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Designated Balance Discussion Thread - Page 738

Forum Index > SC2 General
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Faust852
Profile Joined February 2012
Luxembourg4004 Posts
August 29 2013 11:17 GMT
#14741
Sometimes when I read people here, I think they should give their ladder ranks and number of recent games because I see so much BS because of their lack of understanding of the game.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-08-29 11:19:09
August 29 2013 11:18 GMT
#14742
On August 29 2013 20:07 NarutO wrote:
Show nested quote +
On August 29 2013 20:05 lolfail9001 wrote:
On August 29 2013 20:00 NarutO wrote:
I have a brilliant idea :D why not give the overseer ability a use and let it deactive mines ? :D No trolling here, maybe that would be cool/work? :x Ofcourse needs to be balanced that not all mines can be deactivated and leave Terran naked.

contaminate costing 100 energy that is useful on units? +1!


Very different options are possible. As said, we need to take into account that Zerg can make more than one overseer and if all overseers can deactivate two mines it might be too much. Maybe play a bit with the ability. Either make it 150 energy to DEACTIVATE a mine or make it 100 energy and decrease splash damage of it / range of it / activation time of it.

There are tons of options and obviously you need to have some aspects to it and it would need testing. And as you said, potentially not just on mines, but maybe in general against units or something.

Only on 30 seconds! As in stops mine from working (and stops cooling down too!) at all for those 30 seconds.
DeMoN pulls off a Miracle and Flies to the Moon
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 29 2013 11:22 GMT
#14743
On August 29 2013 20:18 lolfail9001 wrote:
Show nested quote +
On August 29 2013 20:07 NarutO wrote:
On August 29 2013 20:05 lolfail9001 wrote:
On August 29 2013 20:00 NarutO wrote:
I have a brilliant idea :D why not give the overseer ability a use and let it deactive mines ? :D No trolling here, maybe that would be cool/work? :x Ofcourse needs to be balanced that not all mines can be deactivated and leave Terran naked.

contaminate costing 100 energy that is useful on units? +1!


Very different options are possible. As said, we need to take into account that Zerg can make more than one overseer and if all overseers can deactivate two mines it might be too much. Maybe play a bit with the ability. Either make it 150 energy to DEACTIVATE a mine or make it 100 energy and decrease splash damage of it / range of it / activation time of it.

There are tons of options and obviously you need to have some aspects to it and it would need testing. And as you said, potentially not just on mines, but maybe in general against units or something.

Only on 30 seconds! As in stops mine from working (and stops cooling down too!) at all for those 30 seconds.


30 seconds is very long as well. Maybe make it 10 seconds? Zergs can deactivate to get the engagement , but they cannot be safe during all of the fight etc. We need to realize that 10 ingame seconds during fights are already long, 30 seconds would probably kill it. As said, this would need testing (custom maps for huge playerbase) and tweaking. Theoretical talk ... is so useless at that point. Anyways, was just crossing my mind =)
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 29 2013 11:33 GMT
#14744
On August 29 2013 20:22 NarutO wrote:
Show nested quote +
On August 29 2013 20:18 lolfail9001 wrote:
On August 29 2013 20:07 NarutO wrote:
On August 29 2013 20:05 lolfail9001 wrote:
On August 29 2013 20:00 NarutO wrote:
I have a brilliant idea :D why not give the overseer ability a use and let it deactive mines ? :D No trolling here, maybe that would be cool/work? :x Ofcourse needs to be balanced that not all mines can be deactivated and leave Terran naked.

contaminate costing 100 energy that is useful on units? +1!


Very different options are possible. As said, we need to take into account that Zerg can make more than one overseer and if all overseers can deactivate two mines it might be too much. Maybe play a bit with the ability. Either make it 150 energy to DEACTIVATE a mine or make it 100 energy and decrease splash damage of it / range of it / activation time of it.

There are tons of options and obviously you need to have some aspects to it and it would need testing. And as you said, potentially not just on mines, but maybe in general against units or something.

Only on 30 seconds! As in stops mine from working (and stops cooling down too!) at all for those 30 seconds.


