• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:46
CEST 11:46
KST 18:46
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?76Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? Gypsy to Korea ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7121 users

[D] Swarm Host Redundant? - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 31 Next All
NukeD
Profile Joined October 2010
Croatia1612 Posts
October 24 2011 18:38 GMT
#161
When I first saw that clip I couldnt stop laughing... Its just sooo LAME. And its model is just awfull, it looks like a mushroom :/
sorry for dem one liners
Vexas
Profile Joined November 2010
United States98 Posts
Last Edited: 2011-10-24 18:41:10
October 24 2011 18:40 GMT
#162
I agree that there are similarities but it feels like a very "Zergy" unit and a perfect new unit for the Swarm.

My only worry here is with these MASSIVE numbers of spawned units (Infested Terrans, Broodlings, and now Locusts) taking over the board, how will Protoss deal with the numbers on the ground effectively without needing large amounts of T3 units (Colo and HT specifically) and AoE in the mid-game.

"Sooner or later we're all someone's dog" ~Angua
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2011-10-24 18:45:03
October 24 2011 18:42 GMT
#163
On October 25 2011 03:28 DEN1ED wrote:
Show nested quote +
On October 25 2011 03:13 Shiladie wrote:
On October 25 2011 02:58 Arcanne wrote:
this is blizzards pride getting in the way of putting the lurker back into the game. can't directly admit they were wrong so they try something somewhat similar.


You don't understand how wrong you are here.
Lurkers while a fun concept DO NOT WORK in SC2. The amount things clump up, combined with the other new units that each race has makes lurkers either instant-win or next to useless. They went through that gambit in alpha, and ended up getting scrapped.


They could definitely make lurkers work... They are too good because things clump up? What about siege tanks? Would they be too good if they costed 500/500? You can always tweak cost/damage to make something balanced. I don't even play zerg but I want to see lurkers. They make for far more interesting games both as a player and spectator. The swarm host looks incredibly boring.


you missed the second part, either they are too good or next to useless (like carrier currently is) Yes you can always tweak something to be balance if nothing else changes, and everything else is perfectly balanced. This is not the case, there will be a lot of balance tweaks to the game that will then break the lurker balance because it would be so hairline to make it work. If lurker were added in LotV I can see them possibly working, but they would be far too much of a pain to babysit through every balance patch from now until 'final balance'
I also want to see lurkers, as a zerg player and spectator they are a lot of fun, but balance wise I can entirely understand them not being in the game.
Wren
Profile Blog Joined February 2011
United States745 Posts
October 24 2011 18:50 GMT
#164
Let's not forget just what "Zergy" means. It's the impression of being everywhere, due to space control, not necessarily huge numbers of units. It looks like the Swarm Host is most different from the Lurker in that it is unable to really control space (a field of Lurkers has the same effect as Siege Tanks: see first hit, shit pants, run away). I can't see the same impact being generated by the SH.
We're here! We're queer! We don't want any more bears!
babysimba
Profile Joined November 2010
10466 Posts
October 24 2011 18:55 GMT
#165
I hope they can make it such that the longer you burrow, it 'charges' up on the minion count, if any enemy comes near it, a large wave will be released in 1 shot. Balance the stats such that when used offensively, it is not 'op' but good enough to slowly kill off a dying turtling enemy. Its main purpose should be for zonal control, also can serve as a good food-efficient solution for drop defence.
silentblob
Profile Joined June 2011
Great Britain40 Posts
October 24 2011 18:57 GMT
#166
your points aren't entirely valid, the swarm host in numbers has the capability to really wear down a defense... Infestors are more of a one time cast unit... Swarm Host is the best seige breaker unit so far... but combined with the Viper they kind of do the same thing... but together... they are a very useful boarder control tool!

I'm sure you'll learn to love them
Namu
Profile Joined February 2011
United States826 Posts
October 24 2011 19:04 GMT
#167
it's definitely different from infestor. it's a siege unit/siege breaker unit, which is exactly what zergs need right now.
Kaiyotic
Profile Joined October 2011
United States90 Posts
October 24 2011 19:05 GMT
#168
I like the concept, but I feel like the damage and speed on the locusts needs to get upped a bit. Just so it controls space as well as a siege tank. Probably something like 6 locusts that move faster, have less health, do more damage. Also, have the locusts not die on a timer, but cap the number per swarm host to like, 2 waves. Basically, think speedlings, but free and weaker.
Rain: Idra's face is scary
r_con
Profile Blog Joined May 2011
United States824 Posts
October 24 2011 19:08 GMT
#169
On October 25 2011 03:55 babysimba wrote:
I hope they can make it such that the longer you burrow, it 'charges' up on the minion count, if any enemy comes near it, a large wave will be released in 1 shot. Balance the stats such that when used offensively, it is not 'op' but good enough to slowly kill off a dying turtling enemy. Its main purpose should be for zonal control, also can serve as a good food-efficient solution for drop defence.


