• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:42
CEST 00:42
KST 07:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed14Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
RSL Revival patreon money discussion thread Who will win EWC 2025? The GOAT ranking of GOAT rankings Server Blocker Weekly Cups (July 7-13): Classic continues to roll
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Soulkey Muta Micro Map? [ASL19] Finals Recap: Standing Tall
Tourneys
2025 ACS Season 2 Qualifier Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread We are Ready to Testify: Emergence Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! Korean Music Discussion [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 615 users

[D] Swarm Host Redundant? - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 31 Next All
DuneBug
Profile Joined April 2010
United States668 Posts
October 24 2011 20:20 GMT
#181
the swarm units need to move faster and the rate of spawning needs to be quicker. In fact it should just spawn mini-banelings that blow up for like 5 damage each in splash. I think all zergs are worried like I am that a terran bio army is just going to roll up on this, see the spawns and stim-kite-lol to victory... Protoss would probably just blink-snipe.

The video shows how the swarmers are blowing up an entrenched spawn... Well that doesn't really seem useful, isn't that the new zerg caster's job with the new 'dark swarm' ?

The lurker accomplished a few things; Giving zerg the ability to defend fixed positions, and the ability to attack requiring a detector to counter it. The lurker by itself was never meant to clear an entrenched defensive position. The spawns move so slowly I would imagine people stumbling on a lurker field and then just running away and taking no damage. In terms of comparing to siege tanks or colossus... Well it can't shoot over terrain gaps, can't shoot while unburrowed...

I'm not saying its a dumb idea, the idea has potential just right now seems to be implemented pretty poorly.
TIME TO SAY GOODNIGHT BRO!
Sicariidae
Profile Joined May 2011
50 Posts
October 24 2011 20:22 GMT
#182
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.
RealReality
Profile Joined August 2011
44 Posts
October 24 2011 20:24 GMT
#183
The unit will be fixed b4 release if your brains too slow to actually see what it could possibly do perfected then there is no hope for you.
Chessz
Profile Joined August 2010
United States644 Posts
October 24 2011 20:25 GMT
#184
On October 25 2011 05:24 RealReality wrote:
The unit will be fixed b4 release if your brains too slow to actually see what it could possibly do perfected then there is no hope for you.



haha, all you do is go around trolling. it's kinda cute
Elldar
Profile Joined July 2010
Sweden287 Posts
October 24 2011 20:28 GMT
#185
Infested terran is not in the slightest the same as the swarm host, and you neglect the energy cost for infested terrans which perhaps is cheap but not free. Just because they both spawn units doesn't make them the same. For a infestor to launch 2 infested terran will cost you 50 energy, and I rather save that energy for fungals. Besides infestor can not lockdown pathways forever, which a swarm host could possibly do.

Broodlords can't be on there own like that they need a center army under them to work the best. Locking down pathways just make vulnerable. The fact that the swarm hosts has to burrow make them less fragile aswell for that purpose. Besides swarm host is not hive tech.

I like the concept of the unit in general, which is all I can comment about, perhaps not as good as a lurker but still, it could generate some good strategies, offensive and defensive.
Kentredenite
Profile Joined January 2011
United States220 Posts
Last Edited: 2011-10-24 20:31:28
October 24 2011 20:30 GMT
#186
This is what concerns me:

Imagine sending twenty zerglings into a midgame ball of marine+tank (don't care if the tanks are sieged or not). How many marines die? How many tanks die? None, right? Now do it 15 seconds later. Still, none die. And again. None die. That's why the Swarm Lord isn't going to be able to break tank lines. Sending slow melee units into high DPS ranged units never works, even if the melee units are free. (And if the locusts get buffed to the point where they can break tank lines, then they'd just be too generically OP)

This new unit sounds like it'd only be useful in an actual fight, where you'd get some locusts to host on... more other units? It's not like the locust itself does anything special.

