[D] Swarm Host Redundant? - Page 30
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shadymmj
1906 Posts
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GentleDrill
United Kingdom672 Posts
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sleepingdog
Austria6145 Posts
On October 31 2011 22:51 GentleDrill wrote: At some point I'm going to have to go through this whole thread and find all the posts by people who've actually used the unit. From what I've seen so far it's mostly just a bunch of poorly-informed theorycraft. maybe you'll realize at some point, that nobody is discussing the "actual" usefulness but the concept - who knows, maybe this thing will be ridiculously OP and way better than the broodlord and infestor combined doesn't change the fact that the mechanics are quite dull and seem uninspired; a unit that can burrow and spawns little bugs...yeah...sounds familiar... | ||
DigitalDevil
219 Posts
On October 31 2011 22:59 sleepingdog wrote: maybe you'll realize at some point, that nobody is discussing the "actual" usefulness but the concept - who knows, maybe this thing will be ridiculously OP and way better than the broodlord and infestor combined doesn't change the fact that the mechanics are quite dull and seem uninspired; a unit that can burrow and spawns little bugs...yeah...sounds familiar... Exactly. We can have a game where every unit is a zergling, and each unit only differs from each other in stats. This game could be balanced to perfection and it still wouldn't be as interesting as it can potentially be with more diverse designs. | ||
Kaboo
Sweden125 Posts
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zachMEISTER
United States625 Posts
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shadymmj
1906 Posts
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Charon1979
Austria317 Posts
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GentleDrill
United Kingdom672 Posts
On October 31 2011 22:59 sleepingdog wrote: maybe you'll realize at some point, that nobody is discussing the "actual" usefulness but the concept - who knows, maybe this thing will be ridiculously OP and way better than the broodlord and infestor combined doesn't change the fact that the mechanics are quite dull and seem uninspired; a unit that can burrow and spawns little bugs...yeah...sounds familiar... I don't quite buy that. I guess there's a better case for having an opinion on the overall design rather than specific balance without having played it, but it's still an incomplete and less well-informed opinion than that of somebody who has actually tried it first hand. We do not all have degrees and 10 years' experience in game-design, so we cannot always perfectly extrapolate how something will play based on its stats. Anyway, I guess I shouldn't have added that last sentence on my original post, so I apologise if it irked either of you; I'm less interested in expressing my own opinion than I am in simply sorting the potentially more useful information in this thread from the rest. | ||
Mr_Kyo
United States269 Posts
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khaosis
Canada96 Posts
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meowmeow-
Germany291 Posts
It would fit a very similar role, but with a more unique mechanic. | ||
-Archangel-
Croatia7457 Posts
On November 01 2011 00:22 meowmeow- wrote: Why are they so reluctant to just give us the lurker? It would fit a very similar role, but with a more unique mechanic. Because of 2 reasons: 1. (more important one) Developer pride 2. Burrowed banelings are similar in role to burrowed lurkers on hold | ||
Klystron
United States99 Posts
On November 01 2011 00:29 -Archangel- wrote: Because of 2 reasons: 1. (more important one) Developer pride 2. Burrowed banelings are similar in role to burrowed lurkers on hold Yeah, god forbid they give zerg a unit that doesn't get cock blocked by a cliff. The baneling is not the only reason the Lurker was removed. After swaping roach and hydra positions in the tech tree more times than anyone cares to count they ended up determining that the lurker wouldn't be available till Hive tech, where it also overlapped with Ultras and Broodlords as a siege unit. | ||
Krikkitone
United States1451 Posts
and they could make the units cliff crawlers So something like every 2 seconds 60 hp unit 15 sec timer 1.8 speed 6 damage 1.5 sec cooldown (or just have them release 1 Broodling per second.. although that might make the Swarm Host too good) They would not be good with zerglings/banelings since they would take up the space from the Zerglings+banelings with more dps. But they would be good when away from other units. | ||
Sqq
Norway2023 Posts
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sleepingdog
Austria6145 Posts
On November 01 2011 00:06 GentleDrill wrote: I don't quite buy that. I guess there's a better case for having an opinion on the overall design rather than specific balance without having played it, but it's still an incomplete and less well-informed opinion than that of somebody who has actually tried it first hand. While this is true, I still think it's perfectly valid to discuss this IF (and only if) we limit the discussion to the things shown in the video. Example: a) fine: "swarm host in the way it was presented seems to be a redundant unit" b) not fine: "swarm host will be useless in HotS" I mean, you could always kill every discussion if you refer to some point in the future where we may or may not know more....like it was stated by some people after release "colossus is not boring, but will be used for amazing micro-strategies later on; you will see, now stfu"; well, after more than a year the colossus is still boring, and doesn't seem to change; Therefore: yes it's possible that swarm host turns out to be a cool unit. Still I think it's ok to discuss and express what we feel about the unit from the pictures/videos shown to us. | ||
DARKHYDRA
United States303 Posts
On October 31 2011 22:51 GentleDrill wrote: At some point I'm going to have to go through this whole thread and find all the posts by people who've actually used the unit. From what I've seen so far it's mostly just a bunch of poorly-informed theorycraft. While your at it count how many people want the lurker over this stupid thing. | ||
GentleDrill
United Kingdom672 Posts
