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Lurker vs Swarm Host - Page 3

Forum Index > SC2 General
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Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
July 11 2012 19:41 GMT
#41
Personally I think it's weird the designers seem so opposed to giving Zerg a unit that can repeatedly attack while cloaked (burrowed).

Terrans get ghosts and banshees. Protoss get DTs and everything else. Zerg gets banelings, which are occasionally awesome but don't really serve as board control. It would be cool if Locusts burrow-moved until they were in range to attack, which would make them more of a headache in the kind of small numbers you could afford in the midgame. As it is, they look most useful providing constant reinforcements to an already substantial army - ie, in a deathball.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2012-07-11 19:43:34
July 11 2012 19:42 GMT
#42
Both are really awsome but if I had to choose between the two I would side with the Lurker.

The Swarm Host is amazing at the job it's been given, pressing the advantage by barrelling down the front door with endless waves of units but it's versatility pales in comparison to the lurker.

While the Lurker is not as strong/cost efficient at breaking defence lines/containing the enemy it can serve other functions such as cutting of chokes, base defence, drop harass and such.

2 lurkers by the minerals will fight off drop harass much better than hosts as locusts would get stuck pathing into/around minerals

2 Lurkers dropped into enemy lines will achieve better harass than hosts

2 Lurker up a ramp to defend an expo? no units be running up there!

I feel do do the same in segmenting the enemy army, hosts/lurkers in a line between the enemy army and your army killing their base? hell yea

Both effectively contain.

so, while both are great units Lurker offer more gameplay/versatility by offering drop harass/anti drop defence and base defence while the host offers more punch when containing/breaking an enemy line.

Because SC is a game of few but awsome units, the lurker offers more gameplay/usage and the host is basically a tier2 BL (similar methods of attack) I think the Lurker fits the swarm much better.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Thienan567
Profile Blog Joined November 2010
United States670 Posts
July 11 2012 19:42 GMT
#43
I always thought Swarm Host should just spawn broodlings every 5 secs or something. Enough to be micro'd but not enough to be absolutely game breaking or something. Also give it like 90 hp just like infestor.

But like somebody said, give Zerg some AoE attack unit. You know, like all the other races do...
sushiman
Profile Joined September 2003
Sweden2691 Posts
July 11 2012 19:43 GMT
#44
On July 12 2012 04:12 Antylamon wrote:
The Lurker would NOT break up deathball play. Toss would just use obs to detect and Colossi to outrange.

Plus, Lurker would be Hive tech, ruining its BW purpose of delaying the game until Hive tech. Ultralisks and Brood Lords overshadow it completely, and the Lurker would barely see any use except for containing, harassing, etc.

Nobody seems to understand what it means for Lurkers to be Hive tech -.-

How would the swarm host be better in any way? Colossus would just smash the locust to pieces instantly, then you have a unit that can't do a thing for 25 seconds - completely worthless. With lurkers you have a positional ranged splash attack that could be extremely potent with fungal.
The swarm host is just a small BL - a unit that makes micro more of a hassle for the other player by creating a wall of annoying free units, than being fun to use and microable. And even then you can at least micro the BL a bit, the swarm host just sits there.
1000 at least.
ptrpb
Profile Joined March 2011
Canada753 Posts
July 11 2012 19:44 GMT
#45
this thread is pointless, we have no idea how the swarm host is going to change in the future and the specifics of the unit
so what you're essentially asking is "hey guys, do you like this unit you knew all about and probably loved from broodwar or this unit you don't know and haven't used at all?".
incredibly bias.
MBAACC | SG | shit at fighting games
features
Profile Blog Joined July 2010
Ireland160 Posts
July 11 2012 19:44 GMT
#46
I personally think Blizzard could have came up with a better solution to the burrowed Lurker type unit, if they chose not to use the Lurker itself.

While the Swarm Host looks great, spawning slow mini hydra/roach things isnt particularly exciting, and ignoring mana cost they are actually much more limited in function than infested Terrans (Cant toss them up cliffs or over sim city defenses).

