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[D] Swarm Host Redundant? - Page 18

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Treble557
Profile Joined August 2010
United States221 Posts
October 25 2011 08:31 GMT
#341
By blizzards logic, the Swarm Host is Redundant for the same reason the Lurker was. The baneling.

gg blizz.
theBizness
Profile Joined July 2011
United States696 Posts
Last Edited: 2011-10-25 08:36:37
October 25 2011 08:36 GMT
#342
On October 25 2011 16:45 Charon1979 wrote:
Show nested quote +
Best case scenario: force tanks to unseige to target host.


Why? Just wait for the first wave -> stim a couple of marines (scan) -> profit



I said best case scenario... in all likelihood it will go more like the way you described.
Less money for casters, more money for players.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 25 2011 08:39 GMT
#343
swarm host/brood lord/unfestor/viper/corruptor seems pretty insane :o
fleeze
Profile Joined March 2010
Germany895 Posts
Last Edited: 2011-10-25 08:44:12
October 25 2011 08:42 GMT
#344
On October 25 2011 17:39 HaXXspetten wrote:
swarm host/brood lord/unfestor/viper/corruptor seems pretty insane :o


and how do you get the gas to build units that cost
100 / 250 / 150 / 200 / 100 gas respectively?

that combo will never work. why would you even want slow as hell swarm hosts in there. just get lings as you will be floating minerals like hell.
and people should stop talking about viper + swarm host combos. it's retarded to use this combo if you can just use speedlings with your flying vipers instead of slow swarm hosts that have a setup time on top.
Remb
Profile Joined August 2011
United States190 Posts
Last Edited: 2011-10-25 08:46:06
October 25 2011 08:44 GMT
#345
I don't understand. This is just a Brood Lord.
Spawns free minions with a duration. It's slow. It's a siege unit. It has large range. The only difference is one requires anti-air one requires detection.
I literally can not think of a strategy using Swarm Host, that can not be replaced by Brood Lords.
It's particularly ignorant of posters saying this will be used to break "turtling" players. This is exactly what the Brood Lord does.
Why then, make a unit that serves the exact same role as a Brood Lord.

One might say: Swarm Host comes before Hive tech, so Swarm Host has a role. But essentially, Blizzard could make Brood Lord lair tech and it would be the EXACT same thing. And it would be imbalanced.

I am so adamant at how identical a Swarm Host is to a Brood Lord, that I suspect Blizzard might be removing the Brood Lord.
edit: also there were rumors about removing the Corruptor. So if Corruptor is gone, you can't make Brood Lords. It's speculation, but this makes a lot of sense.
A virtuous act is performed habitually, and not once from incentive alone.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
October 25 2011 09:02 GMT
#346
On October 25 2011 17:44 Remb wrote:
I don't understand. This is just a Brood Lord.
Spawns free minions with a duration. It's slow. It's a siege unit. It has large range. The only difference is one requires anti-air one requires detection.
I literally can not think of a strategy using Swarm Host, that can not be replaced by Brood Lords.
It's particularly ignorant of posters saying this will be used to break "turtling" players. This is exactly what the Brood Lord does.
Why then, make a unit that serves the exact same role as a Brood Lord.

One might say: Swarm Host comes before Hive tech, so Swarm Host has a role. But essentially, Blizzard could make Brood Lord lair tech and it would be the EXACT same thing. And it would be imbalanced.

I am so adamant at how identical a Swarm Host is to a Brood Lord, that I suspect Blizzard might be removing the Brood Lord.
edit: also there were rumors about removing the Corruptor. So if Corruptor is gone, you can't make Brood Lords. It's speculation, but this makes a lot of sense.

Swarm hosts have rougly twice the range and can "shoot" without vision.
Velr
Profile Blog Joined July 2008
Switzerland10696 Posts
October 25 2011 09:10 GMT
#347
and are a stupid concept.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2011-10-25 09:21:04
October 25 2011 09:19 GMT
#348
On October 25 2011 17:44 Remb wrote:
I don't understand. This is just a Brood Lord.
Spawns free minions with a duration. It's slow. It's a siege unit. It has large range. The only difference is one requires anti-air one requires detection.
I literally can not think of a strategy using Swarm Host, that can not be replaced by Brood Lords.
It's particularly ignorant of posters saying this will be used to break "turtling" players. This is exactly what the Brood Lord does.
Why then, make a unit that serves the exact same role as a Brood Lord.