30 seconds is very long as well. Maybe make it 10 seconds? Zergs can deactivate to get the engagement , but they cannot be safe during all of the fight etc. We need to realize that 10 ingame seconds during fights are already long, 30 seconds would probably kill it. As said, this would need testing (custom maps for huge playerbase) and tweaking. Theoretical talk ... is so useless at that point. Anyways, was just crossing my mind =)

Easy. When contaminate used on unit, overseer explodes itself! You trade 100/50 for 30 seconds of 75-25 unit not working for 30 seconds.
DeMoN pulls off a Miracle and Flies to the Moon
Vanadiel
Profile Joined April 2012
France961 Posts
Last Edited: 2013-08-29 11:42:40
August 29 2013 11:41 GMT
#14745
On August 29 2013 20:07 NarutO wrote:
Show nested quote +
On August 29 2013 20:05 lolfail9001 wrote:
On August 29 2013 20:00 NarutO wrote:
I have a brilliant idea :D why not give the overseer ability a use and let it deactive mines ? :D No trolling here, maybe that would be cool/work? :x Ofcourse needs to be balanced that not all mines can be deactivated and leave Terran naked.

contaminate costing 100 energy that is useful on units? +1!


Very different options are possible. As said, we need to take into account that Zerg can make more than one overseer and if all overseers can deactivate two mines it might be too much. Maybe play a bit with the ability. Either make it 150 energy to DEACTIVATE a mine or make it 100 energy and decrease splash damage of it / range of it / activation time of it.

There are tons of options and obviously you need to have some aspects to it and it would need testing. And as you said, potentially not just on mines, but maybe in general against units or something.


The issue with overseer has always been that it's a spellcaster which doesn't cost supply, to make it even slightly stronger could possibly broke the game. However I liked their original approach that you could gives (just once) a unit his hability to spot invisible unit, it could have been helpful.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 29 2013 11:44 GMT
#14746
Yeah thats true.. it doesn't cost supply :x
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Deleted User 132135
Profile Joined December 2010
702 Posts
August 29 2013 11:49 GMT
#14747
I think it might even help to give Z this +2 armor upgrade for buildings. Or maybe to give spine crawlers a +100 hp buff and make them cost +25 minerals (or +50 hp, no extra costs). In broodwar they were alot stronger than they are now and it created some nice scenarios of siege and timings, because Z was quita safe against T bio with 4-5 sunkens and tanks were needed to kill it cost efficiently. On the counter-part something like extra damage of sieged tanks against massive could work out well. This can help to deal with ultralisks better.

The problem of Z against T is basically that if you don't clear up any of the endless waves of the push and drops, bio focuses down anything in range way too fast. So once a few marines are left from a push e.g. on the zergs 4th, it is a matter of seconds. A bit better spine crawler could give more time to react on this.


I also would like to see blizzard to trial and error with the mins/gas costs of mech units, including raven.

They could e.g. change the costs of siege tanks from 150:125 to 100:150 or 75:175 or 100:175. In addition tothis they could change thor costs from 300:200 to 350:150 or 400:125, whatever.

This would result into tanks can be more easily combined with bio/mine and thors less. More tanks in a bio/mine army would make terran less mobile and therefore create other situations and slower terran attacks. If the bio/mine/tank mixture then gets too strong other things can be adjusted to fix things.


Another thing that I would like to see is swapping the raven from gas heavy to mineral heavy. Why not make it 200:100? Then the raven could be more easily combined with mech play, that is gas heavy. This would in general give more options for mech and would make it more viable in the end.

Also I would try stuff with swarmhosts, as they are quite bad in their current shape. Too many of them seem too strong and need full commitment (what is most of the times not possible), low numbers do nothing. Easy solution would be to limit swarmhosts to something like the number of queens a zerg has, or the summed up number of hatches+queens a zerg has. In addition lower the costs of swarmhosts alot so they get used in low numbers. Hosts should be a support unit only, they would become such a unit with these changes. Would love to see bio/mine/tank play against muta/ling/bane/hosts which would result in some siege battles. Hosts then help to deal with mines and give Z some air to breath during the attacks etc.

