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Active: 13662 users

Lurker vs Swarm Host - Page 24

Forum Index > SC2 General
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Dr_Jones
Profile Joined March 2011
Norway252 Posts
July 12 2012 16:57 GMT
#461
Seing as the swarm hosts' back look like the face of a 14 year old, all I can think about is popping those "zits"... also, it freaks me the fuck out, and I don't know why.. like, my neck starts tingling every time I look at the picture, and I've got NO phobias as far as I know...

Lurker plz..
wubwubwubwubwubwubwubwubwubwubwubwub I love me some dubstep wubwubwubwubwubwubwubwubwubwubwubwub
Jojo131
Profile Joined January 2011
Brazil1631 Posts
Last Edited: 2012-07-12 17:00:32
July 12 2012 16:57 GMT
#462
On July 13 2012 01:49 Zambrah wrote:
Show nested quote +
On July 13 2012 01:48 Topdoller wrote:
On July 13 2012 01:43 Jojo131 wrote:
On July 13 2012 01:36 Topdoller wrote:
Lurkers require micro. Micro = skill + mulitasking which for a spectator to watch is so important and for a player its what used to differentiate the good from the bad. Skillful use of a lurker with its burst damage can change a game

Swarm host looks like the opposite. You plonk it in the ground and wait for it to Locust's . Other than from what i have seen in the videos it doesnt look to exciting. Time will tell i guess when we get into Beta

After the locusts die though, they're pretty much as good as dead if nothing else is guarding them for a few sec. I imagine people will need to manage/guard them within that time until the locusts are ready to pop. I dont like the unit either, would much prefer the Lurker, but I can see some micro potential.



Hopefully you are right, The broodlord is a nice units but its limited in it micro ability. I just want to see a more skill oriented units in the game. At the moment its Terran that has all the micro units at the moment.

I voted Lurker because of this reason in this poll


Skill isn't limited solely to micro though, decision making is another factor in someone's skill, why does the Swarm Host have to be a micro unit?

Micro is decision making (very constant decision making too). Unless you consider a-moving broodlords/colossus "micro" I dont know of any units that require decision making without some form of good micro. I really dont like units that are better off just a-clicked, let alone ones that just need a rally to be set... -_-
AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
July 12 2012 16:59 GMT
#463
On July 13 2012 01:57 Dr_Jones wrote:
Seing as the swarm hosts' back look like the face of a 14 year old, all I can think about is popping those "zits"... also, it freaks me the fuck out, and I don't know why.. like, my neck starts tingling every time I look at the picture, and I've got NO phobias as far as I know...

Lurker plz..


http://www.teamliquid.net/forum/viewmessage.php?topic_id=278820
baba1
Profile Joined April 2005
Canada355 Posts
July 12 2012 17:00 GMT
#464
I don't see a reason for putting Swarm host instead of lurker when the majority of the community are begging for lurkers.

Same thing with the new mechwarriors thingy. I mean.... wtf??? Just put back the freaking goliath and everyone will be happy, at this point it's just changing stuff for the sake of changing stuff. Makes no sense.
noq uote
PermaScrub
Profile Joined July 2011
32 Posts
Last Edited: 2012-07-12 17:01:08
July 12 2012 17:00 GMT
#465
On July 13 2012 01:51 0neder wrote:
Show nested quote +
On July 13 2012 01:35 PermaScrub wrote:
The lurker can't even act as a offensive unit in HOTS. It has 6 range so stimmed maruaders can easily run in and take them out.

Wait, so the fact that an opponent could get detection, make units and kill it makes it unviable in HotS? Another terrible argument. Lurkers could easily be killed in BW. But they were a nuisance, forced a substantial commitment to detection, and if detection was limited or they caught unit groups off guard they had devastating effects.

And all points in favor of the swarm host don't change the fact that it's another surrogate attacker that just dilutes zerg.


