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Lurker vs Swarm Host - Page 55

Forum Index > SC2 General
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Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 23 2012 23:58 GMT
#1081
On July 22 2012 23:19 Archerofaiur wrote:
Show nested quote +
On July 22 2012 08:28 wcr.4fun wrote:
lurkers can be tier 2.5. This is perfectly in time for their purpose imo. In bw you would get lurkers most oftenly at a time that corresponded to tier 2.5 and sc2 is a different game anyway. Who knows how it turns out.

(in zvt you'd get spire before hydralisk den and then you'd still have to upgrade lurker aspect. In zvp you'd also start out with mutalisks (less common) or the common 3 hatch spire into 5 hatch hydra where you'd only start your hydralisk den at tier 2 as well. You could get earlier lurkers in zvp and play more of a defensive style but both are perfectly viable.)

Perhaps we'll be seeing earlier lairs this way.


I hadn't heard this argument before. How do people feel about this? Do they agree with his assessment of BW?

Show nested quote +
On July 22 2012 09:54 Assirra wrote:
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
On July 22 2012 07:43 sunprince wrote:
On July 22 2012 03:34 Archerofaiur wrote:
[quote]
Your right your dont have to give the lurker anti-armor but then how is that supposed to give it anymore of a unique roleBesides their is still the high tier problem with no good way of getting it below 2.5 tier.


Move hydras to t1.5, then lurks would be t2 (available to research as soon as Lair completes if you already have a Den).

so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.


Agreed. If you have to start switching around other units than its time to step back and ask yourself "Am I fitting this unit into SC2 or am I trying to fit SC2 around this unit?"


Show nested quote +
On July 22 2012 09:39 0neder wrote:
On July 22 2012 09:36 IronHead wrote:
Guys, they won't put the Lurker in the game. And HotS isn't even out yet. Let's wait and see before we complain.

We've been waiting and seeing for over a year. Time to let Browder know we haven't forgotten about the complaints we've had for several years.

EDIT: Archer, maybe update the OP to include Starbow, another Mod with lurkers that will help us fully understand how to best implement them?


I already have a link to the SC2BW mod at the top of the OP but if someone wants to post a youtube of the Starbow Lurker in action ill be glad to include it.


It's not "making the game work around the unit." The lack of the lurker also exposes some fundamental problems with zerg.

It's really simple to implement as a 2.5 unit that mirrors its function in BW. 1.5 minute lurker aspect upgrade at hydra den. Times out well.

It's just that exposes the crappy tier 1.5 unit which is the roach and the issues with the baneling, is all. But it works just fine.

People are saying that it is too difficult to fit the unit into the game - it's actually fucking easy. As for the consequences of implementing it - every unit put into the game has consequences and affects gameflow. You can't just say that b/c it might be put into the game that suddenly everything needs to change, b/c that's just not true. It changes gameplay around it though.

Units are no WORSE just b/c it is put into the game. It just provides new interactions. That's the same attitude that leads to all these nerfs and shit.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 24 2012 00:01 GMT
#1082
Blizzard should have done something like "Choose your own unit" screen before going into the game with players have X amount of point to spend and each units have Y cost on them. The other player can see which unit you have picked.

Man the game would never get old.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 24 2012 00:05 GMT
#1083
On July 24 2012 09:01 Xiphos wrote:
Blizzard should have done something like "Choose your own unit" screen before going into the game with players have X amount of point to spend and each units have Y cost on them. The other player can see which unit you have picked.

Man the game would never get old.


This isn't a MOBA....
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 24 2012 00:09 GMT
#1084
On July 24 2012 09:05 amazingxkcd wrote:
Show nested quote +
On July 24 2012 09:01 Xiphos wrote:
Blizzard should have done something like "Choose your own unit" screen before going into the game with players have X amount of point to spend and each units have Y cost on them. The other player can see which unit you have picked.

Man the game would never get old.


This isn't a MOBA....


You are right, the idea I purposed totally required an appendage of 5 players to play.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2012-07-24 00:15:48
July 24 2012 00:12 GMT
#1085
On July 24 2012 09:09 Xiphos wrote:
Show nested quote +
On July 24 2012 09:05 amazingxkcd wrote:
On July 24 2012 09:01 Xiphos wrote:
Blizzard should have done something like "Choose your own unit" screen before going into the game with players have X amount of point to spend and each units have Y cost on them. The other player can see which unit you have picked.

Man the game would never get old.


This isn't a MOBA....


You are right, the idea I purposed totally required an appendage of 5 players to play.