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 29 2013 11:53 GMT
#14748
On August 29 2013 20:49 LSN wrote:

They could e.g. change the costs of siege tanks from 150:125 to 100:150 or 75:175 or 100:175. In addition tothis they could change thor costs from 300:200 to 350:150 or 400:125, whatever.

This would result into tanks can be more easily combined with bio/mine and thors less. More tanks in a bio/mine army would make terran less mobile and therefore create other situations and slower terran attacks. If the bio/mine/tank mixture then gets too strong other things can be adjusted to fix things..

Who needs tanks in offence, when you have biomine O_o? You have to BUFF tanks or CHANGE widow mines for bio-tank to make return (and i really love biotank T_T).
DeMoN pulls off a Miracle and Flies to the Moon
Sissors
Profile Joined March 2012
1395 Posts
August 29 2013 12:02 GMT
#14749
On August 29 2013 20:49 LSN wrote:
Also I would try stuff with swarmhosts, as they are quite bad in their current shape. Too many of them seem too strong and need full commitment (what is most of the times not possible), low numbers do nothing. Easy solution would be to limit swarmhosts to something like the number of queens a zerg has, or the summed up number of hatches+queens a zerg has. In addition lower the costs of swarmhosts alot so they get used in low numbers. Hosts should be a support unit only, they would become such a unit with these changes. Would love to see bio/mine/tank play against muta/ling/bane/hosts which would result in some siege battles. Hosts then help to deal with mines and give Z some air to breath during the attacks etc.

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.

Yes it is an easy solution. Also a very ugly, horrible 'solution'. Completely arbitrary restrictions do not improve the game.
Vanadiel
Profile Joined April 2012
France961 Posts
August 29 2013 12:06 GMT
#14750
On August 29 2013 21:02 Sissors wrote:
Show nested quote +
On August 29 2013 20:49 LSN wrote:
Also I would try stuff with swarmhosts, as they are quite bad in their current shape. Too many of them seem too strong and need full commitment (what is most of the times not possible), low numbers do nothing. Easy solution would be to limit swarmhosts to something like the number of queens a zerg has, or the summed up number of hatches+queens a zerg has. In addition lower the costs of swarmhosts alot so they get used in low numbers. Hosts should be a support unit only, they would become such a unit with these changes. Would love to see bio/mine/tank play against muta/ling/bane/hosts which would result in some siege battles. Hosts then help to deal with mines and give Z some air to breath during the attacks etc.

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.

Yes it is an easy solution. Also a very ugly, horrible 'solution'. Completely arbitrary restrictions do not improve the game.


True, but imagine like something like the swarmhost cost more supply/price, but release like 4 locust instead of 2.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2013-08-29 12:21:00
August 29 2013 12:07 GMT
#14751
maybe terrans would need them with a few swarmhosts being up for defense in the mix with ling/bane and spines get a bit stronger? Also if tanks had +massive damage they could help to deal with zergs ultralisk transition.


On August 29 2013 21:02 Sissors wrote:
Show nested quote +
On August 29 2013 20:49 LSN wrote:
Also I would try stuff with swarmhosts, as they are quite bad in their current shape. Too many of them seem too strong and need full commitment (what is most of the times not possible), low numbers do nothing. Easy solution would be to limit swarmhosts to something like the number of queens a zerg has, or the summed up number of hatches+queens a zerg has. In addition lower the costs of swarmhosts alot so they get used in low numbers. Hosts should be a support unit only, they would become such a unit with these changes. Would love to see bio/mine/tank play against muta/ling/bane/hosts which would result in some siege battles. Hosts then help to deal with mines and give Z some air to breath during the attacks etc.

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.

Yes it is an easy solution. Also a very ugly, horrible 'solution'. Completely arbitrary restrictions do not improve the game.


