem with the swarm host is that the "spawn units" mechanic has become too overused and too lame and at this rate maybe next expansion all zerg combat units might spawn from other units ... of course this won't happen but I'm noting that there must be a line somewhere that dictates whether the mechanic is overused or not and I do personally believe that blizzard has crossed that line.
As for the free units I do think that they are a bit too forgiving. With the current resources cost of the "host" unit it might be justified but a more interesting system would have the units cost actual resources, while having the "host" unit a bit cheaper and maybe the units themselves a bit stronger now that they are not free. If balanced well I feel that such system will be much more interesting to watch and make the game a bit more "alive".
That said, free or not, what bothers is how this "unit spawning units" mechanic has become a bit overused.
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I agree with the arguments that swarm hosts give opposing players a reason to recreate deathballs (which I hate). I think zerg needs a powerful tool before broodlords, especially one to break sieges, but I still feel that swarm hosts (while theyre kinda fun to use) still feel like nerfed broodlords. I also dislike how theyre not so good for defending and dont add as much micro to zerg as I had hoped. Not saying lurkers are the answer, but if it werent for banelings, they'd look REALLY good right about now.
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United States7483 Posts
On January 28 2013 11:34 sitromit wrote:Show nested quote +On January 28 2013 11:25 AndAgain wrote: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.
He didn't say the advantages and disadvantages balanced out, he heavily implied that the advantages of units like the broodlord far outweigh the disadvantage of not doing unavoidable damage. The main issue is the damage soaking and the blocking of movement. If they simply spawned units that continued to attack for a given time that didn't block movement so that the overall damage of the attack was pretty high then it wouldn't be so ridiculous. As it is, because the swarm host exists, I can't even consider any sort of low tech opening in PvZ anymore unless it's an all-in. Because there is no ground based army in the game that can deal with brood lords with appropriate support, a ridiculous unit like the tempest had to be added, because no unit in the game can actually get close enough to attack the damn brood lords without getting stomped into oblivion.
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In BW there was a need for multitasking and skill. also the things laid down were independent and not controllable afterwards, making every mine a decisive choice. Here the free units are _not costing_ you anything after purchasing the unit, they only need A-move to spread and kill, they are also blocking movement, and they are attached to the unit which means making a bad decision about its usage doesn't effect you so heavily. It's really much more boring in the way it works compared to the BW mines. Lazy design.
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On January 28 2013 04:45 ZjiublingZ wrote: I'm just going to respond to the points I feel I can actually argue. It's kind of pointless to argue with how someone feels about things, so I'm not going to get into that. I'll just say that I think the Swarm Host is a very zergy interpretation of a Siege Unit, and I think a Lair Tech Siege Unit was a good addition to Zerg.
For your point about 'The feeling of "Yeah I held".'. In short, I think you are just having that feeling when you shouldn't. You wouldn't expect to have that feeling while a Tempest is shooting at you from far away, even if you were repairing your units from the damage. You should feel under pressure, because you are under siege. Until you actually break that siege, you shouldn't be having that feeling of "Yeah I held". Because you haven't. Swarm Hosts do have the interesting dynamic of allowing you to hold without even breaking the siege in some way, but simply by accruing enough long range Splash (basically just with Siege Tanks, and to a much lesser extent Colossus). That's when you should have the feeling of "Yeah, I held". Siege Units by their very nature should make this feeling harder to get then simple Ling or Roach pressure, otherwise it wouldn't be a very good Siege Unit now would it?
On the topic of cost-efficiency: You can say the same thing about Air units if the opponent has no anti-air, Cloaked units if the opponent has no detection, or Siege Units if the opponent can't close the distance (because of Terrain, Force Fields, or whatever). They have the potential to be really cost-efficient if they are engaged poorly, or not countered properly.