How is the swarm host a unit the dilutes the zerg race? It fulfills an important niche and does it in a zerg-like fashion

Offensive lurker is unviable because it has no way to burrow offensively without being destroyed. Dark swarm is the main thing that allowed lurkers to participate in large scale battles, a spell that doesn't exist in hots.. And because it only has 6 range, it can't punish enemy units that run in to snipe it the way people try to snipe lightly guarded seige tanks.
Jojo131
Profile Joined January 2011
Brazil1631 Posts
Last Edited: 2012-07-12 17:05:43
July 12 2012 17:03 GMT
#466
On July 13 2012 02:00 PermaScrub wrote:
Show nested quote +
On July 13 2012 01:51 0neder wrote:
On July 13 2012 01:35 PermaScrub wrote:
The lurker can't even act as a offensive unit in HOTS. It has 6 range so stimmed maruaders can easily run in and take them out.

Wait, so the fact that an opponent could get detection, make units and kill it makes it unviable in HotS? Another terrible argument. Lurkers could easily be killed in BW. But they were a nuisance, forced a substantial commitment to detection, and if detection was limited or they caught unit groups off guard they had devastating effects.

And all points in favor of the swarm host don't change the fact that it's another surrogate attacker that just dilutes zerg.


How is the swarm host a unit the dilutes the zerg race? It fulfills an important niche and does it in a zerg-like fashion

Offensive lurker is unviable because it has no way to burrow offensively without being destroyed. Dark swarm is the main thing that allowed lurkers to participate in large scale battles, a spell that doesn't exist in hots.. And because it only has 6 range, it can't punish enemy units that run in to snipe it the way people try to snipe lightly guarded seige tanks.

viperrrrrrrrr

ranged units giving you problems? dont worry I can make them melee, or I can just yank em. Your call.
LeGeNDz
Profile Joined November 2010
60 Posts
Last Edited: 2012-07-12 17:09:06
July 12 2012 17:07 GMT
#467
On July 13 2012 01:44 iky43210 wrote:
Show nested quote +
On July 13 2012 01:13 LeGeNDz wrote:
On July 13 2012 00:48 iky43210 wrote:
On July 13 2012 00:40 LeGeNDz wrote:
Swarm hosts seem so useless against terrans after watching the hots beta cast with day9 the broodlings die immediately from terran firepower and yet dustin and david say swarm hosts will put on the "pressure" to a turtle terran lol? Really? When you have 20 marines and 10 marauders behind a depot wall and 15 broodlings come up the ramp the marines and marauder fire power will laugh at swarm host broodlings, its a useless unit. The other "use" for it is to Control space - how - it takes 30 seconds to spawn units that die off in 5 seconds how in comparison to the lurker is that controlling space?

swarm host is not useless. go play with them in the custom map and you can tell me if they're useless or not


I played the custom map 9 months ago when it was made - its a bit outdated now you know. Swarm hosts don't perform the same way they do in the latest build that was displayed at MLG.

This is the most recent build of hots - Go to 10 minutes 51 seconds, watch all of the damage it does to the terran expansion after it kills 1 battle hellion - you can also see at 11 minutes 13 seconds another powerful wave of locusts causing their massive damage to the terran expansion.

10 minutes 51 seconds , looks pretty useless - caster even says "its a good unit to absorb siege tank fire"


you mean 5 locust can't break through a siege line with 6-8 tanks, especially no creeps?

Not that big of a surprise. And if zerg bothers to micro the locust a bit (spread em out, put them in a single files, etc). those locusts could probably reach much further

swarm host should not be a complete siege breaker unit like broodlord (where 1 is enough to break siege line). It should be something that exert pressure or slows down tank or even halt tank's progressions. Gives zerg somewhat a zone control like the way how lurkers slows down pushes


You mean 2 siege tanks - at 10:52 if you look closely youll see the other siege tanks didn't siege yet and that only 2 were firing. so yeah 2 siege tanks stopped 5 swarm hosts. Pretty good investment of 500 gas and 1000 minerals. Oh you want to micro your locusts now so that maybe atleast 2 of the 10 locusts will get up a little closer and then die anyways, pretty inefficient use of APM. No it doesn't have to be a siege breaker like the broodlord but the swarm host seems useless period. Even if there weren't siege tanks and the terran goes heavy bio which they are mostly in TvZ 20-30 marines and 10-20 marauders won't even get touched by swarm hosts, Use them against planetaries lol?