No but in a moba you got more chance to freely implement stuff.
Lol and dota constantly adds new heroes and everybody finds it normal.
However when you suddenly add random units to an RTS it simply has way bigger impact.
A hero fond OP in a tournament envoirment? just deny the players the right to choose them.
Imagine if gsl suddenly said "ok zergs, banelings are found OP so you are disqualified the moment you make one".
You need to balance everything around everything in an RTS and that is why it is easier in a moba.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
July 24 2012 00:37 GMT
#1086
'moba" are inherently not balance. But its ok, because team game and bans have greatly mitigate those problems from the surface
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2012-07-25 22:04:58
July 25 2012 22:02 GMT
#1087
One thing ive picked up from the HOTS Custom thread. People really think the Swarm Host is fun to play.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=280751&currentpage=57



On July 25 2012 15:47 cresse wrote:
I played this today. I appreciate OP for going through the effort in making it! Seeing queens darker and... flatter looking was a little silly but I guess they looked that way in the HOTS preview videos too. Swarm Hosts are fun.



On July 25 2012 05:31 Big J wrote:
swarm hosts are completly imba And they are sooooo much fun!!! I mean, you just build a bunch of them, fortify that position with spines and zerglings and thenn add hosts and infestors until the opponent is dead

Na, just kidding, I know that's not a final version, but damn... those things are sooo strong. I mean, they aren't even bad vs Battlecruisers in the lategame etc

I'm grinning, because I'm playing zerg, and it feels sooo goood, to just play a timing and see how the opponent dies to it



On July 23 2012 23:42 moskonia wrote:
Wow just played a couple of games and it is really fun! the swarm host seem really cool, I only played it vs Terran so I will comment on it: the swarm host seems really good by that you can damage the opponent little every time but the damage in time becomes huge, although you might need to trick your opponent since if they see where the locusts spawn they can just scan and kill your stuff. What I found that seems cool is that if he is close to stop making locusts and then he will go to another area (Terran are cheap with their scans ). Tricking the opponent is one of the funnest things to do, making hem scan wrong areas by spawning locusts and then moving to another area



On July 23 2012 20:51 WhiteKnight wrote:
Played a game with a mate earlier and lost to tempests . Tempests and Swarm hosts are fun against the AI too because they don't really know how to handle em.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
yeastiality
Profile Joined April 2011
Canada374 Posts
July 25 2012 23:19 GMT
#1088
On July 24 2012 09:01 Xiphos wrote:
Blizzard should have done something like "Choose your own unit" screen before going into the game with players have X amount of point to spend and each units have Y cost on them. The other player can see which unit you have picked.

Man the game would never get old.


I've wanted this since playing the WoL campaign (choose ravens or science vessels, thors or goliaths etc)
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
August 16 2012 16:44 GMT
#1089
I was thinking that perhaps a simple SH redesign to spawn locusts faster and 1 at a time would be better. One of the issues i have with most zerg units in general is the fact that they cost so much supply. It would be much better if the SH cost 2 supply. I have played several with the hosts and on 3.5 bases worth of drones you can only get 14 and then 40 zerglings. That's pretty silly to be maxed on that small amount. Just a general iff.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
August 18 2012 03:54 GMT
#1090
On July 21 2012 08:10 Yosi wrote:
Guys we need Defiler vs Viper topic :o i think this 2 units are quit similar

imo Viper is better. It has the same basic ability as the Defiler, but I think the ability to take out oponents siege and collosus is better. With Defiler its hard to get the plague in without getting owned by tanks collusus. Viper have the ability and they fly so players will need fast reaction time else they lose their position favouring Zerg.
Playing Protoss = Opponent owned
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
August 18 2012 03:55 GMT
#1091
Imo, Blizzard's Starcraft 2 trilogy is going to end up looking a lot like BW.
Playing Protoss = Opponent owned
Ramiz1989
Profile Joined July 2012
12124 Posts
August 18 2012 06:57 GMT
#1092
On August 18 2012 12:55 BroodKingEXE wrote:
Imo, Blizzard's Starcraft 2 trilogy is going to end up looking a lot like BW.

If it does, it can't be better right?
I mean, I am all for new units and abilities and other stuff, but I wouldn't mind if it gets close to BW with a different units.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
TheEmulator
Profile Blog Joined July 2010
28100 Posts
August 18 2012 07:00 GMT
#1093
Lurkers were my favourite unit in BW, and swarm hosts have yet to impress me. So lurkers #1
Administrator
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
August 20 2012 03:29 GMT
#1094
On August 18 2012 15:57 Ramiz1989 wrote:
Show nested quote +
On August 18 2012 12:55 BroodKingEXE wrote:
Imo, Blizzard's Starcraft 2 trilogy is going to end up looking a lot like BW.

If it does, it can't be better right?
I mean, I am all for new units and abilities and other stuff, but I wouldn't mind if it gets close to BW with a different units.