I would concede that, Fungal in combination with these high range units (it really doesn't have anything to do with the "free units", except for that they all offer a high potential range with their movement), does achieve some stupid cost-efficiency, and all that has to happen is getting "caught" in the fungal once. But this would be true if it were Siege Tanks + Infestors, or Tempests + Infestors. It's really just the nature of Fungal and High Range that makes this the case. This I do find can make for some really poor gameplay sometimes. Things are roughly even, player get's caught in a fungal for a second, and loses thousands of resources for nothing. Very hard to recover from that kind of a trade.
There are more counters to Swarm Hosts than Splash. Gaining Air dominance or abusing mobility is a perfectly effective counter, just as well as Splash.
As far as it making Colossus to common/necessary in the match-up. That's a problem with the Colossus, not the Swarm Host. You can go air and beat Swarm Hosts, you can go Templar and beat them (you just have to beat them all at once), and you can just abuse mobility and beat them. If you don't like using Colossus go for a different strategy that can deal with Swarm Host in another way, because they do exist. If you are turtling, and the Zerg player get's into perfect position with his Swarm Hosts, and you don't have air dominance, yeah, you will probably need to make Colossus. Just like a Terran will probably need to make Siege Tanks.
Spot on. Nice to see posts like these. Impartial and well reasoned.
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On January 28 2013 06:19 DemigodcelpH wrote:Show nested quote +On January 28 2013 05:44 Umpteen wrote: One thing free units do achieve is getting around the problem of Zerg units being less supply-efficient in a game where 3-base saturation is optimal. Any race can saturate 3 bases, and nobody wants to saturate 4, so once you get to 3 bases the 'get a base ahead and swarm with superior economy' mantra fails. Free units (from infestors, broodlords or now swarm hosts) is a way to simulate being ahead in economy - just like free Terran workers (MULEs) is a way for them to pretend the supply cap is higher, both of which serve (in principle) to balance the concentrated might of a maxed Protoss force. Infestor/BL is perhaps the most supply efficient army in the game, so no. Same thing with Speedlings.
I/BL is supply efficient because of free units. Infested Terrans and Broodlings. Thank you for making my point 
The whole POINT of Zerg is being supply-inefficient; that's why their units are cheap, they can take the whole map and cover it in spine crawlers, cover the map in creep so they have a virtual maphack, and remax an entire army regardless of what it's made up of in a single production cycle. So what the hell are you talking about, Umpteen? If Zerg gets units that "compensate for being supply-inefficient", then fine, but take away the ability to instantly remax with whatever units you want from the same type of building.
What I'm talking about is that although Zerg production can be formidable, the underlying Zerg economy has the same limitations as Protoss and Terran. Yes, Zerg can saturate 3 bases quicker, so for part of the game 'more economy and swarm with units' holds true. But once both sides are on three saturated bases that changes.
You talk about 'covering the whole map in spine crawlers' and 'remaxing in a single production cycle' as if it's a given that a Zerg will have enough extra money to do all that. Ignoring production limitations, would a Protoss or Terran have enough money to cover the map in turrets / cannons AND remax instantly? Of course not!
Yes, if both sides sit back when maxed and build up a bank, the Zerg will be able to spend that bank more quickly. But that bank doesn't accumulate more quickly. So while there can come a point in the game where Zerg can pull off that insta-remax and their opponent can't, once their opponent has invested in production facilities (eg mass gateway for Protoss), both sides are back to being able to gather and spend their money just as quickly as each other. The extra money from expanding earlier, and the extra production from larvae, are transient advantages for the Zerg, not permanent ones.
That's where free units come in. They simulate the Zerg having a larger economy than they actually do, extending that racial advantage beyond the point where economy and production would otherwise equalise.
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On January 28 2013 03:59 HardlyNever wrote:
Free units really aren't "zergy"
I know some of the staff at Blizzard (particularly DB) think free units feel "zergy." I'm here to tell you why it really isn't. Since Brood War, zerg has been, generally speaking, the most cost inefficient race. They had to be, because they had the most streamlined (cheapest) production, the fastest way to reproduce units, and usually the most bases. They won by have bigger economies and more production to make up for having reduced unit cost inefficiency. Units that produce free units completely breaks that paradigm. Units that create free units actually have the ability to become the most cost efficient units in the game, by virtue that they kill a lot of stuff without dying (duh). This is, in part, why broodlord/infestor is so good, and also so boring to watch (it isn't really zerg). It can be incredibly cost efficient because it has two free unit producing units.