Swarm hosts do not slow down pushes like lurkers did, Swarm hosts have a 30 second cool down on their locusts which is a huge amount of time in the starcraft2 world, 30 seconds is too slow. Lets say the terran is moving out with its 20 marines and 10 marauder bio army and 5-7 swarm hosts fire off their locusts, terran stims stutter steps and kill the locusts then runs forward scans and swarm hosts are dead.
whatevername
Profile Joined June 2012
471 Posts
Last Edited: 2012-07-12 17:15:58
July 12 2012 17:13 GMT
#468
I vastly before lurker in all regards given im a bw player, but it cant be put into the game. Lurker+baneling+infestor, nevermind the swarm host ability-- its way way way too much splash. It would effectively mean the end of bio play. I dont see it being particularly good against toss after the early roach stage [i.e roach lurker would be a good combo] so I cant see that as a good trade off. We kill one of the most exciting styles for a supplementary unit in zvp? No.

Though swarm host basically should just get removed or something its a pretty bad unit.

@permascrub, lurkers were used offensively to great effect all across midgame zvt, engaging large terran bio armies and completely destroying them. Late game you used dark swarm because marines scaled away from lurkers in dps etc without it. They were entirely viable before that upgrade point, and given the natural ball effect in sc2 and the various other splash units for zerg the same would be true but multiplied now.
0neder
Profile Joined July 2009
United States3733 Posts
July 12 2012 17:17 GMT
#469
On July 13 2012 02:00 PermaScrub wrote:
How is the swarm host a unit the dilutes the zerg race? It fulfills an important niche and does it in a zerg-like fashion.

Please review my last post, I edited it with a more in-depth explanation. I just explained how it dilutes zerg. It gives them another unit that has the same paradigm as 2-3 existing units. The less difference there is between the units, the less exciting strategic decisions are, and the less exciting the race is.

On July 13 2012 02:00 PermaScrub wrote:
Offensive lurker is unviable because it has no way to burrow offensively without being destroyed. Dark swarm is the main thing that allowed lurkers to participate in large scale battles, a spell that doesn't exist in hots.. And because it only has 6 range, it can't punish enemy units that run in to snipe it the way people try to snipe lightly guarded seige tanks.

You're talking super-late game and main armies. I'm talking early-mid game posturing and late game tactical maneuvers. You've never seen lurkers RUN INTO a group of units, burrow, and wipe it out or force retreat? I just can't take this comment seriously because it means you barely watched any BW, so you aren't equipped to fully understand the comparison.

Velr
Profile Blog Joined July 2008
Switzerland10661 Posts
July 12 2012 17:27 GMT
#470
On July 13 2012 01:13 LeGeNDz wrote:
Show nested quote +
On July 13 2012 00:48 iky43210 wrote:
On July 13 2012 00:40 LeGeNDz wrote:
Swarm hosts seem so useless against terrans after watching the hots beta cast with day9 the broodlings die immediately from terran firepower and yet dustin and david say swarm hosts will put on the "pressure" to a turtle terran lol? Really? When you have 20 marines and 10 marauders behind a depot wall and 15 broodlings come up the ramp the marines and marauder fire power will laugh at swarm host broodlings, its a useless unit. The other "use" for it is to Control space - how - it takes 30 seconds to spawn units that die off in 5 seconds how in comparison to the lurker is that controlling space?

swarm host is not useless. go play with them in the custom map and you can tell me if they're useless or not


I played the custom map 9 months ago when it was made - its a bit outdated now you know. Swarm hosts don't perform the same way they do in the latest build that was displayed at MLG.

