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Although I'd rather want a lurker than this, I think people underestimate it's power. Imagine 10-15 swarm hosts outside your enemy base, with roach/hydra support. That's a very hard contain to break.
For example if you park your swarm hosts outside the natural on metalopolis you can set up a contain and safely take out his third/gold base.
Also we still don't know if this unit will have any upgrades(like most zerg units), which could make a huge difference.
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using units as bullets is the new zerg thing, I am surprised there was no upgrade were ultras let loose to some broodlings if they died. So the swarm hosts fits into in quiet well. You don't complain that the banshee, the thor and the viking are using missiles do you ? ^^
And nothing stops Blizzard to give the swarmhost a t3 upgrade making the locusts stronger. (or general upgrades could have a strong effect on them.)
As for the same role stuff. Same role, different approach, different conters = good.
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I think swarm host could be actually good at some ZvT against huge siege lines where dirrect attack would be suicide. When he sees the locusts, he knows he must move either way and that forces him either to attack or run back. This sounds like counter to static play which is in my opinion good.
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Seems like it could be pretty useless. At the moment it is more of a nuisance than a threat. If there are more important things to worry about I would just ignore Swarm Host and deal with later it by sending detection and 2-3 units to kill it.
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On October 31 2011 06:12 darkscream wrote:
Well, I wasn't at blizzcon and I haven't used the unit, but at least I know that Locusts have way more HP and deal way more damage than broodlings as I did watch the live steam. Since broodlings aren't made irrelevant by things shooting them as they attack, why would Locusts be?
Broodlings aren't made irrelevant by things shooting at them because they spawn on their targets. Locusts aren't particularly fast and will die before they can reach their targets if there is enough stuff shooting back at them. Think zealots with no charge. This is something that is very noticeable when they go up against things like shredders backed up by siege tanks. Or when they go up against a stalker/colossi death ball. I tested them against both of these things and was underwhelmed by the results. Until you get like 8-10 of these things out the locusts just die before they can do any damage.
On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts.
Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%.
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On October 31 2011 06:48 Klystron wrote:
Until you get like 8-10 of these things out the locusts just die before they can do any damage.
how is that any different from brood lords at all? If you roll up with 2 brood lords they are equally ineffective. 2 swarm hosts on the other hand will likely be effective in the way that 2 siege tanks are, at that point in the midgame. Not to mention the defensive capabilities which brood lords don't really have.
I mean, the exact numbers aren't relevant of course they will change. But the concept? I don't see how anyone could argue this unit isn't exactly what zerg needed (a siege unit before the 15 minute mark).
I actually don't see why i'm replying to you though. You aren't very open minded. XD
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On October 31 2011 06:55 darkscream wrote: I mean, the exact numbers aren't relevant of course they will change. But the concept? I don't see how anyone could argue this unit isn't exactly what zerg needed (a siege unit before the 15 minute mark).
I agree that zerg needs a siege unit before the 15 minute mark, I think it is great that Blizzard recognizes this problem and is trying to fix it.
However, I don't agree with the way that Blizzard is implementing the fix. The Swarm Host is literally an earlier broodlord, which is great and all, but taking an existing unit, nerfing it, and putting it lower in the tech tree is the wrong way to go about it.
The swarm host does not address a lot of other problems that zerg has. This thing can't attack anything up or down a cliff. It uses melee units, which means that it requires already precious melee range real-estate. And it still doesn't address the issue that zerg completely lacks a ranged splash unit.
If the swarm host is exactly what zerg needs, then why not just nerf the broodlord and make it only require a spire?
Are you really trying to tell me that you can make a better judgement call concerning the usefulness of a new unit after watching a 5 minute video? I was there, I played the freaking game, and I don't know all the possible uses for this thing or exactly how it can be used. The one thing that I can tell you is that from my experience, is that it is the same exact concept as a broodlord, but at a lower tech tier.
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On October 31 2011 06:48 Klystron wrote:Show nested quote +On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts. Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%.
Thats a silly way to compare them. Particularly since broodlords themselves attack very slowly. Also you forgot to consider that in order to have those 3 broodlings, the broodlord would have had to attack 3 times. So going by your method of measuring damage, broodlords would do 24 dps. But your way of measuring is wrong to begin with, so the numbers do not matter.
