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[D] Swarm Host Redundant? - Page 14

Forum Index > SC2 General
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TSL-Lore
Profile Joined January 2009
United States412 Posts
October 24 2011 23:35 GMT
#261
One thing that really bothered my when Dustin was talking about the Swarm Host was that he kept saying that Zerg was the "slow, methodical grind" race, but i think this is already fundamentally flawed. Zerg isn't suppoesd to be a slow methodical grind, it's supposed to be fast reacting and swarming.

The Swarm Host is a cool idea, but it needs to do whatever it does faster, like the Lurker in SCBW, which could devastate lines of marines really quickly. They even said they needed to find a way to "clean up a lot of marines really fast," but I'm pretty sure that a group of stimmed marines would be able to just run in and dispose of these slow shooting Swarm Hosts with a single scan.

I want to become stronger. -Shindou Hikaru
fusihunter
Profile Joined September 2010
Australia208 Posts
October 24 2011 23:40 GMT
#262
I didn't read all of the responses, but i wonder how this goes against a medvac full of marines.

I'd be interested to see if you could use this as drop defense. Perhaps one of these, and a spine.
"I actually don't like games. I just like beating people." - Idra
Asymmetric
Profile Joined June 2011
Scotland1309 Posts
Last Edited: 2011-10-24 23:42:44
October 24 2011 23:40 GMT
#263
But it isn't a lurker. It's a siege unit. The range of its attack is huge. It's effective radius looks even larger than a siege tanks (atleast equal). The units job is to simply force enemies out of there defensive position because otherwse they'll keep comming under attack. And if you can force Terran or Protoss armies into open ground/creep to fight on zergs term then you've got a big advantange.
Disarm22
Profile Joined January 2011
United States151 Posts
October 24 2011 23:43 GMT
#264
i played with the swarm host at blizzcon, it was fun but to be honest i was expecting something more original. it just didnt excite me too much and i found it kinda boring. its simply a burrowed broodlord of sorts. im more pleased with the other zerg and multiplayer changes
Cliiiiiiide!
BinxyBrown
Profile Joined December 2010
United States230 Posts
October 24 2011 23:45 GMT
#265
The range of it's attack is melee, its radius is one, the splash you saw was from tanks. And the reason we had to force units into the open was because of effective dps in a choke, with disruption web we can attack into chokes with banelings just fine, this unit serves no purpose other than harassment which ling runbys and infestors will do cheaper and better.
Banelings are like Ice Climbers if they grab you... your dead.
Nin-x
Profile Joined September 2011
17 Posts
October 24 2011 23:48 GMT
#266
On October 25 2011 08:35 TSL-Lore wrote:
One thing that really bothered my when Dustin was talking about the Swarm Host was that he kept saying that Zerg was the "slow, methodical grind" race, but i think this is already fundamentally flawed. Zerg isn't suppoesd to be a slow methodical grind, it's supposed to be fast reacting and swarming.

The Swarm Host is a cool idea, but it needs to do whatever it does faster, like the Lurker in SCBW, which could devastate lines of marines really quickly. They even said they needed to find a way to "clean up a lot of marines really fast," but I'm pretty sure that a group of stimmed marines would be able to just run in and dispose of these slow shooting Swarm Hosts with a single scan.




I'll have my infestors waiting for the marines =)
Small clumps of marines just love fungal
Falcor
Profile Joined February 2010
Canada894 Posts
October 24 2011 23:49 GMT
#267
On October 25 2011 08:29 Nin-x wrote:
Show nested quote +
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.


sooo like i said? but i think your over estimating the dmg this guy will do. sure if you let your units sit there and get hit it will work well. but im sure everyone has the basics of move stop command micro down. and with 15 seconds cooldown you should beable to deal with them quite easily unless theres units with them like i said. Which makes them alot less usefull imo. since a group of units alone would control that space.

The swarm host will control space, but you can't expect it to hold off a large force alone.


It shouldnt hold off a large force but it should delay it and i dont see it doing that. especially since the swarm host itself is such a slow unit. Its not like the lurker where once it was deteced could ru away and reburrow and delay them more.




Harbinger631
Profile Joined September 2010
United States376 Posts
October 24 2011 23:50 GMT
#268
On October 25 2011 08:40 Asymmetric wrote:
But it isn't a lurker. It's a siege unit. The range of its attack is huge. It's effective radius looks even larger than a siege tanks (atleast equal). The units job is to simply force enemies out of there defensive position because otherwse they'll keep comming under attack. And if you can force Terran or Protoss armies into open ground/creep to fight on zergs term then you've got a big advantange.