You dont get the point of it. Zergs have anyway 4-5 queens at least. Lets say e,g, swarmhost cost get reduced to 100-75. It suddenly makes sense to get these 4-5 swarmhosts out early even against bio/mine, because their price has been reduced alot and they help to tank damage and activate mines. On the other hand it would limit swarmhost production against mech and protoss effectively. It would work like intended. Exact numbers of course would have to be figured out (limits, prices etc.)

But I know, haters gonna hate and you are such. Ugly is to watch 15-25 swarmhost full commitment games that endure 50 minutes. Good is to make swarmhosts viable in low numbers while not allowing them to get too many. This is what my proposal could manage to do, when balanced out right.
Decendos
Profile Joined August 2011
Germany1341 Posts
August 29 2013 12:08 GMT
#14752
On August 29 2013 20:05 lolfail9001 wrote:
Show nested quote +
On August 29 2013 20:00 NarutO wrote:
I have a brilliant idea :D why not give the overseer ability a use and let it deactive mines ? :D No trolling here, maybe that would be cool/work? :x Ofcourse needs to be balanced that not all mines can be deactivated and leave Terran naked.

contaminate costing 100 energy that is useful on units? +1!


contaminate being 100 energy would maybe make it useful without any change would mean 2 per overseer. now its 1
Protosnake
Profile Joined September 2011
France295 Posts
August 29 2013 12:22 GMT
#14753

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.


They have to keep this somehow balanced, patching mid extension is hard. I think buffing the OV is already pretty creative.

But sadly I think the core of the problem is medivac boost. Biomine is sick good against mutaling, maybe overpowered (we dont know yet) but there is no room for adaptation for Zerg because medivac boost force you to go muta.

I theorycrafted a lot on what could be done, SH, Infestor, Roach/ling/bling drop and the problem is always the same, boost negate spore and fungal, so if you dont go muta, you die to drop and if you go muta, you dont have the gas to do anything else than ling/bling

Blizzard may fix the "balance" part of the matchup but I dont think they can fix the design part
Sissors
Profile Joined March 2012
1395 Posts
August 29 2013 12:26 GMT
#14754
On August 29 2013 21:07 LSN wrote:
maybe terrans would need them with a few swarmhosts being up for defense in the mix with ling/bane and spines get a bit stronger? Also if tanks had +massive damage they could help to deal with zergs ultralisk transition.


Show nested quote +
On August 29 2013 21:02 Sissors wrote:
On August 29 2013 20:49 LSN wrote:
Also I would try stuff with swarmhosts, as they are quite bad in their current shape. Too many of them seem too strong and need full commitment (what is most of the times not possible), low numbers do nothing. Easy solution would be to limit swarmhosts to something like the number of queens a zerg has, or the summed up number of hatches+queens a zerg has. In addition lower the costs of swarmhosts alot so they get used in low numbers. Hosts should be a support unit only, they would become such a unit with these changes. Would love to see bio/mine/tank play against muta/ling/bane/hosts which would result in some siege battles. Hosts then help to deal with mines and give Z some air to breath during the attacks etc.

There is alot of stuff possible to instantly make the game more versatile. Blizzard is lacking creativity there.

Yes it is an easy solution. Also a very ugly, horrible 'solution'. Completely arbitrary restrictions do not improve the game.


You dont get the point of it. Zergs have anyway 4-5 queens at least. Lets say e,g, swarmhost cost get reduced to 100-75. It suddenly makes sense to get these 4-5 swarmhosts out early even against bio/mine, because their price has been reduced alot and they help to tank damage and activate mines. On the other hand it would limit swarmhost production against mech and protoss effectively. It would work like intended. Exact numbers of course would have to be figured out (limits, prices etc.)

But I know, haters gonna hate and you are such. Ugly is to watch 15-25 swarmhost full commitment games that endure 50 minutes. Good is to make swarmhosts viable in low numbers while not allowing them to get too many. This is what my proposal could manage to do, when balanced out right.

Always easy, you propose a horrible idea, and then everyone who isn't in favor of it is a 'hater'.

You can also nerf 4M by adding a max of 10 widow mines. And your army may not consist of more than 25% marines. Aditionally max two medivacs per OC. Yeah it kills 4M, but even if you want that, it is still a bad idea.

