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Lurker vs Swarm Host - Page 4

Forum Index > SC2 General
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Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
Last Edited: 2012-07-11 20:02:48
July 11 2012 20:01 GMT
#61
Lurker was a great anti-infantry unit. But I think I would prefer the Swarm Host better because the locusts just do tremendous amounts of damage to a single target, plus you can burrow, let the locusts attack, unburrow and retreat.

They both don't require much micro, but Zerg doesn't need another anti-ground splash attack.

I just hope the Locusts get a very slow reaper-like jump, so you can harrass from the highground or lowground to highground, so they aren't completely useless around ANY cliff.
Calypso123
Profile Joined March 2011
United States42 Posts
July 11 2012 20:02 GMT
#62
Could you image and Broodlord, Swarm Host, Infestor army? Neverending units. that dont cost money. with infestors you cant even get close to them!?
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
July 11 2012 20:03 GMT
#63
As much as I love the lurker as well, this thread is just going to conclude with:
-Blizzard tried to implement Broodwar-esque units, the lurker "became" the swarm host
-As much as we may love the lurker (and a lot of other units), we probably cant do much to change the fact the swarm host is in the game and not the lurker

You can type "StarCraft" with just your left hand.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
July 11 2012 20:07 GMT
#64
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 -.-


Swarm host is lair tech. Lurker would be lair tech.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 11 2012 20:08 GMT
#65
On July 12 2012 05:02 Calypso123 wrote:
Could you image and Broodlord, Swarm Host, Infestor army? Neverending units. that dont cost money. with infestors you cant even get close to them!?


Ugh, I just realized that'd be another retarded potential combo, just like how BL/Infestor is ridiculous.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-07-11 20:10:22
July 11 2012 20:09 GMT
#66
lurker, and is better than any new units in SC2, not only the swarm host
FT.aCt)Sony
Profile Blog Joined June 2007
United States1047 Posts
July 11 2012 20:10 GMT
#67
On July 12 2012 04:16 desarrisc wrote:
Swarm Host is the midgame-brood lord. Fungals control space + Locusts nibble on the units/tank damage for the infestors. Better combo than Lurker + infestor imo.




Lurker / Defiler > Swarm host > infestor

No reason to even go into that topic no questions asked.
Veldril
Profile Joined August 2010
Thailand1817 Posts
July 11 2012 20:10 GMT
#68
On July 12 2012 05:07 Zorgaz wrote:
Show nested quote +
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 -.-


Swarm host is lair tech. Lurker would be lair tech.


I doubt that. Because Lurker is tied to Hydralisk, and Lurker is a tier higher than Hydralisk so it is more possible that if Lurker is to be implemented, it's going to be moved up to Hive tech.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
Bagi
Profile Joined August 2010
Germany6799 Posts
July 11 2012 20:12 GMT
#69
On July 12 2012 05:03 JerKy wrote:
As much as I love the lurker as well, this thread is just going to conclude with:
-Blizzard tried to implement Broodwar-esque units, the lurker "became" the swarm host
-As much as we may love the lurker (and a lot of other units), we probably cant do much to change the fact the swarm host is in the game and not the lurker


Actually...

-Blizzard tried to implement the lurker into SC2 during alpha/beta but couldn't find a place for it or make it balanced.
-They implement the swarm host to get a similarish unit that fits the SC2 engine better than the lurker did, most likely because fans really wanted the lurker in the game.

But since the TL community hates the company whose games we endlessly play, it has turned around so that Blizzard is evil and doesn't want to include the lurker just because they think they have better ideas than BW did.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
Last Edited: 2012-07-11 20:14:19
July 11 2012 20:13 GMT
#70
On July 12 2012 05:10 Veldril wrote:
Show nested quote +
On July 12 2012 05:07 Zorgaz wrote:
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 -.-


Swarm host is lair tech. Lurker would be lair tech.


I doubt that. Because Lurker is tied to Hydralisk, and Lurker is a tier higher than Hydralisk so it is more possible that if Lurker is to be implemented, it's going to be moved up to Hive tech.


Nah, more like Lurker would be 2.5 lair tech.

Build hydra den -> upgrade to lurker den -> upgrade hydras to lurker.

Lurker at Hive tech would be idiotic i agree.

Anyway, I don't really know if I like the Swarm Host or not yet, i want to play with it before i judge it!
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
July 11 2012 20:14 GMT
#71
On July 12 2012 05:02 Calypso123 wrote:
Could you image and Broodlord, Swarm Host, Infestor army? Neverending units. that dont cost money. with infestors you cant even get close to them!?


Yes...

And balance aside, I really don't like this Browder's horrible idea of Zerg units spamming more zerg units. So much spam it's not even fun.

Worst thing is, I believe he will stick with his destructible rocks, collapsible rocks and zerg spamming units ideas throughout the whole SC2 series... his ideas really suck.
"When the geyser died, a probe came out" - SirJolt
insanet
Profile Joined January 2010
Peru439 Posts
Last Edited: 2012-07-11 20:27:56
July 11 2012 20:16 GMT
#72
Lurker made enemies be Afraid and Doubtful. Swarm Host will not.

i will explain why:
I was playing this standart ZvP and we get to middle game, then both armies collide, i burrow lurkers, 1a2a3a4a5a hydras/lings, snipe observers the best i can, i get stormed heavily, huge loses on both sides, i lost everthing except 1 lurker the protoss only have 8 or 10 units left, they are on their way to my expansion, then this 1 lurker attacks, protoss army back down, he doesnt have observers, he thinks about it for 1 second, and then retreats to his base.

