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[D] Swarm Host Redundant? - Page 20

Forum Index > SC2 General
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iky43210
Profile Blog Joined May 2011
United States2099 Posts
October 25 2011 12:26 GMT
#381
does shredders work if set next to buildings?
fleeze
Profile Joined March 2010
Germany895 Posts
Last Edited: 2011-10-25 13:12:23
October 25 2011 12:55 GMT
#382
On October 25 2011 21:23 Hattori_Hanzo wrote:
Show nested quote +
vs terran: i would be happy if terrans would at least be forced to build marauders. there's a reason you only see marauders against roaches or ultras atm.

vs toss: same with broodlords. you keep roaches/hydras beneath them. hf blinking in.

notice how both stalkers and marauders are countered by mass zerglings. it's silly talking about "equal supply". why would i ever want to fight mass marauder/stalker with lurkers ONLY. take it to equal supply of zergling / lurker and it will crush any mass marauder / stalkers.

a lurker would be supposed to do bonus to armored units (which zerg is lacking anyway) so it wouldn't be this bad and would lead to interesting micro decisions.
and lurkers can at least back up an army with AOE damage. swarm hosts just waste space with tanking locusts.

Well, f*ck, there goes your theory.
at least think before talking bullshit.


You didn't answer my question and address how Lurkers could control a Terran's space, given the existence of medivacs and marauders. There IS however a small window where lurkers can be useful, between the time the marine/tank/medivac counts get too high (10-12 min). Compared with the utility of Roaches, infestors and banelings; I hope you get idea.

i did... but i wasn't talking about a terran's space at all. if i get 2-3 lurkers and it forces a terran to make marauders i have my goal achieved. what more did i want? he has less marines and tanks when he's building marauders. and lurkers still do AOE damage which is good against marine/marauder balls. swarming in with ling/bane and lurkers behind against tank/marine (/marauder), probably backed up by a vipers disruption web would definatetly work better as with swarm hosts, where your still left against the marines afterwards.

in your Zerg example, you suddenly pulled out BL in mid-game AND roaches AND hydras.

no, i didn't? you just pulled this out of your ass. i was talking you can COVER them the same as broodlords: with roaches below. roaches are pretty much the standard midgame unit against protoss, sometimes hydras too which i also mentioned (but not necessarily at the same time as you say...). so i don't see anything wrong with my statement.


An average game WITH BL AND ROACHES AND HYDRAS, an equally competent Protoss, EGHuK, the protoss death ball would already be out with at least 5 Colossi backed by HT and Zealots and Observers. Where are the Lurkers in that comp? Am I missing something here?

i dunno what your talking about. perhaps try to read and understand my post again.
i was NEVER talking about a BL, ROACH, HYDRA army... i was just comparing cover of lurkers with cover of broods as it is standard atm.
btw: lurkers do AOE damage. AOE damage is pretty good against clumped up balls of deaths, add a few infestors and it could even be pretty imbalanced.
the rest of your argument is bullshit.

How does supposed to do damage to armored units suddenly result in interesting micro decisions and backup an army with AoE damage? Huh? The current BW burrow time would result in the battle being already over given how fast roaches and lings are already.

well a unit with AOE damage and bonus against armored would compliment nearly any zerg army really well. the armies would be more diverse if terran would have to add marauders (as an example) to their composition. the sniping of lurkers would require micro and skill and the zerg would have to care about lurker positioning. i think that's interesting enough.

now stop derailing the topic, terran. this is none of your business.

edit:
On October 25 2011 21:23 poorcloud wrote:
Show nested quote +
On October 25 2011 20:03 fleeze wrote:
On October 25 2011 19:54 iky43210 wrote:
On October 25 2011 19:52 fleeze wrote:
On October 25 2011 19:43 iky43210 wrote:
On October 25 2011 19:42 fleeze wrote:
On October 25 2011 19:38 iky43210 wrote:
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.


because if marines pokes forward, they'll get hit by not only the locusts but also siege tanks friendly fire.

isn't this the same "space control" as parking a group of lings? they will achieve exactly the same.
terran will just unsiege stim in some marines and take the hosts out.