+ Show Spoiler [Morrow's post. He's not so…] + On October 25 2011 01:51 MorroW wrote: i think this unit seems to be really cool and good 1: siege unit the fact that they live so long period of time and dont need a target to shoot out thees guys (infact its "built" from the swarm host allows it to have the greatest "range" in the game. you can slowly break down defenses being on a very far distance so tanks cant kill you, plus its on the ground so vikings cant kill you too 2: meatshield i think this unit creates much potential for just saving time and making it harder to break down the zerg. maybe its very difficult to break down spine crawlers, hydras and infestor if these locusts creep sprinting in and soaking up damage much like the broodlord acts in this situation. but again since its a ground unit that burrows, costs less and is lower tier with a far longer range. maybe it will do the job better than the broodlords as far as "blocking" the opponents army goes 3: cost efficiency in the stalement late game scenario kinda goes back to my first point but i just wanna point out this in the late game abit. imagine the late game scenario where neither one of the players want or can attack. this is the only single unit that can slowly break down the enemy. you might say infestors infested terran can do the same but ghost raven and even siege tank range might be too big of a threat. ofcourse the borodlord cant poke at this defense as well from terran becaues of the vikings and ghosts. get enough amounts of locusts to actually reach the terran, (might only need 1 swarm host per siege tank in this scenario) then slowly damage him from a far distance without being in danger at all. this could change the basic concept of zvt lategame and might force terran to be the aggressor when you reach high enough numbers of these guys ofcourse these are all just ideas and speculations but i think theres potential for this unit that no other unit has for zerg, even for any race. the "attack range" combined with spawning free units makes it really unique, on top of being tier 2 where a special unit like this "belongs" in tier 3 (like the broodlord) the weakness of the unit is obvious tho. straight up engagements it might not be cost efficient to use, its slow movement and the constant need of being protected by other units as it seems to be very fragile alone + Show Spoiler [Disarm22's small post] + On October 25 2011 08:43 Disarm22 wrote: i played with the swarm host at blizzcon, it was fun but to be honest i was expecting something more original. it just didnt excite me too much and i found it kinda boring. its simply a burrowed broodlord of sorts. im more pleased with the other zerg and multiplayer changes + Show Spoiler [Kylstron's posts, not all of the…] + On October 25 2011 23:51 Klystron wrote: 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. On October 31 2011 05:21 Klystron wrote: What do you mean that it doesn't overlap with the Broodlord? It does the exact same thing as the Broodlord. The difference that you point out is that the Broodlord is actually a lot better because it will always do damage, unlike the Swarm Host. On October 31 2011 06:09 Klystron wrote:I was at blizzcon, I actually tested these things. I can tell you that they perform almost exactly like broodlords. For both units the primary means of dealing damage is through spawned units. You are trying to argue that because the specifics of the unit are different that they have completely different roles and uses, which is not the case. Both units are siege units that attack through spawned units. The difference is that Broodlords are much better at this role than Swarm Hosts because Broodlords will always do damage, Swarm Hosts won't do any damage if the locusts die before being able to attack. Also, Dustin Browder said that the intended role of the Swarm host is to break an enemy base, not just contain them. On October 31 2011 06:48 Klystron wrote: 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 07:08 Klystron wrote: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. + Show Spoiler [Uberism] + On October 31 2011 11:31 uberism wrote: Played with this unit at blizzcon and they are extremely strong. They will rape PFs, chokes and any other turtling antic you can think of. Just 10 swarm hosts and you will not be able to turtle guaranteed. These things do 20dmg fully upgraded at an insane attack speed and will regenerate as soon as the last batch dies. + Show Spoiler [Jecht, don't think he was at Bli…] + On October 31 2011 20:07 Jehct wrote:At least try the unit in the HOTS custom map before commenting on it's usefulness. These things do huge damage to a planetary - like 5 will bring a planetary to half health assuming no repair/support; any kind of fortified, immobile position inevitably takes huge damage. Their dps/health is seriously impressive when you consider the cost. Of course if you move in on 8 cannons with 1 swarm host it won't work; try 6 swarm hosts and that base will go down (eventually), much like siege tanks. The lack of immediate damage does a good job of keeping different races different. In it's current form the swarm host just feels/looks cool; I'd be sad to see it go. Compared to lurkers in BW the two units fill totally different roles, and if the lurker replaced the swarm host it wouldn't really be a lurker anymore =( [...] The simulation in the shredder thread looked super inaccurate and buggy - at any given time only about a third of the locusts that should have spawned were out (ie. it was closer to the damage of 3-4 swarm hosts). I was hoping more than 3 out of the 25,000+ who attended Blizzcon might have posted in this thread to offer some more meaty opinions, but oh well. Now I wish I could better remember what was said about it on SotG. Sorry this isn't more useful or interesting. | ||
msjakofsky
1169 Posts
Zerg is limited to one spell and one 1-range suicide unit... (Terran in HotS has at least 5 different AoE weapons, Toss in HoTs has at least 4 different AoE weapons). protoss: coloxen, storm, archon, ??? terran: siege tank, thor, seeker missile, helion, ??? also if you count archon and helion, why don't you count ultra and muta splash? being a little too biased there. also fungal is like the best of all the aoe spells-definitely better than seeker, and most of the cases better than storm. | ||
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