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[D] Swarm Host Redundant? - Page 16

Forum Index > SC2 General
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-Exalt-
Profile Blog Joined November 2010
United States972 Posts
October 25 2011 01:58 GMT
#301
On October 24 2011 23:50 ProxyKnoxy wrote:
Imagine Swarm host/infestor/brood lord.... *shivers*


just make 30 battle hellions, some siege tanks and vikings, gg!

protoss is fucked though
ddrddrddrddr
Profile Joined August 2010
1344 Posts
October 25 2011 02:01 GMT
#302
Protoss isn't fucked. Just need stalkers to blink into bases, kill tech and econ, and recall back if any danger comes.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
October 25 2011 02:07 GMT
#303
We've got snow globes, so we can make the exact same unit against you! AHA! Take that! All of a sudden we're stuck in an epic, everlasting ww1 style swarm host vs swarm host in the middle of the map.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
October 25 2011 02:09 GMT
#304
On October 25 2011 10:58 EternaL_9 wrote:
Show nested quote +
On October 24 2011 23:50 ProxyKnoxy wrote:
Imagine Swarm host/infestor/brood lord.... *shivers*


just make 30 battle hellions, some siege tanks and vikings, gg!

protoss is fucked though


? Siege tanks wouldn't help. Ghosts would.

Protoss have Collosi, HT and Tempest to deal with this unit composition..
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2011-10-25 02:26:01
October 25 2011 02:23 GMT
#305
It seems to be a lot of people are forgetting the potential synergy that these units will have with the rest of the army.

People are saying "why not just make vipers?"... well Vipers are not as combative of units. They are support casters.

You will be sending a couple vipers, a handful of Swarm Hosts, ALONG with the rest of your army. Also don't forget Hydras are going to be actually useful off creep in HotS. That means you can have Viper AND SH backing up lings/roach/hydra.... and now think of the synergy these units have. Throw in a Spine Crawler or 2 and it's even stronger.

Send in the Locusts first, right as you throw out some Dark Swarms on the enemy. That will force them to melee range, where the locusts will easily be able to take the first, while the rest of your army is holding the line. If they try to run, surround with Lings.

This makes it much, much harder to move in on the Zerg army, and Zerg were always pretty hard to run from if you had Lings/Infestors. Currently a big ball can easily push in on an equivalent Zerg army. But imagine trying to do that with the cover of Dark Swarms? That means you have to take your time. But if you are taking your time, the SH's will constantly be spawning waves of Locusts.

Of course it could probably use some balancing on spawn times, etc. But it sounds like an intriguing change to the Zerg metagame and actually helps Zerg in a role they are relatively weak in.

My point - dont think of adding SH to your army alone. Think of adding SH/Viper/Speed Hydras to your army in the early-mid game.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2011-10-25 02:35:57
October 25 2011 02:33 GMT
#306
I view the swarm host as giving zerg another answer to players who turtle. Currently the only way a zerg can really counter a protoss or terran who bunkers/cannons up and techs/takes safe bases is to just take 1-2 more bases really quickly. They don't have the same capacity that protoss or terran do to pressure the front of the other player without commiting to an attack. I can see just making 2-3 swarm hosts and parking them near the opponents choke (they seem to have insane range) basically forces the other player to do something about them, and with their range and the (quite high) hp on the locusts, basically forces the opponent to engage the zerg outside of the choke, or constantly lose resources/concentration time defending against something free. And if 2 swarm hosts is what it takes for that 2 base forge fast expaning protoss to be forced to engage me in the middle of the map, then i fail to see how that isn't worth it.

I'm not actually sure what tech they are, but if they are below hive then they also represent quite a serious "metagame" threat to protoss who forge fast expand into stargate play, as they won't have detection. currently you can use cannons to defend against burrowed roach or infestor play pretty easily as those units have short enough range that you would need to actively try and bust the front/drop/runby to get out of detection range, but if there was a threat of essentially having an indestructible siege tank shelling the buildings at your choke if you didn't go robo in pvz seems pretty huge to me.

Edit: also, they could work extremely well together with muta in zvz, as i'm not sure how you could safely engage 5-6 swarm hosts outside your choke if they have a flock of air units floating above them. I'm not entirely sure how the new zerg detection works, but if muta can just focus down any vipers/whichever unit the viper gives detection, then the only real counter i see to that would to be to go muta against it aswell...
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-10-25 02:47:29
October 25 2011 02:46 GMT
#307
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.