Launching banes for splash and spike damage could have been much more entertaining (flying through the air, with time to dodge..... Im suddenly imaging the Swarm Host as a unit launcher, that you load with your own units aka lings, banes, roaches whatever.) or maybe the swarm host could have had mass mind control, where it could take control of a number of units that came into its range. Imagine a single Swarm host passively mind control like 4/5 supply worth or units i.e 4 marines or 2 marauders or 1 tank, no massive.

The key for any Lurker replacement has to be some form of instant radius damage imo, which may be something the current Swarm Host lacks.
Conveyor belt star
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
Last Edited: 2012-07-11 19:48:39
July 11 2012 19:46 GMT
#47
Eh, you are asking us to compare something that is out and has been loved for many years vs. something that most of us have never hardly seen but in some commercial VODs. It is not a fair battle. While as a zerg in BW I lover my Lurkers, I think that the SH is a good idea and I am more than willing to give it some time before comparing these two things against one another.

It just seems like you are kicking the SH before even giving it a chance to live.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
July 11 2012 19:47 GMT
#48
On July 12 2012 04:32 KimJongChill wrote:
I have trypophobia so.....Lurker!


lol, I thank you sir, for you have opened my eyes to another wonder of the earth, the surinam toad.
Broodwurst
Profile Joined June 2011
Germany1586 Posts
July 11 2012 19:48 GMT
#49
i was hoping for a new nydus worm unit that could shoot banelings :/
Fanboys = (ウ╹◡╹)ウ /// I like smiley faces
LucidityDark
Profile Joined October 2011
United Kingdom139 Posts
July 11 2012 19:49 GMT
#50
HOTS isn't even out yet, only a few people have actually played the beta and even that isn't fully done yet anyway. This thread is too early and there is little point to it in my opinion other than people yearning for the lurker to be back.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 11 2012 19:50 GMT
#51
On July 12 2012 04:42 Phoobie wrote:
Both are really awsome but if I had to choose between the two I would side with the Lurker.

The Swarm Host is amazing at the job it's been given, pressing the advantage by barrelling down the front door with endless waves of units but it's versatility pales in comparison to the lurker.

While the Lurker is not as strong/cost efficient at breaking defence lines/containing the enemy it can serve other functions such as cutting of chokes, base defence, drop harass and such.

2 lurkers by the minerals will fight off drop harass much better than hosts as locusts would get stuck pathing into/around minerals

2 Lurkers dropped into enemy lines will achieve better harass than hosts

2 Lurker up a ramp to defend an expo? no units be running up there!

I feel do do the same in segmenting the enemy army, hosts/lurkers in a line between the enemy army and your army killing their base? hell yea

Both effectively contain.

so, while both are great units Lurker offer more gameplay/versatility by offering drop harass/anti drop defence and base defence while the host offers more punch when containing/breaking an enemy line.

Because SC is a game of few but awsome units, the lurker offers more gameplay/usage and the host is basically a tier2 BL (similar methods of attack) I think the Lurker fits the swarm much better.



Good post. Interesting analysis.



On July 12 2012 04:44 ptrpb wrote:
this thread is pointless, we have no idea how the swarm host is going to change in the future and the specifics of the unit
so what you're essentially asking is "hey guys, do you like this unit you knew all about and probably loved from broodwar or this unit you don't know and haven't used at all?".
incredibly bias.



I believe this is accurate as of MLG

Type Ground Unit
Cost 200 100 40 3
Attributes Armored, Biological
Attack
Ground Attack: 15(x2)
Ground DPS: 34.88
Range: ?
Cooldown: .86
Defense 120 1

Source:http://wiki.teamliquid.net/starcraft2/Swarm_Host
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
sc14s
Profile Joined March 2011
United States5052 Posts
July 11 2012 19:50 GMT
#52
I've honestly wanted lurker since WoL came out. banes were imo a boring and bad choice to replace the lurker initially and i think swarm host is another bad patch over.. just give us lurker back.
Vindicare605
Profile Blog Joined August 2011
United States16109 Posts
July 11 2012 19:52 GMT
#53
On July 12 2012 04:42 Thienan567 wrote:
I always thought Swarm Host should just spawn broodlings every 5 secs or something. Enough to be micro'd but not enough to be absolutely game breaking or something. Also give it like 90 hp just like infestor.