This. I'm excited for this unit because it gives the hydra some use. Hydras are awful as attacking units, but could be pretty great in a defensive role.

Falcor
Profile Joined February 2010
Canada894 Posts
October 24 2011 23:50 GMT
#269
On October 25 2011 08:40 Asymmetric wrote:
But it isn't a lurker. It's a siege unit. The range of its attack is huge. It's effective radius looks even larger than a siege tanks (atleast equal). The units job is to simply force enemies out of there defensive position because otherwse they'll keep comming under attack. And if you can force Terran or Protoss armies into open ground/creep to fight on zergs term then you've got a big advantange.


why not just use blinding cloud and zerglings/roach/hydra?
Supamang
Profile Joined June 2010
United States2298 Posts
October 24 2011 23:52 GMT
#270
yeah yeah, i know this is an SC2 discussion forum so we should be discussing all things SC2, but isnt it pretty useless to be discussing the viability of this unit before any of us even have a chance to test it in depth? We can all speculate and of course thats what this forum is for, but usually these types of threads are accompanied with stats and/or replays. Obviously we cant provide either, so what is the point of discussing the viability of a unit if we have no examples?

In terms of redundancy, i think this unit is different from Infestor and Broodlord by the fact that it requires no energy to produce its units and that it doesnt need to be in range of anything to start spawning shit out. Broodlords can only spawn its broodlings by getting in range of enemy units, which makes them vulnerable to vikings or blink stalks and such. Infested Terrans require energy that could be spent on other spells, meaning you better be sure those ITs are put in a good location (also putting Infestors in danger of getting killed). Swarm Hosts will require detection to combat, can produce units without even seeing the enemy, and dont need to save up energy to do it. I dunno, I think its subtly different enough to warrant a new unit
Kring
Profile Joined August 2011
Portugal70 Posts
October 24 2011 23:56 GMT
#271
On October 24 2011 23:57 Panzamelano wrote:
To be honest the "slow" spawn rate can be fixed by mannually burrowing your swarmhosts in groups of 2-3 instead of just burrowing them at the same time... giving you a steady line of locusts to attack.


.... geek shivers up my spine, awesome

Swarm host is awesome.
Evolution complete
brownthing
Profile Joined November 2009
United States189 Posts
October 24 2011 23:56 GMT
#272
On October 25 2011 08:40 Asymmetric wrote:
But it isn't a lurker. It's a siege unit. The range of its attack is huge. It's effective radius looks even larger than a siege tanks (atleast equal). The units job is to simply force enemies out of there defensive position because otherwse they'll keep comming under attack. And if you can force Terran or Protoss armies into open ground/creep to fight on zergs term then you've got a big advantange.


Lurkers are considered siege units.
My probe's like the gingerbread man-you're not gonna catch that shit ~Liquid'Tyler
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
October 24 2011 23:59 GMT
#273
On October 25 2011 08:35 TSL-Lore wrote:
One thing that really bothered my when Dustin was talking about the Swarm Host was that he kept saying that Zerg was the "slow, methodical grind" race, but i think this is already fundamentally flawed. Zerg isn't suppoesd to be a slow methodical grind, it's supposed to be fast reacting and swarming.

The Swarm Host is a cool idea, but it needs to do whatever it does faster, like the Lurker in SCBW, which could devastate lines of marines really quickly. They even said they needed to find a way to "clean up a lot of marines really fast," but I'm pretty sure that a group of stimmed marines would be able to just run in and dispose of these slow shooting Swarm Hosts with a single scan.



Don't you notice that they deliberately made Zerg the slow methodical grind race? Infact in the alpha of WoL it was even more the case; lurkers and a few other defensive options were still in the game. It's like they intentionally wanted Zerg to be the turtle race and creep across the map like a slow push from Terran in BW. I don't think that's a particularly good idea in my opinion though.
z00t
Profile Joined April 2010
Australia976 Posts
October 24 2011 23:59 GMT
#274
I'm in love with this unit - it's probably my favourite of the new units, from a purely design standpoint.

When differentiating Zerg siege from that of other races', this is exactly the sort of thing I was hoping for - not another 'long-ranged' unit, but one which technically has no range, but which just spawns melee units infinitely.