This person Speaks the Truth. We should take heed to this statement

I have a Feeling Stimmed Marines gonna Melt These Swarm Hosts with a Single Scan with no Problem Considering i read somewhere their health was only 120
Never GG MKP | IdrA
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2011-10-25 02:59:14
October 25 2011 02:52 GMT
#308
On October 25 2011 06:26 SpaceYeti wrote:
I don't understand why we can't just have the lurker back...

Stop Swarm Host < Stop Lurker
Swarm Host drops < Lurker Drops
Swarm Host zone control < Lurker zone control

I don't think the Swarm Host looks very good at controlling space at all. I just see these dying to enemy fire before they even reach their target. And why would I ever use swarm hosts vs siege tanks if I have Blinding Cloud?

Not excited about this unit at all.

I miss my lurkers. I'd even be okay with them removing burrow from banes if i could just have my lurkers back.


Terran ball of 8 marauders with medivacs + scan will roflroll your 6 lurkers so hard it won't be funny.
Protoss death ball with 4 Colossi + observer will roll your 12 lurkers.

Have fun with lurkers.

Edit: SH need a Hive upgrade in order to maintain that level of control when late game numbers get higher.

SH also will have great synergy with Spine crawlers mid-late game, creating a siege line where units have to commit heavily just to take down 4 spines and 3 SHs.

Edit2: Late game, you can stagger the burrows so they stream near continuously. :D
Now that'll be a sight to behold.
Cauterize the area
Crisco
Profile Joined March 2011
1170 Posts
October 25 2011 02:58 GMT
#309
On October 25 2011 11:52 Hattori_Hanzo wrote:
Show nested quote +
On October 25 2011 06:26 SpaceYeti wrote:
I don't understand why we can't just have the lurker back...

Stop Swarm Host < Stop Lurker
Swarm Host drops < Lurker Drops
Swarm Host zone control < Lurker zone control

I don't think the Swarm Host looks very good at controlling space at all. I just see these dying to enemy fire before they even reach their target. And why would I ever use swarm hosts vs siege tanks if I have Blinding Cloud?

Not excited about this unit at all.

I miss my lurkers. I'd even be okay with them removing burrow from banes if i could just have my lurkers back.


Terran ball of 8 marauders with medivacs + scan will roflroll your 6 lurkers so hard it won't be funny.
Protoss death ball with 4 Colossi + observer will roll your 12 lurkers.

Have fun with lurkers.

Edit: SH need a Hive upgrade in order to maintain that level of control when late game numbers get higher.


yeah, this is exactly right. Lurkers worked cause of the low bio hp in sc1. in SC2, marauders would ROLL over lurkers. Not to mention with the larger body size, it'd be hard to overlap splash. Second reason is that medics are now flying, another crucial weakness in the bio army of sc1.
Asymmetric
Profile Joined June 2011
Scotland1309 Posts
Last Edited: 2011-10-25 03:02:44
October 25 2011 03:00 GMT
#310
On October 25 2011 08:45 BinxyBrown wrote:
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.


The range is as far as its melee can reach, which appears to be great inspite of massed siege tank fire. If the tanks are forced to unsiege to stop firing and retreat/advance, then great, you've gained position.

Mauldo
Profile Blog Joined January 2011
United States750 Posts
Last Edited: 2011-10-25 03:03:15
October 25 2011 03:02 GMT
#311
Yeah...people are forgetting that the Swarm Host is explicitly made to lockdown positions *with support from other units*. You're not supposed to use them by themselves, but like someone on page one said, with maybe a few Infestors behind for Fungal Growths or an Infested Terran wall.

Of course someone with a Raven or an Observer can run in and snipe them. It's the same from Creep Tumors, burrowed Roaches, or burrowed Infestors though. And like I've said before, it'll actually force Terrans to make Ravens, which they'll have to do anyway with burrow-moving Banelings. Gives you that same Brood War feel with Terran having to move out with the Science Vessel because of Lurkers, huh?

Fuck, think about Spawn Hosts + Hydras + maybe 2 Infestors. They'd lock down a location until Colossi, right? You then have that location for five thousand years.
shockaslim
Profile Joined December 2010
United States1105 Posts
October 25 2011 03:16 GMT
#312
I think since the locusts are at 90 HP, they will be able to tank A LOT of damage for when you engage a siege line.
Dirty Deeds...DONE DIRT CHEAP!!!
Belial88
Profile Blog Joined November 2010
United States5217 Posts
October 25 2011 03:21 GMT
#313
Swarm Host on it's own is a really shitty unit. It has an extremely niche role as well:

When Zerg has entered mid-game with a huge advantage against an opponent (better against terran/siege tanks) but can't kill them given siege tanks, cannons, forcefields, and defensive lines, and instead of doing Zerg's only option - taking another base and going for an econ battle, and then possibly losing due to tech/deathball - they want to be able to apply mild pressure.