It also won't help anyway. Zergs are not going to get an early infestation pit so they can make a few cheaper swarmhosts, which then slow down their entire army and requires alot of babysitting.
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2013-08-29 12:35:54
August 29 2013 12:34 GMT
#14755
medivac boost is a good thing, if terrans didnt have it they couldn't drop at all anymore without going for a 100% suicide mission in many situations. More of a problem is that what is inside the medivacs can be so strong in terms of dps.

The only solution I see is to make players use different combinations of units than they do now. What if zergs get infestation pit after mutalisks are out and they can add cheaply as many swarm hosts as they have queens before they rush to hive/ultralisks? When terrans set up a bio/mine+potential tank siege position in front of a zerg expansion the hosts can help to break it while muta/ling/bane can keep caring on drops or runbies.

When fighting back a terran army Z could even set up an own siege position against a terran expansion and defend this position with banelings and stuff. Then if T cant crush this siege instantly he would need a few tanks to deal with locusts, which they do best without taking damage if host number is not high. Limiting swarm hosts to the number of queens would not allow the Z to go hosts only, just use them as an addition to his actualy army what they imo should be.

lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 29 2013 12:36 GMT
#14756
On August 29 2013 21:34 LSN wrote:
medivac boost is a good thing, if terrans didnt have it they couldn't drop at all anymore without going for a 100% suicide mission in many situations. More of a problem is that what is inside the medivacs can be so strong in terms of dps.

The only solution I see is to make players use different combinations of units than they do now. What if zergs get infestation pit after mutalisks are out and they can add cheaply as many swarm hosts as they have queens? When terrans set up a bio/mine+potential tank siege position in front of a zerg expansion the hosts can help to break it while muta/ling/bane can keep caring on drops or runbies.

When fighting back a terran army Z could even set up an own siege position against a terran expansion and defend this position with banelings and stuff. Then if T cant crush this siege instantly he would need a few tanks to deal with locusts, which they do best without taking damage if host number is not high. Limiting swarm hosts to the number of queens would not allow the Z to go hosts only, just use them as an addition to his actualy army what they imo should be.


without SERIOUS changes to SH, few more mutas is always better than 7 (5 queens at hatches + 2 creep spreading ones queens) SHs. Symbol showed quite well, that if you win engagement against T and you have mass mutas, you may end up winning game there.
DeMoN pulls off a Miracle and Flies to the Moon
Deleted User 132135
Profile Joined December 2010
702 Posts
Last Edited: 2013-08-29 12:51:46
August 29 2013 12:40 GMT
#14757
On August 29 2013 21:26 Sissors wrote:

Always easy, you propose a horrible idea, and then everyone who isn't in favor of it is a 'hater'.

You can also nerf 4M by adding a max of 10 widow mines. And your army may not consist of more than 25% marines. Aditionally max two medivacs per OC. Yeah it kills 4M, but even if you want that, it is still a bad idea.

It also won't help anyway. Zergs are not going to get an early infestation pit so they can make a few cheaper swarmhosts, which then slow down their entire army and requires alot of babysitting.


Swarmhosts couldnt be more horrible than they are now, this alone is a reason to change anything, almost no matter what. They are basically a useless unit. This also isnt a fixed limit. A zerg could add a few queens to increase swarmhost numbers from 5 to 8 if he feels like. I doubt it would make sende to go for 15 queens just to get 15 swarmhosts and then be completely immobile.

In fact you have zero arguments again. Probably it is just that you cant deal with a proposal that would be a buff for a mostly unused Z unit. This is not connected to mines or OCs, its a proposal for swarmhosts that is actually quite good to bring them back into the game without creating that strong up/op situations when using them. When you now build 5 hosts they are completely up, when you build 20 of them vs the right unit mix of an opponent they are way op.


On August 29 2013 21:36 lolfail9001 wrote:
Show nested quote +
On August 29 2013 21:34 LSN wrote:
medivac boost is a good thing, if terrans didnt have it they couldn't drop at all anymore without going for a 100% suicide mission in many situations. More of a problem is that what is inside the medivacs can be so strong in terms of dps.

