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[D] Swarm Host Redundant? - Page 13

Forum Index > SC2 General
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XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
October 24 2011 22:44 GMT
#241
This unit will be much more viable if Terrans Orbital Scan Radius is reduced by half.

The Scan Radius on Orbital Scan is Huge. It has always been kinda Ridiculous.
Never GG MKP | IdrA
nakedsurfer
Profile Joined April 2011
Canada500 Posts
October 24 2011 22:54 GMT
#242
You wont be using it alone. Just dark cloud or whatever they called it(the viper ability) the enemy units and those little shits won't die right away mixed in with some zerglings n shit it'll most likely end up being pretty good.

Root4Root
Harbinger631
Profile Joined September 2010
United States376 Posts
October 24 2011 22:57 GMT
#243
These suckers look great if they're matched w/ hydra/ling. Hydras intercept any air play, and lings can smash into any foward push if the enemy decides to break out. If the opponent turtles, Zerg takes 4-5 bases like Zerg does best.
fleeze
Profile Joined March 2010
Germany895 Posts
October 24 2011 22:58 GMT
#244
On October 25 2011 07:42 Nazarid wrote:
Fleeze, Zerglings are in no way free... mineral cost is small yes... But that's a larvae I could use on another unit... or drones... they are not free in the slightest...

So many people in this thread think they will be used Alone... and without any support what so ever... You ever seen collosi or siege tanks all alone? no never... stop being single minded and think about all the options zerg already have and the other new unit zerg have in combo with infestors would make them even more deadly .. from just the video(I know numbers etc will change before release don't troll) the siege tanks were unable to just Blast them down only after 3 shots did they die. that's a decent amount of damage soaking obviously they could move faster but Even if they stay with the exact way they are in the video they will be a great asset to any zerg that wants to either Hold their choke point from pesky harassing units like the hellion or to help push back a Terran siege line. I am very happy with this unit esp if supported properly this unit could be very good... obviously if you use them alone.. the wave gets cleared and then terran/zergs/protoss move up and clean them out. they need to be protected not left alone to die.


the 1 spawn you will get in a fight is worth 2 zerglings. though you invested 200/100 (?) in the host. that is not worth it, you had better build pure zerglings.
this thing spawns MELEE units which interferes with other zerg melee units as i said in my post.

holding a ramp against hellions with swarm hosts? why the hell would you do that? i believe the "broodlings" will be light. you know what hellions do to light units? and they are melee. how can melee units on a choke stop hellions... they will kill your swarm hosts too with the splash if you let the locusts stand there on hold position.
btw you could use 3 roaches on hold right now to guard your choke against hellions much better than with swarm hosts.
the spawning time of 15!!! sec will make siege lines laugh at you. with this giant timeframe even siege tanks are mobile and will take your swarm hosts out just after they spawned the locusts.

with the current design this unit is just fail.
though there is room for improvement (i especially like the locust flyers idea) i think it would be best for the game to bring back the lurker instead of this half-hearted crap they didn't think about enough.
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-10-24 23:03:45
October 24 2011 23:02 GMT
#245
From what I played, it is definitely much different that broods and infestors. They can't be EMP'd, for one, the locusts have pretty high HP (90ish, I think), so they can actually cause friendly fire against terran and survive long enough against zealots for other things to happen, and even though they are slow, if you cover them with enough roaches, lings, mutas, etc, then there really isn't anything they can do, just make sure they don't get replicated.

EDIT: Not to mention Blinding Cloud makes these rather ridiculously OP against tank lines.

Really though, could people stop debating about something that's probably 7-8+ months away, and that we know little to nothing about?
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
btlyger
Profile Blog Joined February 2010
United States470 Posts
October 24 2011 23:04 GMT
#246
I know it's been said. I know blizzard has talked about it. But seriously, no to the swarm host and put in the lurker.

The swarm host is just bland. There is no flavor to it. It doesn't help that much in a fight and will be overshadowed by other Zerg units.

The lurker was a perfect unit, there is no reason not to put it back in. Banelings have found themselves a nice niche that is far different from what lurkers were for in BW.