Yeah it would be great, but BW has those great quirks, like tanks that one shot fellow tanks.
Playing Protoss = Opponent owned
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 20 2012 03:46 GMT
#1095
On July 22 2012 09:54 Assirra wrote:
Show nested quote +
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
On July 22 2012 07:43 sunprince wrote:
On July 22 2012 03:34 Archerofaiur wrote:
On July 20 2012 06:44 Qwyn wrote:
[quote]

Uhm...the way Blizzard designed the lurker in the beta is not at all how it should be implemented into the game. And since everything about the unit but concept can change, then I'd say no. Lurker is mid-game anti-tier 1-2 power unit. It has a longer range than the ultra, and cannot move when burrowed. Ultra is a tier 3 meatshield/melee unit. It dakes damage from armored - no reason why the lurker has to. It deals cone shape AOE and has 500 health. Lurker would probably have 100. Like I said, the only similarity I see is that they both deal AOE. Conceptually they are quite different.

Your right your dont have to give the lurker anti-armor but then how is that supposed to give it anymore of a unique roleBesides their is still the high tier problem with no good way of getting it below 2.5 tier.


Move hydras to t1.5, then lurks would be t2 (available to research as soon as Lair completes if you already have a Den).

so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.

Actually roach/hydra switched around would make a lot of sense, and that is originally how the game was designed in early alpha. Hydras' low health makes more sense for a spammable tier 1 unit, and the roach abilities that had to be removed due to being OP would actually be viable on a 100/50 tier 2 specialized tanking unit (2 armor, 5 hp/second health regen).
vibeo gane,
0neder
Profile Joined July 2009
United States3733 Posts
August 20 2012 03:50 GMT
#1096
Zerg having a tanking unit beyond the ultralisk and queen is just ridiculous anyway. They're zerg, they're not tanks they're cannon fodder.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-08-20 03:58:06
August 20 2012 03:54 GMT
#1097
On August 20 2012 12:46 -NegativeZero- wrote:
Show nested quote +
On July 22 2012 09:54 Assirra wrote:
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
On July 22 2012 07:43 sunprince wrote:
On July 22 2012 03:34 Archerofaiur wrote:
[quote]
Your right your dont have to give the lurker anti-armor but then how is that supposed to give it anymore of a unique roleBesides their is still the high tier problem with no good way of getting it below 2.5 tier.


Move hydras to t1.5, then lurks would be t2 (available to research as soon as Lair completes if you already have a Den).

so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.

Actually roach/hydra switched around would make a lot of sense, and that is originally how the game was designed in early alpha. Hydras' low health makes more sense for a spammable tier 1 unit, and the roach abilities that had to be removed due to being OP would actually be viable on a 100/50 tier 2 specialized tanking unit (2 armor, 5 hp/second health regen).


But seriously, what is the actual point of roaches?

1 supply 75/25 Hydras could do everything roaches can and more. The unit overlap between roaches and hydras is ridiculous. IMO the roach feels more like a protoss unit than a zerg unit.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
August 20 2012 03:57 GMT
#1098
On August 20 2012 12:46 -NegativeZero- wrote:
Show nested quote +
On July 22 2012 09:54 Assirra wrote:
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
On July 22 2012 07:43 sunprince wrote:
On July 22 2012 03:34 Archerofaiur wrote:
[quote]
Your right your dont have to give the lurker anti-armor but then how is that supposed to give it anymore of a unique roleBesides their is still the high tier problem with no good way of getting it below 2.5 tier.


Move hydras to t1.5, then lurks would be t2 (available to research as soon as Lair completes if you already have a Den).

so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.

Actually roach/hydra switched around would make a lot of sense, and that is originally how the game was designed in early alpha. Hydras' low health makes more sense for a spammable tier 1 unit, and the roach abilities that had to be removed due to being OP would actually be viable on a 100/50 tier 2 specialized tanking unit (2 armor, 5 hp/second health regen).


Bring me back lurkers and make them connect to each other via 'nydus worms' ability. This way we get out lovely unit and we can delve underground.

Scrap the roaches.

Give the Archon (I refuse to call it Twilight Archon) some cool ability like Psionic Connections between them that forms a line that kills w/e approaches it.

So we got ourselves a Protoss equivalent.

Because Protoss is suppose to have a Zerg equivalent unit and vice versa.

Terrans are suppose to be have Protoss equivlancy in building.

And Zerg and Terran are the polar opposite with the ultimate fight between Range vs Melee

And oh there NEED to be a melee Zerg air unit around. Like it grabbed the unit and slows it down until it crashes down or something.

Man I can dream about conceptual unit that can make the game awesome for all eternity.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
August 20 2012 04:03 GMT
#1099
On August 20 2012 12:57 Xiphos wrote:
Show nested quote +
On August 20 2012 12:46 -NegativeZero- wrote:
On July 22 2012 09:54 Assirra wrote:
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
On July 22 2012 07:43 sunprince wrote:
[quote]

Move hydras to t1.5, then lurks would be t2 (available to research as soon as Lair completes if you already have a Den).

so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.