We're not really talking about free units here. These "free" units are shittier versions of the real thing, cost mana and have a limited life span. So you can't really call them free units.
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On January 28 2013 05:27 HardlyNever 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. This is the response b.net posters are making (silver and gold). Take that for what you will. "Free" may not be the exact term for these units, but everyone knows what I mean. You are just arguing semantics. The issues I raised are still the same, regardless of what you want to call them. The problem is the threshold for them becoming very cost effective is very low (I'd say roughly two waves of locusts, depending on the situation). That is incredibly cost effective for any race, particularly zerg. That is the real issue. That isn't just semantics.
Even in Starcraft, there is no lunch for free.
You could also argue that any unit does "free" damage: You pay once but the unit can shoot all the time until it dies. But no-one would say that those damage is free. So are the 'free' units not actually free.
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I read a lot of posts stating that "zerg really needs a siege unit before the brood lord". Well, just for the sake of the discussion - do they rly? When looking at the different races they do lack certain units to perform any kind of play in a viable fashion during different parts of the game. The classic terran is strong in the midgame, weaker in the late game, or portoss is weaker in the early game but strong in late game etc. ( I know this is WOL-related "truths" but still for the sake of an example).
I mostly tend to focus on the feel of the game when discussing design rather than balance this or imba that. And I can feel that there needs to be a clear definition of intent regarding the races from the developers that also show in the design of the races. Is it so that all races should have the tools to do any kind of strategy/play against any matchup in every aspect of the game? If so, the zergs do need siege units in the mid game, as well the other races need several additions, buffs etc. etc. at other points where they tend to lack.
But in short, the statement that "zerg need mid-game siege", how so?
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On January 28 2013 18:53 Umpteen wrote:Show nested quote +On January 28 2013 06:19 DemigodcelpH wrote:On January 28 2013 05:44 Umpteen wrote: One thing free units do achieve is getting around the problem of Zerg units being less supply-efficient in a game where 3-base saturation is optimal. Any race can saturate 3 bases, and nobody wants to saturate 4, so once you get to 3 bases the 'get a base ahead and swarm with superior economy' mantra fails. Free units (from infestors, broodlords or now swarm hosts) is a way to simulate being ahead in economy - just like free Terran workers (MULEs) is a way for them to pretend the supply cap is higher, both of which serve (in principle) to balance the concentrated might of a maxed Protoss force. Infestor/BL is perhaps the most supply efficient army in the game, so no. Same thing with Speedlings. I/BL is supply efficient because of free units. Infested Terrans and Broodlings. Thank you for making my point 
No you mean "cost efficient"; most Zerg units are extremely supply efficient, and also one word: fungal. Thank you for making my point.
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On January 28 2013 20:21 DemigodcelpH wrote:Show nested quote +On January 28 2013 18:53 Umpteen wrote:On January 28 2013 06:19 DemigodcelpH wrote:On January 28 2013 05:44 Umpteen wrote: One thing free units do achieve is getting around the problem of Zerg units being less supply-efficient in a game where 3-base saturation is optimal. Any race can saturate 3 bases, and nobody wants to saturate 4, so once you get to 3 bases the 'get a base ahead and swarm with superior economy' mantra fails. Free units (from infestors, broodlords or now swarm hosts) is a way to simulate being ahead in economy - just like free Terran workers (MULEs) is a way for them to pretend the supply cap is higher, both of which serve (in principle) to balance the concentrated might of a maxed Protoss force. Infestor/BL is perhaps the most supply efficient army in the game, so no. Same thing with Speedlings. I/BL is supply efficient because of free units. Infested Terrans and Broodlings. Thank you for making my point  No you mean "cost efficient"; most Zerg units are extremely supply efficient, and also one word: fungal. Thank you for making my point.