Those locusts currently also do alot of damage too. From the video presentation, imagine that bunker is actually a group of marines. Not so pretty now

in this video there are 9!!! swarm hosts. that's 1800 / 900 in resources.
you could get 7-8 tanks for the same cost. now compare the damage done again...


and there was also 7-8 tanks in that video? along with bunkers and marines support. I don't understand your point.

if swarm host continues to spawn locusts, it'll be hard for marines or siege tanks to move forward without being under siege by not only locus but also siege tanks themselves

that's why you unsiege and then move in a group of marines. or just go in with your whole army and tanks unsieged. why wouldn't you? the zerg just wasted an insane amount of resources in useless units that sit there for 15 seconds doing nothing. it will be nearly impossible to balance this concept even in the beta. either locusts will be overpowered or they will suck.
also it's 5 tanks and 2 bunkers in the video. and most of the damage done is by the tanks themselves.

and now imagine a terran just putting 7-8 tanks below your ramp and compare it to those lame swarm hosts. i know i would take heavy losses moving out against tanks. but against melee single damage attackers? that's a fucking joke.

On October 25 2011 20:03 poorcloud wrote:
Guys, these is really useful. Remeber how we always say zergs cant win even if they have an advantage against a turtling terran. Zergs can use their army advantage to constantly send locusts into the terran base, making the terrans lose a few units every now and then while mutalisks harass the main and pull away the marines.
It can work if we don't close our eyes and keep an open mind about it.

or we could actually get a useful unit if we keep complaining.
your example sucks btw. broods would be much better and they take a long time to take out a fortified terran base. how long will those locusts take MOVING into the base, especially up a ramp?


Its frankly people like you who close off their minds to every possible strat/ideas which is why we get so many calls of OP/imba and so little innovation.
These locusts are used to break a fortified terran base, including ghosts + vikings + thors+ marines+tanks. Broods can get stuttered step by vikings + thors. These locusts can come from a way back even before siege tank range and did you see how much damage they were able to tank? Why would you need locusts to break into a terran base if your exchanging free units for terran units?
Even then, this may be at lair tech or something so it may make more sense to get this earlier than before broodlords.

lol i could say the same about you. we get these inferior units because there's always people saying we should take everything from blizz unquestioned.
the concept of swarm hosts is BORING. on top they have no real role in the game.

if i can't break a fortified terran base with broodlords i will never be able to with swarm hosts. 1 Planetary and the swarm host is useless btw (autotarget, non-friendly damage splash). all terran has to do is repair a bit perhaps.
and i don't even want a unit designed to "break" a heavily fortified base. that's a niche role and even for this role they take AGES to break a base.
also we already have broodlords... redundancy this is what the topic is about.
FluXxxx
Profile Joined August 2011
Germany57 Posts
Last Edited: 2011-10-25 13:49:31
October 25 2011 13:33 GMT
#383
i just do not know why people argue about the swarm host.

the swarm host itself does absolutely nothing.
it just spawns 2 zealoty things with a 10 second timer!
it has no attack.

so just discuss how well slow zealots work against a siege line might be better.

Klystron
Profile Joined March 2010
United States99 Posts
October 25 2011 14:51 GMT
#384
When I played around with them, Host Swarmers felt pretty solid, but the more I think about it, the more I realize that they felt about the same way that Broodlords feel, except that they come out a lot sooner.

I do agree that they are too close to a Broodlord in function and role. A t2-2.5 ranged aoe unit would have been better.

I really think that zerg needs something different at t2-2.5, but I think that there is still room for the host swarmer at t3.

When I think of locusts I think of a flying swarm of bugs that covers and consumes everything. I think that it would be better if the Host Swarmer was closer to a cross between a Brood Lord and a Carrier with flying, free locusts, that died after a short time.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2011-10-25 14:55:50
October 25 2011 14:53 GMT
#385
On October 25 2011 22:33 FluXxxx wrote:
i just do not know why people argue about the swarm host.

the swarm host itself does absolutely nothing.
it just spawns 2 zealoty things with a 10 second timer!
it has no attack.

so just discuss how well slow zealots work against a siege line might be better.



As a Protoss player I have to take issue with this. Did you SEE the amount of firepower those things survived? And how fast stuff started dying? You can't compare them because Zealots would just instadrop against that much.