Now, instead of Zerg completely stomping their opponent in the early game, and then going into midgame because "Damn, he has siege tanks" or "Damn, he has forcefields and is turtling", and then going "Well, even though it's impossible for my opponent to win, this game is going to go on for another 20 minutes" they can apply mild pressure.

Now, it's blinding cloud and the Viper that will let Zerg choose to be aggressive instead of macro, but with the Swarm Host, a winning Zerg can apply mild pressure while expanding to someone who is turtling ridiculously.

Too many Zerg games go where Zerg has such a huge, unlosable lead in the game, but can't just end it. This is a frustrationg I'm sure P and T do not understand, but for many Zerg, it's extremely frustrating to be straight up outplaying the opponent, but you still have to play another 20 minutes with this 'scrub' because they have a siege tank or a colossi. And it's extremely frustrating when you actually end up losing to the 2 base deathball.

Now obviously at Masters this isn't an issue, but how many of you are even masters? How many times has Silver to Diamond, and even GM level Zergs, actually lost to a T/P despite having a million bases, only to die to a deathball? Once? Isn't that one time too many?

And despite that, how many games have you played where, damn, the T/P made a cannon/bunker/colossi/siege tank, and even though they were being BM assholes and wouldn't leave, you had no option but to play the game another 20 minutes so you could get broodlords and finally end it safely? Every other game? I can tell you that as a Masters Zerg, every game I win, about 90% of them are games I already well won but the opponent is either BM and won't leave, or is too stupid to realize he lost, or simply doesn't understand he lost (maybe he doesnt know I took the gold, or that I went 2 base hive, or that I very riskily took a fast third and i didnt die for it). With the swarm host, now Zerg can apply pressure when they are in the lead.

If you are not in the lead into the midgame, I can tell you that the gas cost of both swarm host, and the infestation pit (yes, now both infestor and swarm host come from infestation pit, no upgrades for swarm host on infestation pit since no upgrades necessary) will be a huge turnoff. You also can't sipmly put swarm hosts out front of an even game, since nothing is keeping the enemy contained. It also has less effectiveness against Protoss who don't cause friendly fire, unlike siege tanks.

But the swarm host' swarmlings are free.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
Last Edited: 2011-10-25 03:31:26
October 25 2011 03:30 GMT
#314
On October 25 2011 12:21 Belial88 wrote:
Swarm Host on it's own is a really shitty unit. It has an extremely niche role as well:

When Zerg has entered mid-game with a huge advantage against an opponent (better against terran/siege tanks) but can't kill them given siege tanks, cannons, forcefields, and defensive lines, and instead of doing Zerg's only option - taking another base and going for an econ battle, and then possibly losing due to tech/deathball - they want to be able to apply mild pressure.

Now, instead of Zerg completely stomping their opponent in the early game, and then going into midgame because "Damn, he has siege tanks" or "Damn, he has forcefields and is turtling", and then going "Well, even though it's impossible for my opponent to win, this game is going to go on for another 20 minutes" they can apply mild pressure.

Now, it's blinding cloud and the Viper that will let Zerg choose to be aggressive instead of macro, but with the Swarm Host, a winning Zerg can apply mild pressure while expanding to someone who is turtling ridiculously.

Too many Zerg games go where Zerg has such a huge, unlosable lead in the game, but can't just end it. This is a frustrationg I'm sure P and T do not understand, but for many Zerg, it's extremely frustrating to be straight up outplaying the opponent, but you still have to play another 20 minutes with this 'scrub' because they have a siege tank or a colossi. And it's extremely frustrating when you actually end up losing to the 2 base deathball.

Now obviously at Masters this isn't an issue, but how many of you are even masters? How many times has Silver to Diamond, and even GM level Zergs, actually lost to a T/P despite having a million bases, only to die to a deathball? Once? Isn't that one time too many?