Wait, hold the phone.
Which ones?
Spell casters don't count, spells are supposed to be powerful.
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No such thing as "free units". All the spawned units are temporary.
If they cost energy, there is no way to argue they are "free". If ITs are "free marines", than seeker missiles are "free banelings". All in all, the IT could be considered a spell that potentially deals 280 damage (9.3 DPS x 30 seconds lifespan), but that can be avoided or stopped by dealing 50 damage.
The problematic part here, which I agree with, is that 1) more than damage dealers, spawned units are meatshields and 2) they are meatshields which doesn't spend your supply.
But I think the dynamic is interesting. I've seem compelling arguments of how fulgal or FFs are game-breaking and bad design; but the only argument against spawned units seems to be that they are "free" and "weird".
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On January 28 2013 21:04 InfCereal wrote:Show nested quote +On January 28 2013 20:21 DemigodcelpH wrote:On January 28 2013 18:53 Umpteen wrote:On January 28 2013 06:19 DemigodcelpH wrote:On January 28 2013 05:44 Umpteen wrote: One thing free units do achieve is getting around the problem of Zerg units being less supply-efficient in a game where 3-base saturation is optimal. Any race can saturate 3 bases, and nobody wants to saturate 4, so once you get to 3 bases the 'get a base ahead and swarm with superior economy' mantra fails. Free units (from infestors, broodlords or now swarm hosts) is a way to simulate being ahead in economy - just like free Terran workers (MULEs) is a way for them to pretend the supply cap is higher, both of which serve (in principle) to balance the concentrated might of a maxed Protoss force. Infestor/BL is perhaps the most supply efficient army in the game, so no. Same thing with Speedlings. I/BL is supply efficient because of free units. Infested Terrans and Broodlings. Thank you for making my point  No you mean "cost efficient"; most Zerg units are extremely supply efficient, and also one word: fungal. Thank you for making my point. Wait, hold the phone. Which ones? Spell casters don't count, spells are supposed to be powerful. Dont take him seriously... Somewhere in this thread he said that zerglings are supplyefficient... I mean, with that as reference, we need a new term for something like MMM - which isnt highly supplyefficient either...
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I think Swarm Hosts are a difficult unit to face ant that's good. There are different counterstrategies that work for every race. Yet i think that as soon as players get better with using Swarm Host micro, you will hardly ever be able to kill them after they've fired their free units. What i'd like would be to make Swarm Hosts even slower, so that retreating is more difficult.
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I really like Zerg free units. Feels quite swarmy and zergy to me )
I wouldn't however mind lower supply for the other Zerg units to enhance the swarm feeling further, for example making roaches and/or hydras 1 supply and nerfing them accordingly.
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I have a feeling that fewer and fewer posters are looking at the original content (also possibly because it's only spoilered in the OP).
Also, too many people cannot seem to resist the urge to quote Heinlein's TANSTAAFL (There Ain't No Such Thing As A Free Lunch). We've heard it once, we've heard it five times now.
Where the problems arise in a game of SC2 is the lack of decision-making involved with free units. Take an example. If you engage with a reaper, blink-stalker, zealot-phoenix, or any of the other ''real units'' then you risk losing the money and time that went into making that unit should you lose the engagement. That's what cost-efficiency is: Opponent-cost minus player-cost. With a free unit, you can take an engagement with increased chances that the player-cost is 0 while the opponent-cost is larger than 0.
Now, there are number of way to argue circumstances. For example, if the player tries to IT harass a worker line and gets the burrowed infestor detected and killed, the player-cost is the infestor and the opponent-cost is 0. So, no, a free unit does not magically give you free damage.
Also, if the infestor expends energy at moment x, and then does not have energy to expend at moment y. Then there has been opportunity-cost. One cannot use that unit at moment y. (This does not apply to broodlord due to the speed of broodling attacks and is only marginally relevant for the swarm host.) There's also opportunity cost in terms of alternative tech choices. Going for infestors by cutting spire-tech is going to go badly against a colossus rush, for example.