Frankly I'm sure most Protoss players would be delighted if Zealots were that durable and strong.


Far as the Swarm Host goes, I think it looks alright; looks decent enough, perhaps a little boring to use but fairly solid as an idea and appropriate for zerg. The balancing on it is going to be a nightmare though methinks.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
ArvickHero
Profile Blog Joined October 2007
10387 Posts
October 25 2011 15:01 GMT
#386
On October 25 2011 21:02 Hattori_Hanzo wrote:
Show nested quote +
On October 25 2011 20:43 dragonsuper wrote:
bad unit, why don't u reintroduce lurker then ?

It was a way better idea for map control


Tell me how that will be possible against Marauders backed by medivacs of equal supply. They have the same range and without scan, just load into the medivacs and continue on.
Tell me how that will be possible against blink stalkers of equal supply. They have same range and would basically just blink over the lurkers.

Well, f*ck, there goes your theory.

In both situations, you would not want to attack into a base that is covered by several or more lurkers because you are guaranteed losses due to the line splash damage. For Terran, it'll cost a Scan to attack into it, and would be difficult to kill units and buildings without dying to Lurker spines quickly. With Stalkers, they'll either die or sustain heavy damage before doing any sort of sustainable damage.

Put the Swarm Host in the same situation. Locust just get kited and all drone dies to target firing without raiding army sustain much, if any loss.
Writerptrk
Deleted User 26513
Profile Joined February 2007
2376 Posts
October 25 2011 15:31 GMT
#387
I find Swarm Host rather useless. The rate of "fire" is way too slow and the locusts are way too weak... Terran can just put 2 siege tanks and kill all that comes out. Direct damage unit like the lurker can be much better.
FluXxxx
Profile Joined August 2011
Germany57 Posts
Last Edited: 2011-10-25 16:21:03
October 25 2011 15:42 GMT
#388
On October 25 2011 23:53 Lightspeaker wrote:
Show nested quote +
On October 25 2011 22:33 FluXxxx wrote:
i just do not know why people argue about the swarm host.

the swarm host itself does absolutely nothing.
it just spawns 2 zealoty things with a 10 second timer!
it has no attack.

so just discuss how well slow zealots work against a siege line might be better.



As a Protoss player I have to take issue with this. Did you SEE the amount of firepower those things survived? And how fast stuff started dying? You can't compare them because Zealots would just instadrop against that much.

Frankly I'm sure most Protoss players would be delighted if Zealots were that durable and strong.


Far as the Swarm Host goes, I think it looks alright; looks decent enough, perhaps a little boring to use but fairly solid as an idea and appropriate for zerg. The balancing on it is going to be a nightmare though methinks.


i just wish blizzard gave them a "real" attack.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2011-10-25 15:56:25
October 25 2011 15:53 GMT
#389
I don't think the SH is redundant, it just strenghtens an aspect of the Zerg, that may already be available in WoL, but not to an extent where additional Units that do similar things would make it too overpowered or wouldn't have any use.

What I would like to see from the SH though is, that it is strong enough to force the opponent into using detection and get out on the Map to destroy it. Like 2hatch Lurkers in SC:BW to combat FE's of the Toss. The toss either had to be out on the Map to make the Lurker have to leapfrog to buy time, he had to use storms, he had to kill the Lurkers somehow or just loose the buildings from his wall-in. As it is now, I kinda think the swam-host might be too weak; It's sth. you can burrow to constantly pressure a certain area, but I don't see it being enough pressure to force the opponent to do sth. more drastic than just adding a cannon or two.

If the waves of the spawns were fast enough though, I could really see some nice strats, like offensive Hatches/creeptumors with spines+spores(anti-observer) and burrowed SH's to pressure, similar to the Lurker+offensive buildings used in BW on certain Maps.