The only solution I see is to make players use different combinations of units than they do now. What if zergs get infestation pit after mutalisks are out and they can add cheaply as many swarm hosts as they have queens? When terrans set up a bio/mine+potential tank siege position in front of a zerg expansion the hosts can help to break it while muta/ling/bane can keep caring on drops or runbies.

When fighting back a terran army Z could even set up an own siege position against a terran expansion and defend this position with banelings and stuff. Then if T cant crush this siege instantly he would need a few tanks to deal with locusts, which they do best without taking damage if host number is not high. Limiting swarm hosts to the number of queens would not allow the Z to go hosts only, just use them as an addition to his actualy army what they imo should be.



without SERIOUS changes to SH, few more mutas is always better than 7 (5 queens at hatches + 2 creep spreading ones queens) SHs. Symbol showed quite well, that if you win engagement against T and you have mass mutas, you may end up winning game there.



It is just a matter of costs/chances. Of course ultralisks are better but they also are more far away. Need hive, ultralisk upgrade and the price of ultralisks is also quite high. Hosts should not replace ultralisks with this proposal. They should be an optional part of the transition. Of course swarmhosts hp/damage and attack speed can be adjusted to such a change as well as the price so that they become a viable option in midgame without being up/op. I dont know why you guys are so much limited in thinking.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 29 2013 13:19 GMT
#14758
On August 29 2013 21:40 LSN wrote:
Show nested quote +
On August 29 2013 21:26 Sissors wrote:

Always easy, you propose a horrible idea, and then everyone who isn't in favor of it is a 'hater'.

You can also nerf 4M by adding a max of 10 widow mines. And your army may not consist of more than 25% marines. Aditionally max two medivacs per OC. Yeah it kills 4M, but even if you want that, it is still a bad idea.

It also won't help anyway. Zergs are not going to get an early infestation pit so they can make a few cheaper swarmhosts, which then slow down their entire army and requires alot of babysitting.


Swarmhosts couldnt be more horrible than they are now, this alone is a reason to change anything, almost no matter what. They are basically a useless unit. This also isnt a fixed limit. A zerg could add a few queens to increase swarmhost numbers from 5 to 8 if he feels like. I doubt it would make sende to go for 15 queens just to get 15 swarmhosts and then be completely immobile.

In fact you have zero arguments again. Probably it is just that you cant deal with a proposal that would be a buff for a mostly unused Z unit. This is not connected to mines or OCs, its a proposal for swarmhosts that is actually quite good to bring them back into the game without creating that strong up/op situations when using them. When you now build 5 hosts they are completely up, when you build 20 of them vs the right unit mix of an opponent they are way op.


Show nested quote +
On August 29 2013 21:36 lolfail9001 wrote:
On August 29 2013 21:34 LSN wrote:
medivac boost is a good thing, if terrans didnt have it they couldn't drop at all anymore without going for a 100% suicide mission in many situations. More of a problem is that what is inside the medivacs can be so strong in terms of dps.

The only solution I see is to make players use different combinations of units than they do now. What if zergs get infestation pit after mutalisks are out and they can add cheaply as many swarm hosts as they have queens? When terrans set up a bio/mine+potential tank siege position in front of a zerg expansion the hosts can help to break it while muta/ling/bane can keep caring on drops or runbies.

When fighting back a terran army Z could even set up an own siege position against a terran expansion and defend this position with banelings and stuff. Then if T cant crush this siege instantly he would need a few tanks to deal with locusts, which they do best without taking damage if host number is not high. Limiting swarm hosts to the number of queens would not allow the Z to go hosts only, just use them as an addition to his actualy army what they imo should be.



without SERIOUS changes to SH, few more mutas is always better than 7 (5 queens at hatches + 2 creep spreading ones queens) SHs. Symbol showed quite well, that if you win engagement against T and you have mass mutas, you may end up winning game there.