Also, it bothers me that zerg still doesn't have a unit that can attack while cloaked...
Bayyne
Profile Joined January 2011
United States1967 Posts
October 24 2011 20:31 GMT
#187
I feel like Blizz is trying so hard to make a lurker-esque unit here, but they're too stubborn to actually bring back the lurker, and so we get this funky unit that spawns shit that can be kited and killed every 15 damn seconds. Blizz, we won't hate you if you bring the lurker back...seriously.
Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
albis
Profile Joined January 2010
United States652 Posts
October 24 2011 20:34 GMT
#188
1 lurker never did anything. it was when you had 2/3 on a choke that denied terran bio. or 10-12 that contained a toss with observer sniping and lings lings lings.

so will 3 spawn hosts protect a ramp? i cant imagine it could. they attack. rines stim get medic healed and kill the hostlings. and continue up the ramp.

will 10-12 contain a toss? they attack, cannons/stalkers/zealots kill the hostlings and continue massing up.

only with an added range unit, will spawn hosts kill things. as opposed to a lurker, which needed a melee unit, to get into position to kill things. it will defend chokes, it will be a droppable harras unit.
every punch is thrown with bad intentions with the speed of a devil
JonJLSSlack
Profile Joined February 2011
United States84 Posts
October 24 2011 20:35 GMT
#189
Swarm host looks gay of fu imo. A slow DPS siege unit? The reason AOE 'siege' units were made was to do quick damage (penalize mistakes) and with the swarm host it looks as though it's just another unit for terrans to practice marine micro on.
wDDelete
Profile Joined March 2011
103 Posts
Last Edited: 2011-10-24 20:37:50
October 24 2011 20:37 GMT
#190
I think blizzard could have been a bit more innovative when it came to this unit, its pretty boring almost like building a spine crawler. On the other hand I also think the lurker would be a bad idea for sc2. The fact that units clump big time will make blizzard nerf the crap out of the unit.
I think with so many free units infested terrans, broodlings and now this it might be too much considering how i hate facing infested terran and broodlings already.
Deletrious
Profile Joined December 2007
United States458 Posts
October 24 2011 20:41 GMT
#191
On October 25 2011 05:22 Sicariidae wrote:
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.


Precisely. It performs the role of breaking tank lines at tier 2 instead of tier 3. That is a totally different purpose than Lurker, no comparison between the two is relevant.

People who want it to spawn weaker units faster are ignoring the tank value of the unit. The one thing zerg needs to charge tanks is a zealotish unit to soak up 2 shots while the lings follow behind.
Bow before the Dongjwa.
P00RKID
Profile Joined December 2009
United States424 Posts
October 24 2011 20:41 GMT
#192
How about giving the locusts the burrow charge ability Burrow Assault on autocast like the new ability the Ultralisk got?
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2011-10-24 20:48:07
October 24 2011 20:43 GMT
#193
On October 25 2011 05:22 Sicariidae wrote:
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.


Really great 8th post! Nice to see someone who put some critical thought in to their response.

I agree that Swarm hosts are ZvT favored, however i think they can also be used to over run a postion.

As it is right now, if the Zerg kills an army of P or T for that matter they really can't choose to just counter attack and win the game, its risky. We often have to take that advantage, by getting up more drones, and bases.

Though i feel with the swarm host is allows Zergs to potentially overrun a fortified position, or at least pressured a defensive position. Making it harder for that player to get back in to the game. Right now its to obvious what a Zerg player would favor to do.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
aRRoSC2
Profile Joined March 2011
Denmark241 Posts
October 24 2011 20:51 GMT
#194
On October 24 2011 23:50 ProxyKnoxy wrote:
Imagine Swarm host/infestor/brood lord.... *shivers*


Imagine viper/infestor/baneling :D
ArvickHero
Profile Blog Joined October 2007
10387 Posts
October 24 2011 20:57 GMT
#195
On October 25 2011 05:22 Sicariidae wrote:
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.

They are saying that it's intended for "map control" though, which I doubt it can do effectively. It's a great support unit in battles since it'll generate free cannon fodder, but it wouldn't be able to control area nearly as well as Lurkers can.
Writerptrk
Noocta
Profile Joined June 2010
France12578 Posts
October 24 2011 21:02 GMT
#196
I think he unit would fit better if it pop weaker locust but more often.
2 locust every 15s feel weak. The locust themself are pretty good ( 110 hp, 14 dps for free ) but against a medium fortify position, you will need so many swarm host to even do something usefull.