It could really be a decent Unit, similar in it's applications to the Lurker, but very different in how it does that nonetheless.
https://soundcloud.com/thesamplethief
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2011-10-25 16:23:36
October 25 2011 16:22 GMT
#390
If they wanted to make a Zerg siege unit (which is what they state this is) it would be better if this locusts were a cloud they fire at a location that does damage over time. This cloud couldn't be stopped but you can get out of it. Lets say that total damage is something similar to tank damage but he can only fire one cloud at a time so you need to wait for one cloud to expire to use the next one. Overlapping damage does not work, you need to fire manually but range is at least 9 if not more (more will be needed if these things will need to burrow first). Friendly fire would be available so it is more similar to storm and tank blasts

This thing would be a proper siege unit while also being different then tanks and colossi.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
October 25 2011 16:27 GMT
#391
This unit is going to be a headache for Blizzard to balance, as said before. It's either going to be OP as hell or barely useful at all.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
October 25 2011 16:40 GMT
#392
On October 26 2011 01:27 bonifaceviii wrote:
This unit is going to be a headache for Blizzard to balance, as said before. It's either going to be OP as hell or barely useful at all.


What leads you to believe that?
https://soundcloud.com/thesamplethief
Fadetowhite
Profile Joined August 2010
Korea (South)302 Posts
October 25 2011 16:41 GMT
#393
i think it is a poorly designed unit for zerg in sc2, they say that we zerg players wanted to put pressure on our opponent i say we actually dont want to put pressure on. What we want is a unit that can give us a way to stall the enemy when he pushes out. in Broodwar (lol BW ref) this was achieved by using a sim city with sunken / hatch / evo chamber and lurkers later on the defiler was added to stall the enemy's "deathball" even more.

this works because a dark swarm is cast as protection for the lurker instead of the spell the viper has which is Dweb and is a pure offensive ability. it does not give map control at all due to the fact that it is cast on the enemy's army and not cast as protection for the zerg's unit.

also the pure nature of the zerg is the fact that we can play really greedy if we know what the opponent is doing why would we ever want to put pressure on in midgame when we should be droning and preparing for endgame when we have a siege unit readily avalaible the Brood lord.

from what is released about the viper it feels to me like it is a offensive unit;

get over here spell: pull the enemy's long range unit into melee range for fast snipes so the zerg forces can overrun their position.
Dweb; Cast on the enemy's army before engaging ensuring that almost all melee units will get in range without being killed.
but then it's role is shifted with the fact that it gives detection, to me this just feels like a oh shit zerg needs detection if we remove the overseer.

The swarm host is noone of the things a lurker is meant to be; It has no splash, Small ammount of them will not control a certain location of the map due to the nature of spawning units.

the reason most pro-gamers want the lurker back is the fact that 2 of them on a ramp can stall the enemy for a reasonable ammount of time due to splash and being burrowed until the zerg can get their army over to the location they are defending. They make it dangerous to go on a ramp cause you have to worry about "lining them up" thus making it a very bad engagement for the enemy if they do engage.

all in all i feel like these new units are not the zerg feel of what i am used to coming from Broodwar.

when you let the enemy push over the map and just keep stalling him with 5 to 8 lurkers and maybe a swarm while you mass a force at your base to defend the push.

ps: i hope i am very wrong about this
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Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 25 2011 16:43 GMT
#394
On October 26 2011 01:22 -Archangel- wrote:
If they wanted to make a Zerg siege unit (which is what they state this is) it would be better if this locusts were a cloud they fire at a location that does damage over time. This cloud couldn't be stopped but you can get out of it. Lets say that total damage is something similar to tank damage but he can only fire one cloud at a time so you need to wait for one cloud to expire to use the next one. Overlapping damage does not work, you need to fire manually but range is at least 9 if not more (more will be needed if these things will need to burrow first). Friendly fire would be available so it is more similar to storm and tank blasts

This thing would be a proper siege unit while also being different then tanks and colossi.


That is just too much work Compared to the current operation.
1. Burrow
2. Set rally point.
3. Set lings and roaches to pounce the moment opponent engages SHs.
4.???
5. Profit!
Cauterize the area
udgnim
Profile Blog Joined April 2009
United States8024 Posts
October 25 2011 16:48 GMT
#395
On October 25 2011 23:53 Lightspeaker wrote:
Show nested quote +
On October 25 2011 22:33 FluXxxx wrote:
i just do not know why people argue about the swarm host.

the swarm host itself does absolutely nothing.
it just spawns 2 zealoty things with a 10 second timer!
it has no attack.

so just discuss how well slow zealots work against a siege line might be better.