Actually roach/hydra switched around would make a lot of sense, and that is originally how the game was designed in early alpha. Hydras' low health makes more sense for a spammable tier 1 unit, and the roach abilities that had to be removed due to being OP would actually be viable on a 100/50 tier 2 specialized tanking unit (2 armor, 5 hp/second health regen).


Bring me back lurkers and make them connect to each other via 'nydus worms' ability. This way we get out lovely unit and we can delve underground.

Scrap the roaches.

Give the Archon (I refuse to call it Twilight Archon) some cool ability like Psionic Connections between them that forms a line that kills w/e approaches it.

So we got ourselves a Protoss equivalent.

Because Protoss is suppose to have a Zerg equivalent unit and vice versa.

Terrans are suppose to be have Protoss equivlancy in building.

And Zerg and Terran are the polar opposite with the ultimate fight between Range vs Melee

And oh there NEED to be a melee Zerg air unit around. Like it grabbed the unit and slows it down until it crashes down or something.

Man I can dream about conceptual unit that can make the game awesome for all eternity.


The new unit you are suggesting fits in to the Dawn of War franchise more than starcraft
BW/KT Forever R.I.P KT.Violet dearly missed ..
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
Last Edited: 2012-08-20 04:07:29
August 20 2012 04:05 GMT
#1100
On August 20 2012 13:03 Sawamura wrote:
Show nested quote +
On August 20 2012 12:57 Xiphos wrote:
On August 20 2012 12:46 -NegativeZero- wrote:
On July 22 2012 09:54 Assirra wrote:
On July 22 2012 09:37 0neder wrote:
On July 22 2012 09:26 Assirra wrote:
On July 22 2012 09:08 0neder wrote:
On July 22 2012 09:03 Assirra wrote:
On July 22 2012 08:53 sunprince wrote:
On July 22 2012 07:46 Assirra wrote:
[quote]
so to fit 1 bw thing in you need to add another one, its obvious where this is going.


More like, "fix two problems at once". Hydras being t2 are a big cause of their relatively limited use in SC2.

Yea because putting hydras at t1 wouldn't give other troubles. This looking way to small, you adjust something and suddenly either everything else needs to change or you create a bunch of other problems.

1 - You can't just assert that hydras at t1 create problems. How would they actually 'break' the game or 'create a bunch of other problems'? Please, try to identify a potential issue, because people have been throwing out the same broad assertion with no specific examples several times each page of this thread for the entire thread. =)

2 - You can't assume that roaches or hydras couldn't be tweaked completely in terms of unit stats/supply/etc. They can.

Go play Starbow. You'll see how relatively easy these tweaks could be.

See here is the problem.
If we put hydras on t1 and indeed tweak them we got suddenly 4 t1 zerg units which give a great increase of new busts but it also takes away some of the mid game.
By doing this alone don't you realize how much you change the whole zerg race and every single matchup including zerg?
If you think roach baneling busts are bad, how about hydra roach busts, units that don't blow themselves up for once.

Easy fix, switch roaches or banelings to tier 2. Or just nerf spawn larvae a bit as well.

So to fix a problem you self created by implementing a unit that is not supposed to be there you create something that have to be fixed by another fix.
Like i said before you are now switching the whole game around and for what? cause you want that 1 unit in the game.
At this rate just make sc3 or better sc2 bw cause we all know that is what it is gonne become.

Actually roach/hydra switched around would make a lot of sense, and that is originally how the game was designed in early alpha. Hydras' low health makes more sense for a spammable tier 1 unit, and the roach abilities that had to be removed due to being OP would actually be viable on a 100/50 tier 2 specialized tanking unit (2 armor, 5 hp/second health regen).


Bring me back lurkers and make them connect to each other via 'nydus worms' ability. This way we get out lovely unit and we can delve underground.

Scrap the roaches.

Give the Archon (I refuse to call it Twilight Archon) some cool ability like Psionic Connections between them that forms a line that kills w/e approaches it.

So we got ourselves a Protoss equivalent.

Because Protoss is suppose to have a Zerg equivalent unit and vice versa.

Terrans are suppose to be have Protoss equivlancy in building.

And Zerg and Terran are the polar opposite with the ultimate fight between Range vs Melee

And oh there NEED to be a melee Zerg air unit around. Like it grabbed the unit and slows it down until it crashes down or something.

Man I can dream about conceptual unit that can make the game awesome for all eternity.


The new unit you are suggesting fits in to the Dawn of War franchise more than starcraft


Oh sick, something new to check out.

And what...9 factions. Huh, I wonder how balanced the game is.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
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