This is the most recent build of hots - Go to 10 minutes 51 seconds, watch all of the damage it does to the terran expansion after it kills 1 battle hellion - you can also see at 11 minutes 13 seconds another powerful wave of locusts causing their massive damage to the terran expansion.

http://www.youtube.com/watch?v=ceRs4iOmLco&t=10m51s 10 minutes 51 seconds , looks pretty useless - caster even says "its a good unit to absorb siege tank fire"



That vid makes me laugh everytime.

If this is Blizzards best shot at showing how "exciting" Hots will be, they might better not try at all.
thoraxe
Profile Blog Joined March 2007
United States1449 Posts
July 12 2012 17:29 GMT
#471

I think that video should clear up who I prefer. Swarm host to me seems like the response from Blizzard from players to add in a seige unit for Zerg since they don't have one at the moment. It should technically better since you can dance around it (ah, the good old days). I wonder what Blizz's reason for not adding the lurker is? Perhaps if it was added, the game would have turned out to be a brood war 2.0 and they needed a big enough change to call it a new game. Or it could have been that zerg would've been imba with lurkers in SC2. Some people may miss it, but Blizz has to make some necessary sacrifices and it's just the way it is. It's kind of like the Science Vessel, I think many Terrans would like it back, but it became an essential unit in brood war that they had to remove it to make SC2 feel like a new game.
Obama singing "Kick Ass" Song: http://www.youtube.com/watch?v=yghFBt-fXmw&feature=player_embedde
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 12 2012 17:31 GMT
#472
See, I like Lurkers, but I see the more versatility in Swarm Hosts, I just fear they won't be fine-tuned with damage, unit speed and life, etc. in time for other beta or retail.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Velr
Profile Blog Joined July 2008
Switzerland10661 Posts
July 12 2012 17:33 GMT
#473
Btw: They actually could be fun, if they would spawn Banelings .
mordk
Profile Blog Joined November 2010
Chile8385 Posts
Last Edited: 2012-07-12 17:38:55
July 12 2012 17:34 GMT
#474
With lurkers being theoretically on Hive tech, it's pretty clear the Swarm Host is much better suited for SC2's needs. I like it. Loved the Lurker but it won't work on SC2 then people will start whining about how Blizzard "destroyed" the Lurker. SH is actually one of the better HotS units, keep it.

Now warhounds... well that is actually shit.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
July 12 2012 17:39 GMT
#475
On July 13 2012 01:47 sc2superfan101 wrote:
Show nested quote +
On July 13 2012 01:27 wcr.4fun wrote:
On July 13 2012 01:23 Big J wrote:
On July 13 2012 00:51 wcr.4fun wrote:
it doesn't matter if they're useless or not. They're bad design. just as much as sentries (force field) and infestors (fungal growth) are bad design. Nowhere does that restrict how usefull or useless they're going to be. If you give those locusts 100 hp obviously they're not going to be useless.

These guys don't promote micro, they don't promote exciting play, nothing. They're incredibly boring to watch.


and why would they be bad design?
Are buildings bad desing because they spawn units?
Are carriers bad design because they spawn a limited amount of units?
Are SC1 queens bad design because they can spawn broodlings?
Are vultures bad design because they spawn mines?
Are Ravens bad design because they spawn turrets?
Are Infestors bad design because they can cast units?
Are workers bad design because they can build buildings?

This is so lol, I think I have read this "bad design" thing like a thousand times now, and it is never backed up. Just "it's bad design".
A noob can use a collussi just as well as a pro.

that is just flat out not true.


tell me about the gamebreaking micro they pull of with their collussi. And put it in perspective to a noob versus a pro (like jaedong) using mutalisks in brood war and then tell me I'm wrong.
Velr
Profile Blog Joined July 2008
Switzerland10661 Posts
Last Edited: 2012-07-12 17:41:39
July 12 2012 17:41 GMT
#476
They move them back... AND forward again!