As a Protoss player I have to take issue with this. Did you SEE the amount of firepower those things survived? And how fast stuff started dying? You can't compare them because Zealots would just instadrop against that much.


if you're talking about what was shown in OP's video, most of that damage was from Siege Tank splash damage
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 25 2011 17:43 GMT
#396
On October 26 2011 01:43 Hattori_Hanzo wrote:
Show nested quote +
On October 26 2011 01:22 -Archangel- wrote:
If they wanted to make a Zerg siege unit (which is what they state this is) it would be better if this locusts were a cloud they fire at a location that does damage over time. This cloud couldn't be stopped but you can get out of it. Lets say that total damage is something similar to tank damage but he can only fire one cloud at a time so you need to wait for one cloud to expire to use the next one. Overlapping damage does not work, you need to fire manually but range is at least 9 if not more (more will be needed if these things will need to burrow first). Friendly fire would be available so it is more similar to storm and tank blasts

This thing would be a proper siege unit while also being different then tanks and colossi.


That is just too much work Compared to the current operation.
1. Burrow
2. Set rally point.
3. Set lings and roaches to pounce the moment opponent engages SHs.
4.???
5. Profit!

Too simple is the whole point. Because it is too simple to use unit will be either weak or useless. I would rather have a more interesting and more powerful unit that requires micro.
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 25 2011 18:11 GMT
#397
Poll: Do you think the Swarm Host will be redundant in HotS?

Yes, the Swarm Host's role is already taken by another Zerg unit. (9)
 
39%

No, I think the Swarm Host is fine as he is now. (7)
 
30%

No, but I think he needs to be balanced quite a bit. (6)
 
26%

Yes... other reason than stated in this poll. (1)
 
4%

No... other reason than stated in this poll. (0)
 
0%

23 total votes

Your vote: Do you think the Swarm Host will be redundant in HotS?

(Vote): No, I think the Swarm Host is fine as he is now.
(Vote): No, but I think he needs to be balanced quite a bit.
(Vote): Yes, the Swarm Host's role is already taken by another Zerg unit.
(Vote): Yes... other reason than stated in this poll.
(Vote): No... other reason than stated in this poll.


Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
isneakattack
Profile Joined October 2011
43 Posts
October 25 2011 18:32 GMT
#398
This video was posed years ago before SC2 Beta but I think its relevant to the idea formed in the OP.

Zerg Symbiant

Poll: Walking Zerg Carrier a good idea?

NO (8)
 
89%

YES (1)
 
11%

9 total votes

Your vote: Walking Zerg Carrier a good idea?

(Vote): YES
(Vote): NO




Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-10-25 18:39:20
October 25 2011 18:36 GMT
#399
SH is a base breaker/turtle shell breaker. it breaks sim city players and turtle terrans. IMHO its not meant to be used in the zergs main army or even for defense. this unit is flawed because of that very reason because it doesnt seem to have any other practical use outside of breaking defenses..

i honestly cant see it being used offensivly in a zerg army because of how long the cooldown is to spawn locust. however counter atking with these things should be pretty good.

from the looks of it it looks like it has no range and works just like a racks/factory/robo bay/etc. that means that i can actually put these things into the fog of war somwhere, spread them out, set rally point, and my opponent will have no clue on where it is and will probally struggle to find all of them. if that is the case then that will actually be sick. they will have a hard time looking for burrowed units at random locations outside of there base somewhere.

but we will have to see during beta.
Ariakan
Profile Joined April 2011
United States1 Post
October 25 2011 18:42 GMT
#400
On October 24 2011 23:51 jeeeeohn wrote:
I don't think the Swarm Host is redundant, but I do agree that it doesn't feel swarmy in the slightest. Big clunky units that shoot out glorified broodlings once every 15 seconds? How worthless. A Terran will wait for them to expire, scan, then stim, then destroy them. Tada, dead Swarm Hosts. I can see their defensive potential, or maybe nydus/drop harass, but as a siege unit it's pretty terrible.


Your assuming that the swarm host will be at the front by itself in a normal game, and if one does that, they are essentially sacrificing their swarm hosts, siege tanks sit near the front, "sieging" a base, but they are usually backed by some # of marines for cover, i could see these units working well with some hydra's upgraded with speed, and infestors actually, it could make for a terrifying lair tech unit composition
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