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Blizzard's thoughts on Swarm Hosts - Page 37

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 35 36 37 38 39 53 Next
y0su
Profile Blog Joined September 2011
Finland7871 Posts
May 09 2014 22:59 GMT
#721
On May 10 2014 07:55 Thieving Magpie wrote:
Show nested quote +
On May 10 2014 07:47 y0su wrote:
I wonder what it would look like if locusts followed the same rally rules as every other unit (move command)... Just requiring the player to a-move the locusts could have a big impact.


I find this idea very very sexy

but does it make too much sense?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 09 2014 23:20 GMT
#722
On May 10 2014 07:59 y0su wrote:
Show nested quote +
On May 10 2014 07:55 Thieving Magpie wrote:
On May 10 2014 07:47 y0su wrote:
I wonder what it would look like if locusts followed the same rally rules as every other unit (move command)... Just requiring the player to a-move the locusts could have a big impact.


I find this idea very very sexy

but does it make too much sense?


Its fixing a problematic late game unit by making it more similar to the mechanics already present in the game. As a fix, its elegant as fuck. Suddenly you not only have to care about SH positioning, but of Locust control as well. And it does it without adding weird ammunition costs money tricks, it doesn't have weird corner case tweaks. Its literally suggesting that making things the same as it was before and removing a new rally system would fix a problem unit without changing the game itself.

Its wonderful.
Hark, what baseball through yonder window breaks?
HeavenResign
Profile Joined April 2011
United States702 Posts
May 09 2014 23:52 GMT
#723
On May 10 2014 07:47 y0su wrote:
I wonder what it would look like if locusts followed the same rally rules as every other unit (move command)... Just requiring the player to a-move the locusts could have a big impact.


one of the coolest ideas on the swarm host i've ever read honestly
StarMoon
Profile Joined April 2011
Canada682 Posts
May 10 2014 00:09 GMT
#724
The statement that swarm hosts are only bad for zvz makes me want to uninstall sc2.

We need a catchy disparaging name for these horrible units.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 10 2014 00:43 GMT
#725
On May 10 2014 02:10 Whitewing wrote:
Show nested quote +
On May 10 2014 01:35 Squat wrote:
On May 10 2014 00:31 Whitewing wrote:
On May 10 2014 00:20 -Archangel- wrote:
On May 09 2014 23:59 MattMannion wrote:
they could just nerf the muta and the spore and see what happens. i don't watch a lot of high level zvz but it can see how the broodlords getting pulled into spores is a bit ridiculous.

They cannot neft muta when muta is a key unit in ZvP and ZvT


Yes they can, Zerg is going way over 50/50 right now in those matchups, and mutas are too strong in both of them.

I've seen nothing to indicate that zerg is somehow OP vs protoss. Protoss has won just about everything so far in 2014. If anything, mass muta is bad vs top protosses these days, they've refined their responses to it well enough where a protoss should almost never lose to it unless you get completely blindsided or start from a substantial disadvantage.


It's not mutalisks alone that make PvZ hard, and as of last month, it was 52/48 in favor of zerg (which is not way over, but it was 57/43 in favor of zerg in ZvT). (Data from Aligulac).

Mutalisks require such a hard response from protoss: they have to drop what they're doing and go straight to mass pheonix ASAP. Zergs abuse this by going muta into swarmhost (while all the toss gas is going into phoenix instead of colossus), or swarmhost into muta, or various tech switches into mutalisk. Protoss can't robo expand anymore because of muta: all builds that take a third must incorporate a stargate in some way or they outright die to mutalisks. Not to mention that if you scout the spire, it might just be corrupters to kill your colossi, and if you start going phoenix against a roach/hydra/corrupter bust, you're probably going to die.


As Protoss, you should be able to tell if they're going muta or corrupter. If they've already gone roach/hydra for a while, they're not going to suddenly switch to a ton of mutas, because then they're just going to roll over and die, given that you have 3 bases already well established, a huge army, and tons of gates to warp in defensive stalkers as you push across the map and kill them. if they don't have a roach/hydra army, they probably aren't going corrupter/ling.
Penev
Profile Joined October 2012
28475 Posts
May 10 2014 00:54 GMT
#726
On May 10 2014 08:20 Thieving Magpie wrote:
Show nested quote +
On May 10 2014 07:59 y0su wrote:
On May 10 2014 07:55 Thieving Magpie wrote:
On May 10 2014 07:47 y0su wrote:
I wonder what it would look like if locusts followed the same rally rules as every other unit (move command)... Just requiring the player to a-move the locusts could have a big impact.