I like this idea, like you can have choice, of constant harass, or a unit that is ambushy, like burrowed banelings but not so limited, and with more utility. I Like the idea of the unit then. It would solve both problem then. basically for 200/100, it feels like a shitty siege tank, that is not good at controlling space, and not that good at siegeing.the opponent.
Flash Fan!
Qikz
Profile Blog Joined November 2009
United Kingdom12054 Posts
October 24 2011 19:08 GMT
#170
On October 24 2011 23:55 solidbebe wrote:
I like your idea more honestly, every 15 seconds is just useless, eventhough they do alot of damage.


From what I've heard, it's 15s for the first set then each time it throws out more at once and at a faster pace.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
OhMyGawd
Profile Joined February 2011
United States264 Posts
October 24 2011 19:22 GMT
#171
A weaker version of the Lurker would do much better.
zomg
snozberry
Profile Joined May 2011
United States126 Posts
October 24 2011 19:26 GMT
#172
i think the point of the swarm host is to stagger the units so that if you have 5 or 6 of them (or more) you can burrow them at different times and launch a consistent stream at your opponent. Especially when they are cushioned by roaches etc, it's just a constant stream of extra no expiration units
andrewlt
Profile Joined August 2009
United States7702 Posts
October 24 2011 19:26 GMT
#173
What made the lurker good in BW is that you need to burrow/unburrow it to get good positioning. This seems like a fire (burrow) and forget unit. I wasn't impressed at all.

And for all the problems it's causing, I don't get why they don't just fix the unit clumping to make units clump less. They removed muta stacking from BW and the viking flower from early SC2 because it makes it harder for people to count their opponents' units. Trying counting clumped up marines and zerglings. They already admitted that HoTS is basically a reset balance-wise anyway.
Gfire
Profile Joined March 2011
United States1699 Posts
October 24 2011 19:39 GMT
#174
On October 25 2011 04:26 andrewlt wrote:
What made the lurker good in BW is that you need to burrow/unburrow it to get good positioning. This seems like a fire (burrow) and forget unit. I wasn't impressed at all.

And for all the problems it's causing, I don't get why they don't just fix the unit clumping to make units clump less. They removed muta stacking from BW and the viking flower from early SC2 because it makes it harder for people to count their opponents' units. Trying counting clumped up marines and zerglings. They already admitted that HoTS is basically a reset balance-wise anyway.

Yeah, I was hoping they'd do some drastic changes like increase the radius of everything and change all the speeds and times to be played on normal speed.
all's fair in love and melodies
SpoR
Profile Blog Joined November 2010
United States1542 Posts
October 24 2011 19:40 GMT
#175
MY two cents:

The name of the unit sucks. really bad. The look of the unit sucks. really bad. The use/ability of the unit is questionable.

It's no lurker, but as a zerg I will take whatever I can get and that's kind of sad to be honest.

I kind of like the OPs suggestion, reminds me of the old alpha spell the queen had where it casted a razor cloud of bugs or whatever.

Overall I just hope the locust launcher is useful.
A man is what he thinks about all day long.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
October 24 2011 19:58 GMT
#176
On October 25 2011 04:40 SpoR wrote:
MY two cents:

The name of the unit sucks. really bad. The look of the unit sucks. really bad. The use/ability of the unit is questionable.

It's no lurker, but as a zerg I will take whatever I can get and that's kind of sad to be honest.

I kind of like the OPs suggestion, reminds me of the old alpha spell the queen had where it casted a razor cloud of bugs or whatever.

Overall I just hope the locust launcher is useful.


Name/art are personal pref, and I won't really argue on those points (I'm not a big fan either)

It definitely is not the lurker and needs to stop being compared to the lurker in direct ways. It is very similar, and has a similar role. The key word there though is similar. The swarm host has the ability to do a lot of things the lurker couldn't, while not being able to do a lot the lurker could do. With correct balancing of the stats, and a possible hive upgrade to keep it viable at hive while not being overpowering at lair, I think the unit concept can go a long way, and does indeed fit themactically and balance wise with the zerg army.