Thats like using 100% of the units potential right there!
CygNus X-1
Profile Joined March 2011
Canada169 Posts
July 12 2012 17:45 GMT
#477
God damn do I ever hate the term, "Zergy" to describe a unit or mechanic etc. involving Zerg.
Attention all Planets of the Solar Federation: We have assumed control.
Veriol
Profile Joined October 2010
Czech Republic502 Posts
July 12 2012 17:45 GMT
#478
After watching the game promoting HOTS. I dont understart the role of swarmhost...

I can only see it good for holding allins where everything counts and free units are free units when it comes to super low eco games.
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-07-12 17:50:47
July 12 2012 17:46 GMT
#479
On July 13 2012 02:27 Velr wrote:
Show nested quote +
On July 13 2012 01:13 LeGeNDz wrote:
On July 13 2012 00:48 iky43210 wrote:
On July 13 2012 00:40 LeGeNDz wrote:
Swarm hosts seem so useless against terrans after watching the hots beta cast with day9 the broodlings die immediately from terran firepower and yet dustin and david say swarm hosts will put on the "pressure" to a turtle terran lol? Really? When you have 20 marines and 10 marauders behind a depot wall and 15 broodlings come up the ramp the marines and marauder fire power will laugh at swarm host broodlings, its a useless unit. The other "use" for it is to Control space - how - it takes 30 seconds to spawn units that die off in 5 seconds how in comparison to the lurker is that controlling space?

swarm host is not useless. go play with them in the custom map and you can tell me if they're useless or not


I played the custom map 9 months ago when it was made - its a bit outdated now you know. Swarm hosts don't perform the same way they do in the latest build that was displayed at MLG.

This is the most recent build of hots - Go to 10 minutes 51 seconds, watch all of the damage it does to the terran expansion after it kills 1 battle hellion - you can also see at 11 minutes 13 seconds another powerful wave of locusts causing their massive damage to the terran expansion.

http://www.youtube.com/watch?v=ceRs4iOmLco&t=10m51s 10 minutes 51 seconds , looks pretty useless - caster even says "its a good unit to absorb siege tank fire"



That vid makes me laugh everytime.

If this is Blizzards best shot at showing how "exciting" Hots will be, they might better not try at all.


Keep in mind that just having those swarm hosts there (and it was only 5 of them, not exactly an army) prevents terran from un-sieging and pushing out with his army until that threat is dealt with, because he needs the swarm hosts to repel it. Add in a viper or two to abduct the tanks in front, or run some other units in with the locusts or any number of other options with the locusts to tank and you can get a lot done. Even if you don't do any direct damage, you are applying pressure and forcing terran to keep his tanks and attention focused in that location rather than allowing him to dicate when he moves out. Meanwhile, you could be harassing with mutas, teching, expanding, etc., and until he deals with that pressure, he can't actually push, the best he could do is harass.

It's a way for zerg to apply pressure in the mid-game without going all-in or sacrificing a lot of forces. I'm a little concerned about how overpowered this might be though, because zerg usually does just fine in the mid-game by fighting off the enemy with swarms of lings/banelings or roaches while expanding and teching, and this allows you to spend your resources on expanding and teching without trading swarms of units.

Remember folks: a unit does not have to be good in a straight up fight to be useful. Mutalisks suck hard in straight up fights for the most part. The oracle can't even fight but people are worried about the overpowered of its harass. The main purpose of brood lords in your army mix is to force an engagement in an area of your choosing without having to attack into a heaviliy fortified position and a concave. In the open field, they suck pretty badly vs. a decent army composition, even with infestors. The swarm host is a pressure unit at a time where zergs had no pressure ability.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-07-12 17:48:43
July 12 2012 17:48 GMT
#480
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