In that moment i knew exactly what he was thinking "I lost so much units, i dont know how many lurkers are left,it will be a gamble if i decide to run by, i think i will have to retreat ". i didnt macro at all during the fight, that 1 lurker saved my life. that 1 lurker made the protoss doubtful.

who the hell is gonna fear the swarm host? lol, you can estimate how many they are, and where they are without having any observer.




noflaxe
Profile Joined January 2011
Ukraine25 Posts
July 11 2012 20:17 GMT
#73
no one can compete with lurker. no one
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
July 11 2012 20:18 GMT
#74
The lurker and the swarm host are completely different units, comparing them is like comparing a battlecruiser and a banshee. The swarm host hasn't been figured out what to do with and is quite a cool unit idea, the lurker is lower tier and fits in less well with current SC2 units, the fact they both attack while burrowed had nothing to do with which one will be put in the game.
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
PanN
Profile Blog Joined December 2008
United States2828 Posts
July 11 2012 20:21 GMT
#75
The swarm host is incredibly stupid looking, and incredibly boring to mess around with (at least in the hots custom).
We have multiple brackets generated in advance. Relax . (Kennigit) I just simply do not understand how it can be the time to play can be 22nd at 9:30 pm PST / midnight the 23rd at the same time. (GGzerg)
StreetWise
Profile Joined January 2010
United States594 Posts
July 11 2012 20:29 GMT
#76
The swarm host not only looks gross, but does not fit as well as the lurker would. I dont even play zerg, and I think it the lurker would be 10x better assuming it had the hold attack trick as it did in BW. I just wish Blizzard wouldn't be so scared to keep a good thing. I know they want a different game, and in some ways I think they did a good job. The medivac for instance adds a good dynamic to terran such that the medic is not really missed.
I will not be poisoned by your bitterness
CallmeMuppet
Profile Joined May 2010
Ireland176 Posts
July 11 2012 20:29 GMT
#77
Swarm host by far, I disliked the lurker since the start of BW, I was a kid back then but I never could force myself to like it.
ChristianS
Profile Blog Joined March 2011
United States3187 Posts
July 11 2012 20:39 GMT
#78
I dunno why everybody says the Swarm Host is good for space control. They hold a position terribly. They harass a position wonderfully. Honestly I expect that almost no one at top level will keep their swarm hosts burrowed after sending out locusts; might as well unburrow and retreat or reposition while waiting for the next round of locusts.

Have you ever played a dungeon crawler or similar game where there is a unit or structure that spawns units or structures? The strategy is always the same: snipe that unit/structure first. In other words, that unit is most effective when it is far away from its opponent, and least effective when it is next to its opponent. Having a timer on the spawned units reduces this effect somewhat, but it's still definitely the dynamic behind such a unit. You want to keep your swarm hosts far from your opponent, ideally hidden somewhere where they won't be found. I sincerely hope there are some good interactions where the Terran moves out to find and kill the swarm hosts, but the swarm hosts remain burrowed and try to rally their locusts away from the Terran so they won't be spotted and scanned.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 11 2012 20:39 GMT
#79
I don't really get how Swarm Host provides "board control". Board control is attained by making it costly for the opposing army to enter a specific area. The iconic unit that does this is obviously the Siege Tank, but various other units can do this depending on the situation. But, I really don't see how the Swarm Host does this. Sure, it provides your army with a positional advantage (something Tanks also do, which might be where the confusion comes from) and forces engagements, but a bunch of swarm hosts won't stop your opponent from engaging your army. They'll either prompt him to attack or to retreat beyond their range.

So, in essence, swarm hosts are indeed siege units, but this is not the same as providing area control. Broodlords don't let you control space either, and a Swarm Host is essentially a ground broodlord that can shoot air.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
July 11 2012 20:39 GMT
#80
On July 12 2012 04:19 Malpractice.248 wrote:
tbh I'm kinda sick of the sc1 talk. bring back reaver, lurker, goliath, old hydras etc...
its time to move on, try new things, swarm host isnt even out yet and everyone that I've read from mlg said its a sweet/strong unit

We have been trying out new things for like what, 2 years soon and I don't know with you, but I'm not sold on some of the units in the game atm for just a little bit after all this time. Like the colossi, marauders and roach. Fucking braindead units that are awful to watch. You can't be suprised by etc the Reaver talk when range colossi suck so much ass compared to the shuttle-reaver play in broodwar that not only separate a good Protoss player from a bad one because it takes skill to control the shuttle and the reaver while doing everything else, but it's also fucking amazing and exciting to watch as a spectator. What does the Colossi bring to sc2 that Reaver and speed prism couldn't do?

Scrap that excuse of a unit already and in with the Reaver. If Reaver would be impossible to balance even with tweaks etc then put in something else as the robo splash dealer but it needs to be supported by a warp prism if it's gonna be used offensive.
[13:40] <Qbek> gosi i dreanmt about you
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