One might say: Swarm Host comes before Hive tech, so Swarm Host has a role. But essentially, Blizzard could make Brood Lord lair tech and it would be the EXACT same thing. And it would be imbalanced.

I am so adamant at how identical a Swarm Host is to a Brood Lord, that I suspect Blizzard might be removing the Brood Lord.
edit: also there were rumors about removing the Corruptor. So if Corruptor is gone, you can't make Brood Lords. It's speculation, but this makes a lot of sense.


Swarm hosts are by no means identical to Brood Lords.

Brood Lord: Does guaranteed damage every time it fires, with broodlings spawning in melee range and thus also guaranteed to provoke friendly splash, should tanks be sieged nearby. Necessitates an immediate response. Minimum DPS: 8 (plus 4 if the broodling gets to nibble anything)

Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.

Imagine 5 broodlords, rather than 9 swarm hosts, laying siege to the same entrenched position as in the swarm host video, and grant them whatever support units you were presuming existed. Exactly.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-10-25 09:25:29
October 25 2011 09:25 GMT
#349
--- Nuked ---
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 25 2011 09:30 GMT
#350
On October 25 2011 18:19 Umpteen wrote:
Show nested quote +
On October 25 2011 17:44 Remb wrote:
I don't understand. This is just a Brood Lord.
Spawns free minions with a duration. It's slow. It's a siege unit. It has large range. The only difference is one requires anti-air one requires detection.
I literally can not think of a strategy using Swarm Host, that can not be replaced by Brood Lords.
It's particularly ignorant of posters saying this will be used to break "turtling" players. This is exactly what the Brood Lord does.
Why then, make a unit that serves the exact same role as a Brood Lord.

One might say: Swarm Host comes before Hive tech, so Swarm Host has a role. But essentially, Blizzard could make Brood Lord lair tech and it would be the EXACT same thing. And it would be imbalanced.

I am so adamant at how identical a Swarm Host is to a Brood Lord, that I suspect Blizzard might be removing the Brood Lord.
edit: also there were rumors about removing the Corruptor. So if Corruptor is gone, you can't make Brood Lords. It's speculation, but this makes a lot of sense.


Swarm hosts are by no means identical to Brood Lords.

Brood Lord: Does guaranteed damage every time it fires, with broodlings spawning in melee range and thus also guaranteed to provoke friendly splash, should tanks be sieged nearby. Necessitates an immediate response. Minimum DPS: 8 (plus 4 if the broodling gets to nibble anything)

Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.

Imagine 5 broodlords, rather than 9 swarm hosts, laying siege to the same entrenched position as in the swarm host video, and grant them whatever support units you were presuming existed. Exactly.



Except that in your example, that will never happen due to BL being hive tech, unless of course you're in bronze league then yes, that scenario could happen, your opponent still on one base, with just 5 siege tanks and 20 marines by the time you have 2 bases, teched up to hive, got corruptors, morphed them and moved to their base.

Do you post while drunk?
Cauterize the area
dakalro
Profile Joined September 2010
Romania525 Posts
October 25 2011 09:48 GMT
#351
Do people really fail to acknowledge the obvious and stated use for this unit, siege breaker?

You get 6 units every 24s(?) that have 3x the hp of a broodling, almost 2x that of an infested terran, for free, on tier 2. That's 500 hp worth of tankiness from one host.

If they do make contact they have a lot higher dps than a stimmed marine, obvious since they're not supposed to survive that long.

Sure a big amount of tanks will decimate them but you can't expect 1 host to be of use against 10 tanks. But 10 hosts, that's 5000 hp of meat every 24 seconds. Spread the spawns and some will eventually get through.
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 25 2011 09:53 GMT
#352
On October 25 2011 18:25 Sated wrote:
I don't think people are realising that you can burrow them in a staggered manner so you have a constant flow of Locusts coming out of them. Once you've set up this staggered "siege", you can protect them with expendable units like Roaches whilst the Locusts deal constant damage. It's a fairly strong contain if you pay attention to it.