I find this idea very very sexy

but does it make too much sense?


Its fixing a problematic late game unit by making it more similar to the mechanics already present in the game. As a fix, its elegant as fuck. Suddenly you not only have to care about SH positioning, but of Locust control as well. And it does it without adding weird ammunition costs money tricks, it doesn't have weird corner case tweaks. Its literally suggesting that making things the same as it was before and removing a new rally system would fix a problem unit without changing the game itself.

Its wonderful.

That's.. a bingo! Implement immediately.
I Protoss winner, could it be?
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-05-10 01:43:03
May 10 2014 01:32 GMT
#727
Deleted
KT best KT ~ 2014
Whitewing
Profile Joined October 2010
United States7483 Posts
May 10 2014 06:25 GMT
#728
On May 10 2014 09:43 FabledIntegral wrote:
Show nested quote +
On May 10 2014 02:10 Whitewing wrote:
On May 10 2014 01:35 Squat wrote:
On May 10 2014 00:31 Whitewing wrote:
On May 10 2014 00:20 -Archangel- wrote:
On May 09 2014 23:59 MattMannion wrote:
they could just nerf the muta and the spore and see what happens. i don't watch a lot of high level zvz but it can see how the broodlords getting pulled into spores is a bit ridiculous.

They cannot neft muta when muta is a key unit in ZvP and ZvT


Yes they can, Zerg is going way over 50/50 right now in those matchups, and mutas are too strong in both of them.

I've seen nothing to indicate that zerg is somehow OP vs protoss. Protoss has won just about everything so far in 2014. If anything, mass muta is bad vs top protosses these days, they've refined their responses to it well enough where a protoss should almost never lose to it unless you get completely blindsided or start from a substantial disadvantage.


It's not mutalisks alone that make PvZ hard, and as of last month, it was 52/48 in favor of zerg (which is not way over, but it was 57/43 in favor of zerg in ZvT). (Data from Aligulac).

Mutalisks require such a hard response from protoss: they have to drop what they're doing and go straight to mass pheonix ASAP. Zergs abuse this by going muta into swarmhost (while all the toss gas is going into phoenix instead of colossus), or swarmhost into muta, or various tech switches into mutalisk. Protoss can't robo expand anymore because of muta: all builds that take a third must incorporate a stargate in some way or they outright die to mutalisks. Not to mention that if you scout the spire, it might just be corrupters to kill your colossi, and if you start going phoenix against a roach/hydra/corrupter bust, you're probably going to die.


As Protoss, you should be able to tell if they're going muta or corrupter. If they've already gone roach/hydra for a while, they're not going to suddenly switch to a ton of mutas, because then they're just going to roll over and die, given that you have 3 bases already well established, a huge army, and tons of gates to warp in defensive stalkers as you push across the map and kill them. if they don't have a roach/hydra army, they probably aren't going corrupter/ling.


Zergs do it all the time. Do you remember the old DRG style of going mass roach into mutas? Zergs go roach hydra for a little while, then will pop out 10 mutas at once (which isn't that hard to do off 3 or 4 bases). You then have about 1 minute before the ball has doubled in size. You also most likely aren't maxed out with a ton of army, because zergs do this after engaging you and trading. Meanwhile, they throw down a ton of static D when they switch and prepare to base trade you, and it's very tough to win a basetrade vs. a big ball of mutalisks. They'll even hide the mutas in a corner until they've got enough to be a real threat.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Big J
Profile Joined March 2011
Austria16289 Posts
May 10 2014 07:14 GMT
#729
On May 10 2014 15:25 Whitewing wrote:
Show nested quote +
On May 10 2014 09:43 FabledIntegral wrote:
On May 10 2014 02:10 Whitewing wrote:
On May 10 2014 01:35 Squat wrote:
On May 10 2014 00:31 Whitewing wrote:
On May 10 2014 00:20 -Archangel- wrote:
On May 09 2014 23:59 MattMannion wrote:
they could just nerf the muta and the spore and see what happens. i don't watch a lot of high level zvz but it can see how the broodlords getting pulled into spores is a bit ridiculous.