I really don't understand why it's not being implemented into this game. They already have the entire unit done besides the balancing. It is the cheapest thing for them to implement and there is no excuse for them not to.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
Falcor
Profile Joined February 2010
Canada894 Posts
October 24 2011 23:05 GMT
#247
On October 25 2011 08:02 Conquerer67 wrote:

Really though, could people stop debating about something that's probably 7-8+ months away, and that we know little to nothing about?


why do you care what other people talk about?
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
Last Edited: 2011-10-24 23:08:02
October 24 2011 23:05 GMT
#248
On October 25 2011 07:58 fleeze wrote:
Show nested quote +
On October 25 2011 07:42 Nazarid wrote:
Fleeze, Zerglings are in no way free... mineral cost is small yes... But that's a larvae I could use on another unit... or drones... they are not free in the slightest...

So many people in this thread think they will be used Alone... and without any support what so ever... You ever seen collosi or siege tanks all alone? no never... stop being single minded and think about all the options zerg already have and the other new unit zerg have in combo with infestors would make them even more deadly .. from just the video(I know numbers etc will change before release don't troll) the siege tanks were unable to just Blast them down only after 3 shots did they die. that's a decent amount of damage soaking obviously they could move faster but Even if they stay with the exact way they are in the video they will be a great asset to any zerg that wants to either Hold their choke point from pesky harassing units like the hellion or to help push back a Terran siege line. I am very happy with this unit esp if supported properly this unit could be very good... obviously if you use them alone.. the wave gets cleared and then terran/zergs/protoss move up and clean them out. they need to be protected not left alone to die.


the 1 spawn you will get in a fight is worth 2 zerglings. though you invested 200/100 (?) in the host. that is not worth it, you had better build pure zerglings.


Zerglings that have over 100 hp each and do like twice the DPS.
fleeze
Profile Joined March 2010
Germany895 Posts
October 24 2011 23:06 GMT
#249
On October 25 2011 08:02 Conquerer67 wrote:
From what I played, it is definitely much different that broods and infestors. They can't be EMP'd, for one, the locusts have pretty high HP (90ish, I think), so they can actually cause friendly fire against terran and survive long enough against zealots for other things to happen, and even though they are slow, if you cover them with enough roaches, lings, mutas, etc, then there really isn't anything they can do, just make sure they don't get replicated.

EDIT: Not to mention Blinding Cloud makes these rather ridiculously OP against tank lines.

Really though, could people stop debating about something that's probably 7-8+ months away, and that we know little to nothing about?


and why exactly would you take swarm hosts with your viper instead of speedlings?
this is exactly what the OP is stating.... redundant (and not space controlling).
Snake_Doc
Profile Joined July 2010
Australia98 Posts
October 24 2011 23:10 GMT
#250
Please blizzard bring back to lurker tech...
i give blizzard a high five for being creative but, The swarm host is producing suicide melee units as isnt a good unit for sieging. The unit would be easly counted by (T) stim units, tanks and scans, & (P) obs with blink stalkers + sentry shields.
Betty Blue, copy
Snake_Doc
Profile Joined July 2010
Australia98 Posts
October 24 2011 23:11 GMT
#251
On October 25 2011 08:04 btlyger wrote:
I know it's been said. I know blizzard has talked about it. But seriously, no to the swarm host and put in the lurker.

The swarm host is just bland. There is no flavor to it. It doesn't help that much in a fight and will be overshadowed by other Zerg units.

The lurker was a perfect unit, there is no reason not to put it back in. Banelings have found themselves a nice niche that is far different from what lurkers were for in BW.

I really don't understand why it's not being implemented into this game. They already have the entire unit done besides the balancing. It is the cheapest thing for them to implement and there is no excuse for them not to.



totally argee!!
Betty Blue, copy
Neeh
Profile Joined August 2010
Norway458 Posts
October 24 2011 23:11 GMT
#252
Also, I don't see why you have to group 'em so they spit out locust at the same time, if that's an issue.

Get 7-8 of 'em and do separate spawns, they throw out a locust every 2 seconds.
Nin-x
Profile Joined September 2011
17 Posts
October 24 2011 23:12 GMT
#253
Why is everyone whining so much? So the swarm host isn't going to single handedly win the game for you, is that so bad? Were you really expecting to get a new super unit?

Look at the Warm Prism for a second. Everyone said it sucked originally, but with some special tactics it's amazing. I'm sure the same will happen with the swarm host.
Falcor
Profile Joined February 2010
Canada894 Posts
Last Edited: 2011-10-24 23:18:11
October 24 2011 23:14 GMT
#254
On October 25 2011 08:06 fleeze wrote:
Show nested quote +
On October 25 2011 08:02 Conquerer67 wrote:
From what I played, it is definitely much different that broods and infestors. They can't be EMP'd, for one, the locusts have pretty high HP (90ish, I think), so they can actually cause friendly fire against terran and survive long enough against zealots for other things to happen, and even though they are slow, if you cover them with enough roaches, lings, mutas, etc, then there really isn't anything they can do, just make sure they don't get replicated.