Staggered siege ? If you burrow them all at the same time, the opponent has one time to counter-attack. If you burrow them progressively, he will be able to attack anytime because locust conveyor belt will so weak. If you use them all at the same time, you can hit something. If you use them progressively, you will never hit anything.

I kinda like this unit. It will be interesting to see how it's used. But the Locusts definitely need a damage boost - perhaps they should explode on contact and deal minimal splash damage?


Free banelings ? You're gonna make MVP cry .

A good option would be anti-armor attack. Why ? Because that's zerg needs the most after the fungal nerf, and because it would make the unit stronger against what it's supposed to be strong against : fortified positions.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 25 2011 09:54 GMT
#353
On October 25 2011 18:30 Hattori_Hanzo wrote:
Except that in your example, that will never happen due to BL being hive tech, unless of course you're in bronze league then yes, that scenario could happen, your opponent still on one base, with just 5 siege tanks and 20 marines by the time you have 2 bases, teched up to hive, got corruptors, morphed them and moved to their base.

Do you post while drunk?


Well.... in this stage of the game, I'd rather have lings, mutas and banes that will deal damage, rather that swarm hosts that won't do anything.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-10-25 10:03:08
October 25 2011 09:57 GMT
#354
On October 25 2011 17:31 Treble557 wrote:
By blizzards logic, the Swarm Host is Redundant for the same reason the Lurker was. The baneling.

gg blizz.

No it isn't

Swarm Hosts are not good for immediate defense, like the Lurker or the Baneling. They have something like 15seconds of ramp up time, so if you expect to use them like Lurkers/Siege tanks then they are probably going to archive very little.

You won't be able to push forward as well as Lurkers/Tanks because of this. It feels more like a unit that you would use to apply constant pressure to a location. Like outside a Protoss base. It won't be that hard to stop in the late game, but think early two base where Protoss are still teching to Colossus. All they have to defend themselves at that time are Forcefields and Static defense, no real AOE.

You could use these in those Spine crawler/Hydralisk pushes to move creep tumors and burn forcefields and just chip away at the enemy army in general.

IMO, the most important thing about this unit is that you need an army to back up the Locust to inflict the most damage, you can't use them like a Siege tank where it will do all the work.

In terms of a single attack, the Swarm host is a waste of army supply, but they only become efficient if you have to attack a position more than once

Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.



Although their DPS is low due to the long spawn time, if you actually attacked WITH the locust then it is a different story. If you think about attacking in waves then you don't really include the time in which your army is retreating and your getting back into formation.

If you use each wave of Locust as the signal attack with the rest of your army then backout when they are dead then they are quite a strong unit, mostly because during the first few seconds they actually do decent damage.

Kind of like a Carrier in that sense, their DPS is actually quite mediocre but they have ridiculous burst DPS. Due to graviton catapult their damage their DPS is something like 3 times higher during initial release than when they have settled down. Kinda why it is pretty advantageous to hit and run with Carriers

Remb
Profile Joined August 2011
United States190 Posts
October 25 2011 10:00 GMT
#355
On October 25 2011 18:48 dakalro wrote:
Do people really fail to acknowledge the obvious and stated use for this unit, siege breaker?

You get 6 units every 24s(?) that have 3x the hp of a broodling, almost 2x that of an infested terran, for free, on tier 2. That's 500 hp worth of tankiness from one host.

If they do make contact they have a lot higher dps than a stimmed marine, obvious since they're not supposed to survive that long.

Sure a big amount of tanks will decimate them but you can't expect 1 host to be of use against 10 tanks. But 10 hosts, that's 5000 hp of meat every 24 seconds. Spread the spawns and some will eventually get through.