But like somebody said, give Zerg some AoE attack unit. You know, like all the other races do...


Ultralisks. Banelings, and Infestors are all AOE damage units.

Protoss has the collosus high templar and archon

Terran has the Siege Tank, Raven, Hellion and Widow Mine in HOTS.

Why do you think Zerg needs more splash damage? Doesn't look like that to me at all.
aka: KTVindicare the Geeky Bartender
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2012-07-11 19:57:20
July 11 2012 19:54 GMT
#54
On July 12 2012 04:42 Phoobie wrote:
Both are really awsome but if I had to choose between the two I would side with the Lurker.

The Swarm Host is amazing at the job it's been given, pressing the advantage by barrelling down the front door with endless waves of units but it's versatility pales in comparison to the lurker.

While the Lurker is not as strong/cost efficient at breaking defence lines/containing the enemy it can serve other functions such as cutting of chokes, base defence, drop harass and such.

2 lurkers by the minerals will fight off drop harass much better than hosts as locusts would get stuck pathing into/around minerals

2 Lurkers dropped into enemy lines will achieve better harass than hosts

2 Lurker up a ramp to defend an expo? no units be running up there!

I feel do do the same in segmenting the enemy army, hosts/lurkers in a line between the enemy army and your army killing their base? hell yea

Both effectively contain.

so, while both are great units Lurker offer more gameplay/versatility by offering drop harass/anti drop defence and base defence while the host offers more punch when containing/breaking an enemy line.

Because SC is a game of few but awsome units, the lurker offers more gameplay/usage and the host is basically a tier2 BL (similar methods of attack) I think the Lurker fits the swarm much bette.


While I think the lurker is a significantly significantly better unit design, I'm not quite with you on your points. While true for BW, in SC2 lurker drops wouldn't be as useful as say infestor drops (and I'd assume they'd cost similar) with fungals, and you can always baneling drop as well. And 2 lurkers up a ramp only stopped marines in BW, that's it. Any protoss unit could simply charge up the ramp, and for Terran, the fact that the bottom of the ramp now has 100% attack hit instead of 55% or whatever it was makes a difference, not to mention marauders could simply charge up and destroy the lurkers very quickly (assuming armored). The only reason it worked vs marines is that the two shots would kill them before they could get up, but even now with 55hp marines it still wouldn't kill them, even if lurkers were dealing 25 dmg as opposed to 20 per shot.

Game's two different to compare, to be honest I think useful of the lurker would be significantly less in SC2.

But I would be down for anything that could potentially cause an overlap with the infestor and get rid of fungal, the most retarded spell introduced to SC2.

On July 12 2012 04:52 Vindicare605 wrote:
Show nested quote +
On July 12 2012 04:42 Thienan567 wrote:
I always thought Swarm Host should just spawn broodlings every 5 secs or something. Enough to be micro'd but not enough to be absolutely game breaking or something. Also give it like 90 hp just like infestor.

But like somebody said, give Zerg some AoE attack unit. You know, like all the other races do...


Ultralisks. Banelings, and Infestors are all AOE damage units.

Protoss has the collosus high templar and archon

Terran has the Siege Tank, Raven, Hellion and Widow Mine in HOTS.

Why do you think Zerg needs more splash damage? Doesn't look like that to me at all.


Terran has Thor as well vs air, and if you want to count it (questionable), Nukes. EMP also functions as splash vs Protoss shields.

On July 12 2012 04:50 sc14s wrote:
I've honestly wanted lurker since WoL came out. banes were imo a boring and bad choice to replace the lurker initially and i think swarm host is another bad patch over.. just give us lurker back.


I feel like banelings are one of the things SC2 did right!! They feel super swarmy, are microintensive to fight against, and have awesome potential for harass, to function as mines, to dropped as "bombs" via ovies, yet at the same time are super fragile.