It's the kind of unit who scale a lot with numbers, but in direct battle they will not be that good. Battle occur, they spawn locust once.. battle end before the second wave occur. :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
Myles
Profile Blog Joined March 2010
United States5162 Posts
October 24 2011 21:04 GMT
#197
On October 25 2011 05:57 ArvickHero wrote:
Show nested quote +
On October 25 2011 05:22 Sicariidae wrote:
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.

They are saying that it's intended for "map control" though, which I doubt it can do effectively. It's a great support unit in battles since it'll generate free cannon fodder, but it wouldn't be able to control area nearly as well as Lurkers can.

How so? What made lurkers so much better at map control?
Moderator
David451
Profile Joined October 2010
United States491 Posts
Last Edited: 2011-10-24 21:17:24
October 24 2011 21:05 GMT
#198
People are crazy if they think this isn't a great unit. it currently fulfills a role that nothing in the Zerg arsenal does right now. Basically broodlords at lair tech, with longer range, can't be hit by air, and the locusts have far more HP and dps than broodlings.

I don't understand the bitching at all. I really don't.
Shae: I don't want to play. Tyrion: It's fun! Look at the fun we're having!
NTTemplar
Profile Joined August 2011
609 Posts
October 24 2011 21:06 GMT
#199
I see huge potensial for this as a harrash unit though, burrow one of these at edges of every opponents base and suddenly they will have to spread out a lot and really stretch their multitasking.
"Between Tomorrow's dream and yesterday's regret, is today's opportunity"
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-10-24 21:13:29
October 24 2011 21:07 GMT
#200
On October 25 2011 06:04 Myles wrote:
Show nested quote +
On October 25 2011 05:57 ArvickHero wrote:
On October 25 2011 05:22 Sicariidae wrote:
It seems to me like people are really failing to understand that it is intended as a support unit.

I would say that it is more aimed at ZvT, rather than ZvP, and is mainly aimed at helping to break Seige Tank lines.

People saying that the weakness of it is how Seige Tanks will unseige and kill it, are failing to see that they have achieved their goal already. The moment they unseige, you swarm with Zerglings and Banelings.

Obviously, on their own they are weak. But, the same can be said for Brood Lords.

From what I understand, they are available at Lair tech. So, they are not intended to be strong late-game units. They are aimed at giving Zerg players a way of breaking Seige Tanks without having to tech to Hive.

They are saying that it's intended for "map control" though, which I doubt it can do effectively. It's a great support unit in battles since it'll generate free cannon fodder, but it wouldn't be able to control area nearly as well as Lurkers can.

How so? What made lurkers so much better at map control?

Swarm host just generates really tanky units that can delay (I'm assuming locusts will not deal much damage, just tank like a boss), but not hold on their own. Lurkers however dealt decent damage + line splash, and could hold chokes and areas fairly well on their own.

Not only the damage, but the fact that the Lurker is "cloaked" when its burrowed, whereas the Swarm Hosts' locusts are not burrowed and will die quickly. Several Lurkers will ward off large numbers of Zealots in PvZ pre-obs because Protoss cannot do anything about the Lurker, but against a Swarm host in similar situation, Zealots could potentially just kill the locusts and then raze the expansion before locusts respawn or reinforcements
Writerptrk
Prev 1 8 9 10 11 12 31 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 11h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub351
Nathanias 159
UpATreeSC 131
ForJumy 69
JuggernautJason55
CosmosSc2 47
StarCraft: Brood War
Larva 1139
ZZZero.O 136
Aegong 119
Dota 2
monkeys_forever256
NeuroSwarm109
League of Legends
Grubby4986
Counter-Strike
Stewie2K885
fl0m713
flusha445
oskar327
byalli295
Super Smash Bros
Liquid`Ken58
Other Games
tarik_tv20620
summit1g10420
shahzam489
C9.Mang0205
Skadoodle135
ViBE121
Trikslyr53
PPMD41
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• musti20045 35
• sitaska34
• RyuSc2 33
• davetesta8
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 29
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22554
• Ler75
League of Legends
• TFBlade953
Other Games
• imaqtpie2237
Upcoming Events
CranKy Ducklings
11h 18m
Epic.LAN
13h 18m
CSO Contender
18h 18m
Sparkling Tuna Cup
1d 11h
Online Event
1d 17h
Esports World Cup
3 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
4 days
Esports World Cup
5 days
Esports World Cup
6 days
Liquipedia Results

Completed

JPL Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.