What? It's 2 per host, where the hell could you see 6?
A virtuous act is performed habitually, and not once from incentive alone.
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2011-10-25 10:04:31
October 25 2011 10:03 GMT
#356
SHs have something like 6 holes on their backs - but apparently somebody didn't watch the video.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
fleeze
Profile Joined March 2010
Germany895 Posts
Last Edited: 2011-10-25 10:35:48
October 25 2011 10:33 GMT
#357
On October 25 2011 18:57 Dommk wrote:
Show nested quote +
On October 25 2011 17:31 Treble557 wrote:
By blizzards logic, the Swarm Host is Redundant for the same reason the Lurker was. The baneling.

gg blizz.

No it isn't

Swarm Hosts are not good for immediate defense, like the Lurker or the Baneling. They have something like 15seconds of ramp up time, so if you expect to use them like Lurkers/Siege tanks then they are probably going to archive very little.

You won't be able to push forward as well as Lurkers/Tanks because of this. It feels more like a unit that you would use to apply constant pressure to a location. Like outside a Protoss base. It won't be that hard to stop in the late game, but think early two base where Protoss are still teching to Colossus. All they have to defend themselves at that time are Forcefields and Static defense, no real AOE.

well, exactly. you won't be able to push forward at all with swarm hosts .and if your timing window closes and he gets colossi your swarm hosts are dead. great for a "space controlling" unit to be hard countered by colossi or siege tanks. just look at that video in the OP again and image there would be tanks at the top of the cliff... have fun walking up (or even down when defending your own base) with those slow melee units through a choke.



You could use these in those Spine crawler/Hydralisk pushes to move creep tumors and burn forcefields and just chip away at the enemy army in general.

yes because buffing the famous spine crawler / hydra push is what all zerg have requested for such a long time... colossi shuts this down quickly. so it's a niche tactic.


IMO, the most important thing about this unit is that you need an army to back up the Locust to inflict the most damage, you can't use them like a Siege tank where it will do all the work.

In terms of a single attack, the Swarm host is a waste of army supply, but they only become efficient if you have to attack a position more than once

in fact, they won't be better with your army.
with what unit do you want to cover your swarm hosts exactly? zerg isn't terran. we don't have long range vikings to protect tanks from air and a bunch of ranged units to. swarm hosts also have a range of zero (they're melee...) so how does this prevent a terran to just engage and clean up those 2 locusts per host with the army and sieging? a terran could pushing his siege line forward will actually push the swarm hosts back because they can do nothing to prevent it...
even better with protoss. colossi > swarm host (and hydra, the most obvious unit it has synergies with).
compare that to a terran push with 3 tanks sieging below your ramp. THIS is actually space control...

Show nested quote +
Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.



Although their DPS is low due to the long spawn time, if you actually attacked WITH the locust then it is a different story. If you think about attacking in waves then you don't really include the time in which your army is retreating and your getting back into formation.

If you use each wave of Locust as the signal attack with the rest of your army then backout when they are dead then they are quite a strong unit, mostly because during the first few seconds they actually do decent damage.

Kind of like a Carrier in that sense, their DPS is actually quite mediocre but they have ridiculous burst DPS. Due to graviton catapult their damage their DPS is something like 3 times higher during initial release than when they have settled down. Kinda why it is pretty advantageous to hit and run with Carriers

the only use of locusts is tanking and i'd imagine the best dps behind them would be hydras. and they get countered by the same long range siege units of terran and protoss. for the gas cost of a swarm host you could build 4 roaches. i think they would do a better job in tanking for the hydras and we all know how good roach/hydra is nowadays.
the problem is that this unit is supposed to control space which it simply isn't. it has neither a long enough range (well no range at all) nor splash. just free units. hell it would be better if it would just spawn infested terrans...

this unit has no role in the game in it's current state and will be very difficult to balance properly. either you have overpowered free units or they suck.
Krossfire
Profile Joined July 2010
Australia1071 Posts
October 25 2011 10:37 GMT
#358
I think concept wise its pretty cool. Hopefully they will be viable in smaller battles too so zerg players can burrow/unburrow in middle of battle and becomes a dynamic unit.

Keep in mind that damage, range and number of spawns are all subject to change. I actually think the 15sec spawn time is quite long but we'll have to see.