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On October 31 2011 04:02 Paper117 wrote:Show nested quote +On October 31 2011 03:56 [5th]Sybaris wrote:On October 26 2011 18:45 gh0un wrote:On October 26 2011 12:42 iky43210 wrote:On October 26 2011 08:25 AnachronisticAnarchy wrote: The swarm host isn't redundant as it differentiates in one crucial way: it constantly produces units that have a set rally point. It constantly applies pressure regardless of range or anything else. It also has immense potential for innovation, say rallying your units all over the place toget vision. That said, the locusts appear too weak as they got ripped to shred fairly quickly by that weak tank line in the demo. They need to be way faster or be rendered useless by any halfway decent tank line. there are 6 tanks, and it was able to kill bunkers despite being shell by tank fire and marines firing It wouldn't make any sense for the swarm host to overcome and completely break the tank line in a wave As you said, they shouldnt be able to overcome and break defensive lines, that would be way too OP from infinite range, but apparently blizzard decided that that should be their role otherwise i dont understand why they would show us that scenario in the demonstration video. A unit that is either OP or UP, that is bad game design right there. Whats wrong with the lurker? There are no either OP or UP shenanigans. Lurkers can hold a position, their role is obvious and they can be good at their role without it being OP like in the swarm hosts roles case. IMO, Blizzard does not want to reintroduce the lurker because they feel that it overlaps with the role of the baneling, which is a direct damage dealer with a high damage output. Argue all you want about differences and similarities, but that is the only reason that I could come up with as to why they don't just reintroduce the lurker (lurkers would just make banelings redundant). As for overcoming defensive lines, yes, the swarn host SHOULD be able to do so. Swarm hosts do not have more range than a tank, you seem to forget that locusts only last 15 seconds. The unit does NOT have infinite range (that would be silly) and is limited by spawn time. As for the viability, I feel like Blizzard should experiment with giving the SH 3 locusts instead of two. Locusts are strong, and once you begin to add in melee upgrades they should be able to sync up with a melee force and be even stronger. Reduce the spawn time down by two or three seconds, add in a third locust, and perhaps even a fourth as an upgrade later on and the unit feels fairly strong (probably going to have to compensate somewhere along the line with other stats). BTW, does anyone know where the SH is built from? I'm going to go out on a limb here and guess the hydra (-_-), as they have the same basic art structure (SH much more cooler looking IMO, the hydra's head makes it look like a fucking dufus, while the SH has a fantastic body structure design), but Blizzard is not opposed to doing weird shit and the SH does come from infestation tech. I think it's just spawned from larva. What I'm curious is how the Swarm Host would interact with the Shredder. I wonder if it just comes down to a numbers game of getting a critical mass of locusts out to damage the shredder, which would otherwise destroy them all in smaller numbers. Playing with the numbers for that might be a headache for the balance guys.
It's spawned from larva? Hmm...that at least makes synergies a lot easier. I was having a headache theorycrafting (for fun ofc) unit comps involving the SH, but now ling/SH/viper should be easier than ever :D.
Stack dual upgrades in and I think I've got a wonderful composition to look forward to when HOTS comes out. Now all that is left is to manage balance numbers so that the SH is a constant threat.
I feel like the swarmhost needs to have a significantly smaller spawn time for the locusts, and have one more. It just won't pack enough oomph if the spawn time is too delayed.
SHs should definitely be an all purpose unit, if only b/c it feels like zerg is missing a siege unit which allows zerg players to open up more drone timings, etc. The SH's function as of right now seems to be about right. Just hoping Blizzard adds a stop spawn function (=/= easymode!)
Btw, really looking forward to ling/bling/viper. Muahahahaha.
@Azhrei16: Thanks for the quick response as well, sir!
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@[5th]Sybaris No problem =P
I would love to see some application for the Swarm Host not in offense, but defense. Like for example, on Tal'Darim Altar when a Terran sieges tanks below the ramp and has marines spread around to combat mutalisks, burrowing some Swarm Host at the top of the ramp and sending waves of Locusts into the tanks/marines would be pretty neat, seeing as how sending a ball of zerglings/banelings isn't too effective most of the time. It's going to be exciting to see how the pro players spin the new units and use them in ways Blizzard never intended.