But those criticisms of the OP are at the end of the negative spectrum. Free units can also do something that's much more rare in terms of ''real units'', they can do 0 player-cost damage. (This is possible with ''real units'' as well, imagine stalkers picking off units but blinking away before taking hull damage.) For example when infestors fire ITs, kill units with them and retreat. As long as the opponent took enough damage not to be able to attack in the next 30 seconds or so, there was no cost to that engagement. There are a number of cases where this is especially relevant and those are base-races and low-eco games. If both players are on low eco, the opponent cannot punish the energy-weakness because he cannot afford to produce the units fast enough.
As with all things SC2, the question is two-fold. First: can the opponents respond in a reasonable manner, which is basically asking whether the composition is OP or not. I don't want to say anything in response to this.
The second is what the OP seems to be talking about: is this rewarding as a design choice? Is it fun to play with and against? I'd join the OP in saying that it is not. It's more rewarding to make decisions with ''real units'' where your inefficient lings might be able to do counter-attack damage or not; or get a surround or not, depending on your ability to micro. And you also need to be able to keep up your macro to play that style. There are problems with this style in SC2 mainly to do with how easy it is to turtle up (I'm looking at Protoss more than Terran with this).
The free unit mechanism replaces the macro aspect and changes the micro-game too. Instead of trying to micro to get good engagements, you try to avoid damage to your unit-producing-units. It does not matter whether you DO damage or not, as long as your UPU's don't take lethal damage. And that micro is not too fun to watch.
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On January 28 2013 22:04 Ghanburighan wrote: I have a feeling that fewer and fewer posters are looking at the original content (also possibly because it's only spoilered in the OP).
Also, too many people cannot seem to resist the urge to quote Heinlein's TANSTAAFL (There Ain't No Such Thing As A Free Lunch). We've heard it once, we've heard it five times now.
Where the problems arise in a game of SC2 is the lack of decision-making involved with free units. Take an example. If you engage with a reaper, blink-stalker, zealot-phoenix, or any of the other ''real units'' then you risk losing the money and time that went into making that unit should you lose the engagement. That's what cost-efficiency is: Opponent-cost minus player-cost. With a free unit, you can take an engagement with increased chances that the player-cost is 0 while the opponent-cost is larger than 0.
Now, there are number of way to argue circumstances. For example, if the player tries to IT harass a worker line and gets the burrowed infestor detected and killed, the player-cost is the infestor and the opponent-cost is 0. So, no, a free unit does not magically give you free damage.
Also, if the infestor expends energy at moment x, and then does not have energy to expend at moment y. Then there has been opportunity-cost. One cannot use that unit at moment y. (This does not apply to broodlord due to the speed of broodling attacks and is only marginally relevant for the swarm host.) There's also opportunity cost in terms of alternative tech choices. Going for infestors by cutting spire-tech is going to go badly against a colossus rush, for example.
But those criticisms of the OP are at the end of the negative spectrum. Free units can also do something that's much more rare in terms of ''real units'', they can do 0 player-cost damage. (This is possible with ''real units'' as well, imagine stalkers picking off units but blinking away before taking hull damage.) For example when infestors fire ITs, kill units with them and retreat. As long as the opponent took enough damage not to be able to attack in the next 30 seconds or so, there was no cost to that engagement. There are a number of cases where this is especially relevant and those are base-races and low-eco games. If both players are on low eco, the opponent cannot punish the energy-weakness because he cannot afford to produce the units fast enough.
As with all things SC2, the question is two-fold. First: can the opponents respond in a reasonable manner, which is basically asking whether the composition is OP or not. I don't want to say anything in response to this.