And people saying that one scan will kill them...im sure most good zergs will see the scan go down and just reposition...slowing terran pushes or holding chokes.
For the Swarm * DRG *
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2011-10-25 10:40:25
October 25 2011 10:38 GMT
#359
On October 25 2011 19:33 fleeze wrote:
Show nested quote +
On October 25 2011 18:57 Dommk wrote:
On October 25 2011 17:31 Treble557 wrote:
By blizzards logic, the Swarm Host is Redundant for the same reason the Lurker was. The baneling.

gg blizz.

No it isn't

Swarm Hosts are not good for immediate defense, like the Lurker or the Baneling. They have something like 15seconds of ramp up time, so if you expect to use them like Lurkers/Siege tanks then they are probably going to archive very little.

You won't be able to push forward as well as Lurkers/Tanks because of this. It feels more like a unit that you would use to apply constant pressure to a location. Like outside a Protoss base. It won't be that hard to stop in the late game, but think early two base where Protoss are still teching to Colossus. All they have to defend themselves at that time are Forcefields and Static defense, no real AOE.

well, exactly. you won't be able to push forward at all with swarm hosts .and if your timing window closes and he gets colossi your swarm hosts are dead. great for a "space controlling" unit to be hard countered by colossi or siege tanks. just look at that video in the OP again and image there would be tanks at the top of the cliff... have fun walking up (or even down when defending your own base) with those slow melee units through a choke.


Show nested quote +

You could use these in those Spine crawler/Hydralisk pushes to move creep tumors and burn forcefields and just chip away at the enemy army in general.

yes because buffing the famous spine crawler / hydra push is what all zerg have requested for such a long time... colossi shuts this down quickly. so it's a niche tactic.

Show nested quote +

IMO, the most important thing about this unit is that you need an army to back up the Locust to inflict the most damage, you can't use them like a Siege tank where it will do all the work.

In terms of a single attack, the Swarm host is a waste of army supply, but they only become efficient if you have to attack a position more than once

in fact, they won't be better with your army.
with what unit do you want to cover your swarm hosts exactly? zerg isn't terran. we don't have long range vikings to protect tanks from air and a bunch of ranged units to. swarm hosts also have a range of zero (they're melee...) so how does this prevent a terran to just engage and clean up those 2 locusts per host with the army and sieging? a terran could pushing his siege line forward will actually push the swarm hosts back because they can do nothing to prevent it...
even better with protoss. colossi > swarm host (and hydra, the most obvious unit it has synergies with).
compare that to a terran push with 3 tanks sieging below your ramp. THIS is actually space control...
Show nested quote +

Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.



Although their DPS is low due to the long spawn time, if you actually attacked WITH the locust then it is a different story. If you think about attacking in waves then you don't really include the time in which your army is retreating and your getting back into formation.

If you use each wave of Locust as the signal attack with the rest of your army then backout when they are dead then they are quite a strong unit, mostly because during the first few seconds they actually do decent damage.

Kind of like a Carrier in that sense, their DPS is actually quite mediocre but they have ridiculous burst DPS. Due to graviton catapult their damage their DPS is something like 3 times higher during initial release than when they have settled down. Kinda why it is pretty advantageous to hit and run with Carriers

the only use of locusts is tanking and i'd imagine the best dps behind them would be hydras. and they get countered by the same long range siege units of terran and protoss. for the gas cost of a swarm host you could build 4 roaches. i think they would do a better job in tanking for the hydras and we all know how good roach/hydra is nowadays.
the problem is that this unit is supposed to control space which it simply isn't. it has neither a long enough range (well no range at all) nor splash. just free units. hell it would be better if it would just spawn infested terrans...

this unit has no role in the game in it's current state and will be very difficult to balance properly. either you have overpowered free units or they suck.


I think the point of swarm host isn't to break siege tank lines, but preventing or slow down the sieges or marines from moving forward.

last I remember, lurkers also did not break siege tank lines. It does drastically slow the tank and marines movements though
fleeze
Profile Joined March 2010
Germany895 Posts
October 25 2011 10:42 GMT
#360
On October 25 2011 19:38 iky43210 wrote:
Show nested quote +
On October 25 2011 19:33 fleeze wrote:
On October 25 2011 18:57 Dommk wrote:
On October 25 2011 17:31 Treble557 wrote:
By blizzards logic, the Swarm Host is Redundant for the same reason the Lurker was. The baneling.

gg blizz.