EDIT: Not to mention Blinding Cloud makes these rather ridiculously OP against tank lines.

Really though, could people stop debating about something that's probably 7-8+ months away, and that we know little to nothing about?


and why exactly would you take swarm hosts with your viper instead of speedlings?
this is exactly what the OP is stating.... redundant (and not space controlling).


yeeeah i actually like the "carrier" idea would make it alot like a shredder tho...which is what zerg needs but....

i just think any semblence of micro from the enemy will make this unit useless...im curious if a constant stream of weaker units would be better so it would be constant pressure.

Either that or spawn faster units because having slow melee units is no real threat to any player imo.

On October 25 2011 08:12 Nin-x wrote:
Why is everyone whining so much? So the swarm host isn't going to single handedly win the game for you, is that so bad? Were you really expecting to get a new super unit?


we dont want a super unit we wanted a unit that could control space on a map. This unit needs to be with other units and if its with other units either the spawned units are going to get stuck behind your ranged units or going to be fighting for space with your zerglings.


edit: it has me curious tho depending on the life cycle of the spawns. there was a trick in dota back in the day were you would block 1 lane with creeps you could spawn...and let the creeps that your base spawn build up until there is a huge mass of units then let them go.

So could you hold position some roaches or w/e and block the spawns until a 2 or 3 waves have spawned and then let them go?
Onioncookie
Profile Joined May 2010
Germany624 Posts
October 24 2011 23:17 GMT
#255
I dont think it looks "zergish" in the slightest ...

So slow.................
Horse...falcon
Profile Joined December 2010
United States1851 Posts
October 24 2011 23:20 GMT
#256
I hope it has a ton of hp so it's inefficient to snipes.
Artosis: "From horsssse....falcon"
Jack.D.Ripper
Profile Joined August 2011
United States6 Posts
October 24 2011 23:28 GMT
#257
On October 25 2011 07:34 EnclaveUSA wrote:

And look at early versions of Swarm Host. Previously we had flying locusts.

[image loading]


This version looks more useful. Make the locusts flying again so i can siege up outside the base and then go chip away at my opponent. This would be incredibly annoying. A invisible ground unit that spawns flying attackers. You would need to be prepared if you want to kill this version of the SH. It would also be very annoying to find one that is harassing a third. Please bring back this version.
Nin-x
Profile Joined September 2011
17 Posts
October 24 2011 23:29 GMT
#258
On October 25 2011 08:14 Falcor wrote:
we dont want a super unit we wanted a unit that could control space on a map. This unit needs to be with other units and if its with other units either the spawned units are going to get stuck behind your ranged units or going to be fighting for space with your zerglings.


edit: it has me curious tho depending on the life cycle of the spawns. there was a trick in dota back in the day were you would block 1 lane with creeps you could spawn...and let the creeps that your base spawn build up until there is a huge mass of units then let them go.

So could you hold position some roaches or w/e and block the spawns until a 2 or 3 waves have spawned and then let them go?




It does control space on the map, but i think you will have to help it a bit. For example, vs toss pick off the observer and they can't pass unless they are willing to take some damage. So pull the observer with your viper to pick it off, and toss will turn around i best. (Never see protoss players with more than 1 observer anyways lol)

VS terran the same applies. Put a few baneling bombs around the map and some swarm hosts elsewhere and the terran will have to scan all over the place to move. If a raven is out, pull it out with your viper and pick it off.

The swarm host will control space, but you can't expect it to hold off a large force alone.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
October 24 2011 23:30 GMT
#259
On October 25 2011 08:04 btlyger wrote:
The lurker was a perfect unit, there is no reason not to put it back in. Banelings have found themselves a nice niche that is far different from what lurkers were for in BW.

lol I had almost forgotten that Banelings were the reason why Lurkers were removed .. because it was too much of a "role overlap" -_- when Swarm Host imo overlaps with Brood Lords
Writerptrk
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
October 24 2011 23:31 GMT
#260
I don't think they are redundant at all... Infestors can't outrange tanks, while swarm hosts can. They are much better at controlling the map than infestors are.
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
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