It is just a matter of costs/chances. Of course ultralisks are better but they also are more far away. Need hive, ultralisk upgrade and the price of ultralisks is also quite high. Hosts should not replace ultralisks with this proposal. They should be an optional part of the transition. Of course swarmhosts hp/damage and attack speed can be adjusted to such a change as well as the price so that they become a viable option in midgame without being up/op. I dont know why you guys are so much limited in thinking.

It is hard to be not-limited in thinking when Blizzard actually fixes bugs and had actually refined technical part of game :D
DeMoN pulls off a Miracle and Flies to the Moon
Decendos
Profile Joined August 2011
Germany1341 Posts
August 29 2013 13:20 GMT
#14759
On August 29 2013 21:40 LSN wrote:
Show nested quote +
On August 29 2013 21:26 Sissors wrote:

Always easy, you propose a horrible idea, and then everyone who isn't in favor of it is a 'hater'.

You can also nerf 4M by adding a max of 10 widow mines. And your army may not consist of more than 25% marines. Aditionally max two medivacs per OC. Yeah it kills 4M, but even if you want that, it is still a bad idea.

It also won't help anyway. Zergs are not going to get an early infestation pit so they can make a few cheaper swarmhosts, which then slow down their entire army and requires alot of babysitting.


Swarmhosts couldnt be more horrible than they are now, this alone is a reason to change anything, almost no matter what. They are basically a useless unit. This also isnt a fixed limit. A zerg could add a few queens to increase swarmhost numbers from 5 to 8 if he feels like. I doubt it would make sende to go for 15 queens just to get 15 swarmhosts and then be completely immobile.

In fact you have zero arguments again. Probably it is just that you cant deal with a proposal that would be a buff for a mostly unused Z unit. This is not connected to mines or OCs, its a proposal for swarmhosts that is actually quite good to bring them back into the game without creating that strong up/op situations when using them. When you now build 5 hosts they are completely up, when you build 20 of them vs the right unit mix of an opponent they are way op.


Show nested quote +
On August 29 2013 21:36 lolfail9001 wrote:
On August 29 2013 21:34 LSN wrote:
medivac boost is a good thing, if terrans didnt have it they couldn't drop at all anymore without going for a 100% suicide mission in many situations. More of a problem is that what is inside the medivacs can be so strong in terms of dps.

The only solution I see is to make players use different combinations of units than they do now. What if zergs get infestation pit after mutalisks are out and they can add cheaply as many swarm hosts as they have queens? When terrans set up a bio/mine+potential tank siege position in front of a zerg expansion the hosts can help to break it while muta/ling/bane can keep caring on drops or runbies.

When fighting back a terran army Z could even set up an own siege position against a terran expansion and defend this position with banelings and stuff. Then if T cant crush this siege instantly he would need a few tanks to deal with locusts, which they do best without taking damage if host number is not high. Limiting swarm hosts to the number of queens would not allow the Z to go hosts only, just use them as an addition to his actualy army what they imo should be.



without SERIOUS changes to SH, few more mutas is always better than 7 (5 queens at hatches + 2 creep spreading ones queens) SHs. Symbol showed quite well, that if you win engagement against T and you have mass mutas, you may end up winning game there.



It is just a matter of costs/chances. Of course ultralisks are better but they also are more far away. Need hive, ultralisk upgrade and the price of ultralisks is also quite high. Hosts should not replace ultralisks with this proposal. They should be an optional part of the transition. Of course swarmhosts hp/damage and attack speed can be adjusted to such a change as well as the price so that they become a viable option in midgame without being up/op. I dont know why you guys are so much limited in thinking.


just giving SHs +bio dmg would make them a lot better. same for hydras. just give both some small amount of +dmg to bio. maybe just +1 bio dmg but let them gain +2 per uprade vs bio so lategame SHs and roach hydra would become viable vs bio and wont affect mech or toss at all (you dont fight locusts with zealots anyway).
ImperialFist
Profile Joined April 2013
790 Posts
August 29 2013 13:23 GMT
#14760
Would not removing drilling claws be a good start?



"In the name of Holy Terra I challenge, Take up arms, for the Emperor’s Justice falls on you!"
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