<3 banes.
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 11 2012 19:54 GMT
#55
yes bring back the lurker! every game when people try going lurkers will be free wins, because they get massacred before they are in range. And even when attacking directly into them, the straight line will hit nothing because of the path finding. So since the lurker mechanic doesn't work in sc2 and because protoss already has the optimal lurker attack for sc2.
Lets call the colossus lurker, or the swarmhost. Since the bw lurker can't work in sc2 without major changes and then it wouldn't be the lurker. Just the swarmhost.
Vetrocide
Profile Joined August 2010
Norway600 Posts
July 11 2012 19:56 GMT
#56
the problem with this discussion is that A. the majority of the people expressing opinions never played with a lurker or played brood war for more then a couple of games. B. Heart of the Swarm is not even out yet so we can't say for sure how it will actually be like to play with or spectate
The worst form of inequality is to try to make unequal things equal
Vindicare605
Profile Blog Joined August 2011
United States16109 Posts
July 11 2012 19:57 GMT
#57
On July 12 2012 04:54 FabledIntegral wrote:
Show nested quote +
On July 12 2012 04:42 Phoobie wrote:
Both are really awsome but if I had to choose between the two I would side with the Lurker.

The Swarm Host is amazing at the job it's been given, pressing the advantage by barrelling down the front door with endless waves of units but it's versatility pales in comparison to the lurker.

While the Lurker is not as strong/cost efficient at breaking defence lines/containing the enemy it can serve other functions such as cutting of chokes, base defence, drop harass and such.

2 lurkers by the minerals will fight off drop harass much better than hosts as locusts would get stuck pathing into/around minerals

2 Lurkers dropped into enemy lines will achieve better harass than hosts

2 Lurker up a ramp to defend an expo? no units be running up there!

I feel do do the same in segmenting the enemy army, hosts/lurkers in a line between the enemy army and your army killing their base? hell yea

Both effectively contain.

so, while both are great units Lurker offer more gameplay/versatility by offering drop harass/anti drop defence and base defence while the host offers more punch when containing/breaking an enemy line.

Because SC is a game of few but awsome units, the lurker offers more gameplay/usage and the host is basically a tier2 BL (similar methods of attack) I think the Lurker fits the swarm much bette.


While I think the lurker is a significantly significantly better unit design, I'm not quite with you on your points. While true for BW, in SC2 lurker drops wouldn't be as useful as say infestor drops (and I'd assume they'd cost similar) with fungals, and you can always baneling drop as well. And 2 lurkers up a ramp only stopped marines in BW, that's it. Any protoss unit could simply charge up the ramp, and for Terran, the fact that the bottom of the ramp now has 100% attack hit instead of 55% or whatever it was makes a difference, not to mention marauders could simply charge up and destroy the lurkers very quickly (assuming armored). The only reason it worked vs marines is that the two shots would kill them before they could get up, but even now with 55hp marines it still wouldn't kill them, even if lurkers were dealing 25 dmg as opposed to 20 per shot.

Game's two different to compare, to be honest I think useful of the lurker would be significantly less in SC2.

But I would be down for anything that could potentially cause an overlap with the infestor and get rid of fungal, the most retarded spell introduced to SC2.

Show nested quote +
On July 12 2012 04:52 Vindicare605 wrote:
On July 12 2012 04:42 Thienan567 wrote:
I always thought Swarm Host should just spawn broodlings every 5 secs or something. Enough to be micro'd but not enough to be absolutely game breaking or something. Also give it like 90 hp just like infestor.

But like somebody said, give Zerg some AoE attack unit. You know, like all the other races do...


Ultralisks. Banelings, and Infestors are all AOE damage units.

Protoss has the collosus high templar and archon

Terran has the Siege Tank, Raven, Hellion and Widow Mine in HOTS.

Why do you think Zerg needs more splash damage? Doesn't look like that to me at all.


Terran has Thor as well vs air, and if you want to count it (questionable), Nukes. EMP also functions as splash vs Protoss shields.


I was debating including the Thor in there. I recognize Terrans have it for that.

I didn't include EMP on purpose because it's a special case. It doesn't affect Zerg or Terran units at all it only functions as an effective AOE vs Protoss.
aka: KTVindicare the Geeky Bartender
Bagi
Profile Joined August 2010
Germany6799 Posts
July 11 2012 19:59 GMT
#58
On July 12 2012 04:50 Archerofaiur wrote:

I believe this is accurate as of MLG


I don't think you understood his point. Pure stats are meaningless and subject to change anyway.