The second is what the OP seems to be talking about: is this rewarding as a design choice? Is it fun to play with and against? I'd join the OP in saying that it is not. It's more rewarding to make decisions with ''real units'' where your inefficient lings might be able to do counter-attack damage or not; or get a surround or not, depending on your ability to micro. And you also need to be able to keep up your macro to play that style. There are problems with this style in SC2 mainly to do with how easy it is to turtle up (I'm looking at Protoss more than Terran with this).
The free unit mechanism replaces the macro aspect and changes the micro-game too. Instead of trying to micro to get good engagements, you try to avoid damage to your unit-producing-units. It does not matter whether you DO damage or not, as long as your UPU's don't take lethal damage. And that micro is not too fun to watch. Carrier micro? Thats exactly what you describe in the last part. Try to avoid damage on the carriers, while letting the interceptors do tge work.
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On January 28 2013 22:12 Big J wrote:Show nested quote +On January 28 2013 22:04 Ghanburighan wrote: I have a feeling that fewer and fewer posters are looking at the original content (also possibly because it's only spoilered in the OP).
Also, too many people cannot seem to resist the urge to quote Heinlein's TANSTAAFL (There Ain't No Such Thing As A Free Lunch). We've heard it once, we've heard it five times now.
Where the problems arise in a game of SC2 is the lack of decision-making involved with free units. Take an example. If you engage with a reaper, blink-stalker, zealot-phoenix, or any of the other ''real units'' then you risk losing the money and time that went into making that unit should you lose the engagement. That's what cost-efficiency is: Opponent-cost minus player-cost. With a free unit, you can take an engagement with increased chances that the player-cost is 0 while the opponent-cost is larger than 0.
Now, there are number of way to argue circumstances. For example, if the player tries to IT harass a worker line and gets the burrowed infestor detected and killed, the player-cost is the infestor and the opponent-cost is 0. So, no, a free unit does not magically give you free damage.
Also, if the infestor expends energy at moment x, and then does not have energy to expend at moment y. Then there has been opportunity-cost. One cannot use that unit at moment y. (This does not apply to broodlord due to the speed of broodling attacks and is only marginally relevant for the swarm host.) There's also opportunity cost in terms of alternative tech choices. Going for infestors by cutting spire-tech is going to go badly against a colossus rush, for example.
But those criticisms of the OP are at the end of the negative spectrum. Free units can also do something that's much more rare in terms of ''real units'', they can do 0 player-cost damage. (This is possible with ''real units'' as well, imagine stalkers picking off units but blinking away before taking hull damage.) For example when infestors fire ITs, kill units with them and retreat. As long as the opponent took enough damage not to be able to attack in the next 30 seconds or so, there was no cost to that engagement. There are a number of cases where this is especially relevant and those are base-races and low-eco games. If both players are on low eco, the opponent cannot punish the energy-weakness because he cannot afford to produce the units fast enough.
As with all things SC2, the question is two-fold. First: can the opponents respond in a reasonable manner, which is basically asking whether the composition is OP or not. I don't want to say anything in response to this.
The second is what the OP seems to be talking about: is this rewarding as a design choice? Is it fun to play with and against? I'd join the OP in saying that it is not. It's more rewarding to make decisions with ''real units'' where your inefficient lings might be able to do counter-attack damage or not; or get a surround or not, depending on your ability to micro. And you also need to be able to keep up your macro to play that style. There are problems with this style in SC2 mainly to do with how easy it is to turtle up (I'm looking at Protoss more than Terran with this).
The free unit mechanism replaces the macro aspect and changes the micro-game too. Instead of trying to micro to get good engagements, you try to avoid damage to your unit-producing-units. It does not matter whether you DO damage or not, as long as your UPU's don't take lethal damage. And that micro is not too fun to watch. Carrier micro? Thats exactly what you describe in the last part. Try to avoid damage on the carriers, while letting the interceptors do tge work.
A short response to a short comment: As the actual fun-factor of carrier micro comes from a different game, I don't think it applies here at all. But even if it does interceptors are not free. You can cripple a carrier by destroying the interceptors. So a carrier is the anti-low-eco unit.
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