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On October 24 2011 23:50 ProxyKnoxy wrote: Imagine Swarm host/infestor/brood lord.... *shivers*
slowest army ever?
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On October 31 2011 07:22 MrDudeMan wrote:Show nested quote +On October 31 2011 06:48 Klystron wrote:On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts. Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%. Thats a silly way to compare them. Particularly since broodlords themselves attack very slowly. Also you forgot to consider that in order to have those 3 broodlings, the broodlord would have had to attack 3 times. So going by your method of measuring damage, broodlords would do 24 dps. But your way of measuring is wrong to begin with, so the numbers do not matter.
Um you are confusing DPS with damage or you apparently don't know how DPS works.
A broodlord that is consistently attacking will have about 3+ broodlings on the ground at any given time. While maintaining that broodling count the Broodlord does 8 dps from the raw AtoG attack. Not 8 damage per attack.
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On October 31 2011 06:48 Klystron wrote:Show nested quote +On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts. Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%. Yeah, assuming that the broodlings don't die (which they do instantly if we are talking about insane dps units like marines or splash units like colossi/archons) and always have enough surface area (which is only true for small to medium broodlord numbers on open field without support zerglings) and do miss attacks when switching targets (due to their high attack speed). I checked the numbers before I wrote that 50% statement, but there is a difference between adding numbers and thinking about them... Don't get me wrong, Broodlings are a big factor in Broodlord play. But Broodlords don't work purely through minion production. Swarm Hosts do.
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On October 31 2011 08:14 Big J wrote:Show nested quote +On October 31 2011 06:48 Klystron wrote:On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts. Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%. Yeah, assuming that the broodlings don't die (which they do instantly if we are talking about insane dps units like marines or splash units like colossi/archons) and always have enough surface area (which is only true for small to medium broodlord numbers on open field without support zerglings) and do miss attacks when switching targets (due to their high attack speed). I checked the numbers before I wrote that 50% statement, but there is a difference between adding numbers and thinking about them... Don't get me wrong, Broodlings are a big factor in Broodlord play. But Broodlords don't work purely through minion production. Swarm Hosts do.
If you are arguing that the broodling DPS is not the major contribution to the DPS of the broodlord, then how is the Swarm Host going to do any better? Sure locusts are more durable than broodlings, but you also have to consider that they have to run to their target before they do any damage at all.
You are still trying to say that just because the specifics of the unit are different that they are not redundant. Its like trying to argue that if you gave terran an equivilent to Hydras, that they wouldn't fill the same roles as the marine just because their stats are different.
Broodlords and Swarm hosts are siege units. They fill this role in almost exactly the same way, by throwing free units at the enemy. Sure the specifics are a bit different, but the general principle is exactly the same.
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Swarm hosts can only be useful if they are mineral-heavy. They'd otherwise be useless now that zerg needs even more gas than before for vipers. I'd estimate their cost to be around 200/50, maybe 225/75. Anything more gas intensive than that and they'll be useless.
Also, I think the locusts should spawm burrowed, have burrow move, and unburrow when they attack. Otherwise they will just prevent you from retreating if you ever engage badly and they spawn after initiating.
Broodlords are useful because the broodlings spawn on target, right in the middle of the deathball.
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I'm just wondering where exactly these would fit in the zerg tech tree. Zerg is all about transitioning from one tech pattern to another. It's always been like this even back in the BW days. Upgrading to lair and hive exposes tech options which are better than the ones you had before. My primary concern with the swarm host is that it seems like it doesn't really fit anywhere on the tech tree. Early game zerg has roach, baneling, ling. Mid-game is supposed to be where this new unit shines, but I can't think of a reason to go swarm host over infestor. Is this not supposed to be a new staple unit but rather a situational one designed specifically for contains? Hive level I feel like it would be too weak to do anything.
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It would be nice to see the Locusts get the creep speed bonus like all of the other units, just another way to encourage players to work on their creep spread.
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On October 31 2011 08:22 Klystron wrote:Show nested quote +On October 31 2011 08:14 Big J wrote:On October 31 2011 06:48 Klystron wrote:On October 31 2011 06:17 Big J wrote: No. Broodlords don't attack through Broodlings. Over 50% of their dps is in direct damage.