The point is that you are making people compare something that has over 10 years of history of creative use to something we barely know anything about. Of course people will pick lurker because they know (or think they know) that it would create all these cool situations we saw in BW. We have no idea what the swarm host could be capable of.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 11 2012 19:59 GMT
#59
On July 12 2012 04:57 Vindicare605 wrote:
Show nested quote +
On July 12 2012 04:54 FabledIntegral wrote:
On July 12 2012 04:42 Phoobie wrote:
Both are really awsome but if I had to choose between the two I would side with the Lurker.

The Swarm Host is amazing at the job it's been given, pressing the advantage by barrelling down the front door with endless waves of units but it's versatility pales in comparison to the lurker.

While the Lurker is not as strong/cost efficient at breaking defence lines/containing the enemy it can serve other functions such as cutting of chokes, base defence, drop harass and such.

2 lurkers by the minerals will fight off drop harass much better than hosts as locusts would get stuck pathing into/around minerals

2 Lurkers dropped into enemy lines will achieve better harass than hosts

2 Lurker up a ramp to defend an expo? no units be running up there!

I feel do do the same in segmenting the enemy army, hosts/lurkers in a line between the enemy army and your army killing their base? hell yea

Both effectively contain.

so, while both are great units Lurker offer more gameplay/versatility by offering drop harass/anti drop defence and base defence while the host offers more punch when containing/breaking an enemy line.

Because SC is a game of few but awsome units, the lurker offers more gameplay/usage and the host is basically a tier2 BL (similar methods of attack) I think the Lurker fits the swarm much bette.


While I think the lurker is a significantly significantly better unit design, I'm not quite with you on your points. While true for BW, in SC2 lurker drops wouldn't be as useful as say infestor drops (and I'd assume they'd cost similar) with fungals, and you can always baneling drop as well. And 2 lurkers up a ramp only stopped marines in BW, that's it. Any protoss unit could simply charge up the ramp, and for Terran, the fact that the bottom of the ramp now has 100% attack hit instead of 55% or whatever it was makes a difference, not to mention marauders could simply charge up and destroy the lurkers very quickly (assuming armored). The only reason it worked vs marines is that the two shots would kill them before they could get up, but even now with 55hp marines it still wouldn't kill them, even if lurkers were dealing 25 dmg as opposed to 20 per shot.

Game's two different to compare, to be honest I think useful of the lurker would be significantly less in SC2.

But I would be down for anything that could potentially cause an overlap with the infestor and get rid of fungal, the most retarded spell introduced to SC2.

On July 12 2012 04:52 Vindicare605 wrote:
On July 12 2012 04:42 Thienan567 wrote:
I always thought Swarm Host should just spawn broodlings every 5 secs or something. Enough to be micro'd but not enough to be absolutely game breaking or something. Also give it like 90 hp just like infestor.

But like somebody said, give Zerg some AoE attack unit. You know, like all the other races do...


Ultralisks. Banelings, and Infestors are all AOE damage units.

Protoss has the collosus high templar and archon

Terran has the Siege Tank, Raven, Hellion and Widow Mine in HOTS.

Why do you think Zerg needs more splash damage? Doesn't look like that to me at all.


Terran has Thor as well vs air, and if you want to count it (questionable), Nukes. EMP also functions as splash vs Protoss shields.


I was debating including the Thor in there. I recognize Terrans have it for that.

I didn't include EMP on purpose because it's a special case. It doesn't affect Zerg or Terran units at all it only functions as an effective AOE vs Protoss.


Mirrors are generally irrelevant in these kinds of discussions, and EMP can still work as splash against infestors (well, it could, before the nerf of EMP radius, now I struggle to get more than 2 infestors in an EMP and have given up completely on ever going ghosts in the MU).

I think you absolutely have to include EMP as a Terran splash attack, although you can have a disclaimer only vs Protoss or something for "damage" output. It's too critical to leave out in discussing comparisons.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
July 11 2012 20:00 GMT
#60
I think you could make a similar post about the BW Carrier vs the Tempest, and get very similar results.

Or the BW Reaver vs the Colossus.

Or the new mines vs Vultures.
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