Vs terran, the zerg army is un-deniably massively better versus a terran army that is moving or in a bad position. What the swarm host's design goal is, is to have something that forces the terran army to come out and engage you, as well as the minor inconvenience of forcing scans. Let's say a zerg manages to get a few of these outside the terran's base, and the terran pushes out and has enough that the zerg doesn't want to engage. The zerg then unburrows and pulls back while the terran kills the most recent wave of locusts and burrows again after the cooldown on locusts is up. Now a new wave of locusts hits the moving terran army, doing some minor damage. The terran continues across the map, being hit by waves of locusts as the swarm hosts unburrow - retreat - burrow over and over across the map, exactly like lurkers did in BW, just for different reasons. Finally once the terran is in the middle of the map, just moving onto creep, the rest of the zerg army hits along-side a wave of locusts, easily wiping out the whittled down terran force.

Or, you can retreat the swarm guardians to the sides, allowing the terran push out of their base, moving back in to continue sending locusts into the terran base, entirely cutting off reinforcements and possibly breaking the front for free.

My suggestion for a hive tech upgrade for them would be to give locusts the hunterling ability from the HotS single player, essentially cliff-hop and a 'charge' ability, along with possibly a speed upgrade. taking the unit from simply useful to whittle down at lair tech and making it a very credible threat at hive.
GreatestThreat
Profile Joined May 2010
United States631 Posts
October 24 2011 20:02 GMT
#177
The name and aesthetics are excellent, in my opinion. I love the artwork, the walking animation could maybe use something. I love the look and name on the Locusts as well.

But I do have some problems with the mechanics. I think the idea to take away the timed life on locusts and replace it with a maximum number per Host, similar to interceptors and carriers, would work better, with one stipulation. Like interceptors, the locusts would also need a maximum range from which they could move away from the swarm host.

Also the speed at which the hosts respawn waves of locusts would need to be increased, but this is kept in check by the maximum number cap. Basically they would only be able to replenish the ranks, not generate a million units.

Lastly, if the swarm host unburrows, the locusts then go on a timer until they expire.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Black Octopi
Profile Joined March 2010
187 Posts
October 24 2011 20:03 GMT
#178
I can't really tell, but do you have control over the spawn? If so that would give them pretty big range. Also what happens if the first 2 don't die? do another 2 pop? I know they have timed life I'm just wondering if they are limited to 2.
GreatestThreat
Profile Joined May 2010
United States631 Posts
October 24 2011 20:07 GMT
#179
The respawn rate is longer than the timed life on the locusts, so you will never have more than 2 per host with the current stats. Something that doesn't feel very swarmy to me considering the expenses of the swarm hosts.

For those not aware, it's 200/100, I'm not sure about the supply cost though.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
Buzerio
Profile Blog Joined January 2011
United Kingdom135 Posts
October 24 2011 20:17 GMT
#180
On October 25 2011 05:07 GreatestThreat wrote:
The respawn rate is longer than the timed life on the locusts, so you will never have more than 2 per host with the current stats. Something that doesn't feel very swarmy to me considering the expenses of the swarm hosts.

For those not aware, it's 200/100, I'm not sure about the supply cost though.



of course, this is subject to change since the game isnt out yet, discussing how usefull a unit which isnt even in beta yet is stupid
Prev 1 7 8 9 10 11 31 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 259
StarCraft: Brood War
Calm 5519
Hyuk 726
Larva 351
Hyun 228
Shinee 79
Mong 51
Sharp 43
hero 33
Noble 16
sSak 14
[ Show more ]
NaDa 14
Free 9
Terrorterran 9
ajuk12(nOOB) 7
Dota 2
resolut1ontv 166
League of Legends
JimRising 513
Counter-Strike
edward5
Super Smash Bros
Mew2King138
Heroes of the Storm
Khaldor214
Other Games
singsing1843
Fuzer 104
Organizations
Other Games
gamesdonequick676
BasetradeTV27
StarCraft: Brood War
UltimateBattle 23
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1569
Other Games
• WagamamaTV313
Upcoming Events
Big Brain Bouts
14m
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
RotterdaM259
Sparkling Tuna Cup
1d
OSC
1d 2h
Shopify Rebellion Sundays
1d 5h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 6h
OSC
1d 14h
Afreeca Starleague
2 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Afreeca Starleague
3 days
Leta vs ggaemo
Jaedong vs Queen
[ Show More ]
GSL
3 days
PiGosaur Cup
3 days
Kung Fu Cup
4 days
Replay Cast
4 days
The PondCast
5 days
KCM Race Survival
5 days
Escore
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.