And despite that, how many games have you played where, damn, the T/P made a cannon/bunker/colossi/siege tank, and even though they were being BM assholes and wouldn't leave, you had no option but to play the game another 20 minutes so you could get broodlords and finally end it safely? Every other game? I can tell you that as a Masters Zerg, every game I win, about 90% of them are games I already well won but the opponent is either BM and won't leave, or is too stupid to realize he lost, or simply doesn't understand he lost (maybe he doesnt know I took the gold, or that I went 2 base hive, or that I very riskily took a fast third and i didnt die for it). With the swarm host, now Zerg can apply pressure when they are in the lead.

If you are not in the lead into the midgame, I can tell you that the gas cost of both swarm host, and the infestation pit (yes, now both infestor and swarm host come from infestation pit, no upgrades for swarm host on infestation pit since no upgrades necessary) will be a huge turnoff. You also can't sipmly put swarm hosts out front of an even game, since nothing is keeping the enemy contained. It also has less effectiveness against Protoss who don't cause friendly fire, unlike siege tanks.

But the swarm host' swarmlings are free.


That's kind of a problem. And by "kind of" I mean "titanic".

Only a badly designed unit can fulfill such a niche role, if that's what you're implying.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
VoiceOfDecember
Profile Joined December 2010
Australia206 Posts
October 25 2011 03:36 GMT
#315
The way I see it is not to look at the unit by itself but rather with the whole race in HOTS.

You're gonna get vipers at lair tech for detection and blinding cast. Awesome flying spellcaster. Get usual army of lings or roaches and whatever as you do. As ur getting infestors you go swarm hosts. You can crush a terran or protoss army when they move out. You will loose food but whatever, now spawn a few of these swarm hosts and begin to siege the enemy base, casting the blinding cast because these things have high dps and quite abit of health it will make them quite effective cuz the enemy army is low on army. Pump 30 drones and then send in ur free zerglings with the locusts and keep casting the blinding thing. Tear down the throat of the enemy. The further you are ahead of your turtle terran or walled off protoss, the faster you will kill them instead of having to wait for them to come out to crush their army again. And I'm speaking mostly for ladder games. The pros may figure out timing pushes or what not.

That dynamic of play is cool. Quite zergy in my opinion.
If I keep making drones and expanding while fending off their attacks, I'm sure to win...right?
Medzo
Profile Blog Joined June 2009
United States627 Posts
Last Edited: 2011-10-25 03:42:48
October 25 2011 03:42 GMT
#316
So at first I didnt like them and the more I thought about them the more I disliked them. Then I thought more about the fact that the locusts have 87hp and do 16damage every second in melee range. Now the more I think about them the more I like them. Cant wait to start using the new zerg units.

87 hit points is a lot.
Teim
Profile Joined October 2010
Australia373 Posts
October 25 2011 03:43 GMT
#317
You're not going to just have an army of Swarm Hosts. Also you can stagger burrow them to make them stagger their attacks.
A duck is a duck!
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
October 25 2011 03:47 GMT
#318
On October 25 2011 12:36 VoiceOfDecember wrote:
The way I see it is not to look at the unit by itself but rather with the whole race in HOTS.

You're gonna get vipers at lair tech for detection and blinding cast. Awesome flying spellcaster. Get usual army of lings or roaches and whatever as you do. As ur getting infestors you go swarm hosts. You can crush a terran or protoss army when they move out. You will loose food but whatever, now spawn a few of these swarm hosts and begin to siege the enemy base, casting the blinding cast because these things have high dps and quite abit of health it will make them quite effective cuz the enemy army is low on army. Pump 30 drones and then send in ur free zerglings with the locusts and keep casting the blinding thing. Tear down the throat of the enemy. The further you are ahead of your turtle terran or walled off protoss, the faster you will kill them instead of having to wait for them to come out to crush their army again. And I'm speaking mostly for ladder games. The pros may figure out timing pushes or what not.

That dynamic of play is cool. Quite zergy in my opinion.


You won't have enough gas to support that.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
iCanada
Profile Joined August 2010
Canada10660 Posts
October 25 2011 03:48 GMT
#319
What happens if you Burrow a SH and have it spawn locusts, then unborrow and reburrow as quickly as possible? Does the game make you wait the 15 seconds for more Locusts to spawn or could a zerg player micro his SH's so he could put on more pressure?
mage36
Profile Joined May 2011
415 Posts
October 25 2011 03:51 GMT
#320
i picture this to be very powerful in a flank. Gives you heavy health units to eat some siege shots for your lings and blings to get near. could be game changing but too early to tell.
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