HughJorgen
Profile Joined May 2010
Australia37 Posts
October 24 2011 23:59 GMT
#275
People are complaining about this? O_o

It gives Zerg an ability they just don't have at the moment. Did you see them 'outranging' siege tanks? Free is infinitely better than cheap, and zerglings aren't even cheap when you take larvae into account.

IMO this is an excellent solution to providing a seige type weapon for Zerg. Can you imagine giving z a tier 2 long range unit alongside fungal growth? I loved lurkers, but I much prefer this idea and I simply don't understand people saying this is unzergy.

I just watched Blizzcon Nestea vs MVP and I reckon Nestea would have given his eye teeth to have swarm hosts that match to pressure the middle (let alone blinding swarm)
flanksteak
Profile Joined September 2010
Canada246 Posts
Last Edited: 2011-10-25 00:00:54
October 24 2011 23:59 GMT
#276
I can think of some utility depending on the length of time swarms hosts can stay alive (and how long they take to spawn of course) - from what I've seen it's something like 10 seconds. (0:16 spawn time to 0:26-27'ish)



They don't need to be attacking anything, but you just burrow and rally? So you could just spawn them all over the map for scouting, checking for pylons, prevent expansions etc. If a terran is setting up a tank contain, you can send them down the ramp for free, if you had enough of them it'd be harder for them to just sit outside your base. This applies to heavily fortified positions as well. Or if they're dropping you a lot, you could leave a swarm host behind and at least have something there in addition to spines/spores.

I don't see how it could be completely useless - it all depends on how they balance the unit. If Blizzard decided they should spawn every 5 seconds and then explode for splash damage on death, do you think it'd be useful then? We'll have to see what they have planned.
freestalker
Profile Joined March 2010
469 Posts
October 25 2011 00:02 GMT
#277
these whining threads make me sick.. and I wonder if it's just the vocal majority speaking or not. You guys are discussing and arguing about stuff that's nowhere near complete, you ASSUME half of the stuff and IGNORE the other half of the stuff. Some even totally missing the point of this unit, it's pros and cons and potential uses, while claiming it fails at some role, while its purpose is somewhere else.
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
October 25 2011 00:08 GMT
#278
On October 25 2011 07:34 EnclaveUSA wrote:
What if change their role to something, like scourges? That atacks ground and air, like banelings, but without splash, with low HP and low damage. So there will be many kamikaze-locusts, that flyes from Swarm Host to enemy targets, exploding on them and dealing small damage.

Remember flying scourge from RTS called "Perimeter"? It flyes in big numbers into your building or units, exploding, but dealing very small damage.

What if Swarm Host will generate something, like scourge, another temporary kamikazes, but without splash, but able to atack air and ground.

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

[image loading]


It reminds me of the Defiler's ultimate from Hero Attack, which sounds really cool.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
Xcobidoo
Profile Joined June 2011
Sweden1871 Posts
October 25 2011 00:08 GMT
#279
The thing I don't get with it is that they said that "Terrans are going to hate when they get to the mineral line". I mean... it's just like getting in with burrowed infestors, only they can actually move/retreat, shoot down orbitals etc. Getting a swarm host into a mineral line sounds about as effective as hunting down pheonixes, open map, with hydras without creep.
Supreme Intergalactic Commander
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
October 25 2011 00:13 GMT
#280
On October 25 2011 08:59 infinity2k9 wrote:
Show nested quote +
On October 25 2011 08:35 TSL-Lore wrote:
One thing that really bothered my when Dustin was talking about the Swarm Host was that he kept saying that Zerg was the "slow, methodical grind" race, but i think this is already fundamentally flawed. Zerg isn't suppoesd to be a slow methodical grind, it's supposed to be fast reacting and swarming.

The Swarm Host is a cool idea, but it needs to do whatever it does faster, like the Lurker in SCBW, which could devastate lines of marines really quickly. They even said they needed to find a way to "clean up a lot of marines really fast," but I'm pretty sure that a group of stimmed marines would be able to just run in and dispose of these slow shooting Swarm Hosts with a single scan.



Don't you notice that they deliberately made Zerg the slow methodical grind race? Infact in the alpha of WoL it was even more the case; lurkers and a few other defensive options were still in the game. It's like they intentionally wanted Zerg to be the turtle race and creep across the map like a slow push from Terran in BW. I don't think that's a particularly good idea in my opinion though.


Zerg certainly doesn't play like it. That's the definition of marine-siege tank Terran.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
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