No it isn't

Swarm Hosts are not good for immediate defense, like the Lurker or the Baneling. They have something like 15seconds of ramp up time, so if you expect to use them like Lurkers/Siege tanks then they are probably going to archive very little.

You won't be able to push forward as well as Lurkers/Tanks because of this. It feels more like a unit that you would use to apply constant pressure to a location. Like outside a Protoss base. It won't be that hard to stop in the late game, but think early two base where Protoss are still teching to Colossus. All they have to defend themselves at that time are Forcefields and Static defense, no real AOE.

well, exactly. you won't be able to push forward at all with swarm hosts .and if your timing window closes and he gets colossi your swarm hosts are dead. great for a "space controlling" unit to be hard countered by colossi or siege tanks. just look at that video in the OP again and image there would be tanks at the top of the cliff... have fun walking up (or even down when defending your own base) with those slow melee units through a choke.



You could use these in those Spine crawler/Hydralisk pushes to move creep tumors and burn forcefields and just chip away at the enemy army in general.

yes because buffing the famous spine crawler / hydra push is what all zerg have requested for such a long time... colossi shuts this down quickly. so it's a niche tactic.


IMO, the most important thing about this unit is that you need an army to back up the Locust to inflict the most damage, you can't use them like a Siege tank where it will do all the work.

In terms of a single attack, the Swarm host is a waste of army supply, but they only become efficient if you have to attack a position more than once

in fact, they won't be better with your army.
with what unit do you want to cover your swarm hosts exactly? zerg isn't terran. we don't have long range vikings to protect tanks from air and a bunch of ranged units to. swarm hosts also have a range of zero (they're melee...) so how does this prevent a terran to just engage and clean up those 2 locusts per host with the army and sieging? a terran could pushing his siege line forward will actually push the swarm hosts back because they can do nothing to prevent it...
even better with protoss. colossi > swarm host (and hydra, the most obvious unit it has synergies with).
compare that to a terran push with 3 tanks sieging below your ramp. THIS is actually space control...

Swarm Host: Burrows and spawns the first two Locusts in approximately the same set-up time as the Terran Shredder (yes, really). No guaranteed damage: if there aren't enough Locusts, none of them will get through. Those who are saying you should stagger-burrow Hosts are, to my mind, setting up a nice slow conveyor-belt of Locusts, about as useful as streaming slow, melee-only roaches in two-by-two. If we assume every single Locust gets a hit in (which strikes me as quite generous), the effective DPS of a Swarm host is two.



Although their DPS is low due to the long spawn time, if you actually attacked WITH the locust then it is a different story. If you think about attacking in waves then you don't really include the time in which your army is retreating and your getting back into formation.

If you use each wave of Locust as the signal attack with the rest of your army then backout when they are dead then they are quite a strong unit, mostly because during the first few seconds they actually do decent damage.

Kind of like a Carrier in that sense, their DPS is actually quite mediocre but they have ridiculous burst DPS. Due to graviton catapult their damage their DPS is something like 3 times higher during initial release than when they have settled down. Kinda why it is pretty advantageous to hit and run with Carriers

the only use of locusts is tanking and i'd imagine the best dps behind them would be hydras. and they get countered by the same long range siege units of terran and protoss. for the gas cost of a swarm host you could build 4 roaches. i think they would do a better job in tanking for the hydras and we all know how good roach/hydra is nowadays.
the problem is that this unit is supposed to control space which it simply isn't. it has neither a long enough range (well no range at all) nor splash. just free units. hell it would be better if it would just spawn infested terrans...

this unit has no role in the game in it's current state and will be very difficult to balance properly. either you have overpowered free units or they suck.


I think the point of swarm host isn't to break siege tank lines, but preventing the sieges or marines from moving forward.

If the locusts have enough hp to make it to the tank line melee range, then it has served its purpose


how can a unit without AOE prevent marines from moving forward?
that's like stoping marine with pure zerglings. you need LOTS of them and when marines reach critical mass you are dead without AOE.
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