Also Dusting Browder said that the intended role of the Swarm Host is somthing like "slow, methodical grind". That is not what broodlords do. They break an opponent. The very moment they are at his door he has to deal with them or die, unlike "eventually the terran has to come out and deal with them", what DB said about swarm hosts. Wrong, Broodlords do 8 dps with their ground attack, a single broodling does 6.2 dps. Broodlords can easily have 3 broodlings out at any given time. This means that 18.6 dps comes from the broodlings, and 8 dps comes from the broodlord attack. This means that ~ 30% of broodlord dps comes from the AtoG attack, not 50%. Yeah, assuming that the broodlings don't die (which they do instantly if we are talking about insane dps units like marines or splash units like colossi/archons) and always have enough surface area (which is only true for small to medium broodlord numbers on open field without support zerglings) and do miss attacks when switching targets (due to their high attack speed). I checked the numbers before I wrote that 50% statement, but there is a difference between adding numbers and thinking about them... Don't get me wrong, Broodlings are a big factor in Broodlord play. But Broodlords don't work purely through minion production. Swarm Hosts do. If you are arguing that the broodling DPS is not the major contribution to the DPS of the broodlord, then how is the Swarm Host going to do any better? Sure locusts are more durable than broodlings, but you also have to consider that they have to run to their target before they do any damage at all. You are still trying to say that just because the specifics of the unit are different that they are not redundant. Its like trying to argue that if you gave terran an equivilent to Hydras, that they wouldn't fill the same roles as the marine just because their stats are different. Broodlords and Swarm hosts are siege units. They fill this role in almost exactly the same way, by throwing free units at the enemy. Sure the specifics are a bit different, but the general principle is exactly the same.
Because the question is not how is the Swarm Host better than the Broodlord, but what can I do with each unit. + Show Spoiler +For example: Battlecruisers and banshees fill the same TvT mid-lategame role (to kill tanks). But they are both being played as long it is not purely air vs air (Then obviously the battlecruiser is better, but still worse than vikings and ravens)
Swarm hosts when optimally burrowed, do have something like 15+range. So unlike broodlords that attack tanks, they can be defended by zerglings that don't take tankfire. They don't require aircontrol, so you can siege an opponent with air superiority! They can be set up as traps, if you deactivate them, the opponent runs over, and then gets sandwiched. They can be combined with gasunits without working a whole game towards that composition. They might allow earlier rushes, which might change MUs completly.
When do Broodlords hit the map? 20mins. When do Infestors hit the map? 10mins. --> Swarm Hosts have 10full minutes to change zerg attack strategies completly.
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A lot of complaints are centering on Locusts dying before they reach their target, but throw one or two Blinding Clouds as the locust wave approaches and suddenly they survive in plenty of time to get some attacks in -- and they're pretty sturdy and strong units, so a few seconds' attacking will put a dent into what your opponent has. High priority targets can also be Abducted into the locust wave where they can take a pretty hefty hit at no cost to the Zerg.
As for waiting out a wave then scanning, stimming, and killing them, you're assuming that the Zerg has zero backup waiting for you to come out and try and kill the Swarmhosts (fungal, zergling surround, etc. depending on situation), and you're ignoring that you can burrow, release your locusts, and immediately unburrow and retreat. You're already gone by the time the opponent has dealt with the locusts, and can return to do it again as soon as they move back to their base.
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On October 31 2011 08:45 Mitosis wrote: A lot of complaints are centering on Locusts dying before they reach their target, but throw one or two Blinding Clouds as the locust wave approaches and suddenly they survive in plenty of time to get some attacks in -- and they're pretty sturdy and strong units, so a few seconds' attacking will put a dent into what your opponent has. High priority targets can also be Abducted into the locust wave where they can take a pretty hefty hit at no cost to the Zerg.
As for waiting out a wave then scanning, stimming, and killing them, you're assuming that the Zerg has zero backup waiting for you to come out and try and kill the Swarmhosts (fungal, zergling surround, etc. depending on situation), and you're ignoring that you can burrow, release your locusts, and immediately unburrow and retreat. You're already gone by the time the opponent has dealt with the locusts, and can return to do it again as soon as they move back to their base. That's a good point, these would be good coupled with Blinding Clouds... Although I would question whether it would be worth the energy if you aren't sending in anyother units. It would be situational.
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