They cannot neft muta when muta is a key unit in ZvP and ZvT


Yes they can, Zerg is going way over 50/50 right now in those matchups, and mutas are too strong in both of them.

I've seen nothing to indicate that zerg is somehow OP vs protoss. Protoss has won just about everything so far in 2014. If anything, mass muta is bad vs top protosses these days, they've refined their responses to it well enough where a protoss should almost never lose to it unless you get completely blindsided or start from a substantial disadvantage.


It's not mutalisks alone that make PvZ hard, and as of last month, it was 52/48 in favor of zerg (which is not way over, but it was 57/43 in favor of zerg in ZvT). (Data from Aligulac).

Mutalisks require such a hard response from protoss: they have to drop what they're doing and go straight to mass pheonix ASAP. Zergs abuse this by going muta into swarmhost (while all the toss gas is going into phoenix instead of colossus), or swarmhost into muta, or various tech switches into mutalisk. Protoss can't robo expand anymore because of muta: all builds that take a third must incorporate a stargate in some way or they outright die to mutalisks. Not to mention that if you scout the spire, it might just be corrupters to kill your colossi, and if you start going phoenix against a roach/hydra/corrupter bust, you're probably going to die.


As Protoss, you should be able to tell if they're going muta or corrupter. If they've already gone roach/hydra for a while, they're not going to suddenly switch to a ton of mutas, because then they're just going to roll over and die, given that you have 3 bases already well established, a huge army, and tons of gates to warp in defensive stalkers as you push across the map and kill them. if they don't have a roach/hydra army, they probably aren't going corrupter/ling.


Zergs do it all the time. Do you remember the old DRG style of going mass roach into mutas? Zergs go roach hydra for a little while, then will pop out 10 mutas at once (which isn't that hard to do off 3 or 4 bases). You then have about 1 minute before the ball has doubled in size. You also most likely aren't maxed out with a ton of army, because zergs do this after engaging you and trading. Meanwhile, they throw down a ton of static D when they switch and prepare to base trade you, and it's very tough to win a basetrade vs. a big ball of mutalisks. They'll even hide the mutas in a corner until they've got enough to be a real threat.


Yes, but if a Zerg sits on a big bank to buy mutalisks after losing units, your chances in the actual combat are quite higher, since the Zerg does not engage with as vast of an army as he could or as early as he could have.
Unless you are behind or being countered, the first trade should go way in your favor in such a scenario. There is really two sides to mutalisk switches. The ones where the Zerg just trades well beforehand and Protoss is hard pressed to even stabilize against what the Zerg was doing before and then just dies to the mutalisks, and the ones where the Protoss just stomps the first trade or prevents it alltogether, and then the Zerg has a bunch of mutas against a big deathball or just sits on a pile of roaches and money and gets rolled two minutes later.
And then there is the plain and simple solution of doing something more heavily stargate based as your macro style. With a bunch of voidrays and Colossi to win the engagements and 3 ready-to-go stargates if the Zerg should dare to try mutas.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2014-05-10 08:48:45
May 10 2014 08:47 GMT
#730
On May 10 2014 08:20 Thieving Magpie wrote:
Its wonderful.

On May 10 2014 08:52 HeavenResign wrote:
one of the coolest ideas on the swarm host i've ever read honestly

On May 10 2014 09:54 Penev wrote:
That's.. a bingo! Implement immediately.


:D ty
MajorBiscuit
Profile Joined April 2010
83 Posts
Last Edited: 2014-05-10 09:27:32
May 10 2014 09:26 GMT
#731
On May 10 2014 07:47 y0su wrote:
I wonder what it would look like if locusts followed the same rally rules as every other unit (move command)... Just requiring the player to a-move the locusts could have a big impact.


This!
You should email Blizzard, I want a test map.
ejozl
Profile Joined October 2010
Denmark3377 Posts
May 10 2014 10:15 GMT
#732
That's a stupid change.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
shogeki
Profile Joined March 2011
Canada75 Posts
May 10 2014 11:34 GMT
#733
On May 07 2014 03:03 Yakikorosu wrote:

In the short term, just place a cap on swarm hosts. A player isn't allowed to have more than 10 swarm hosts out at a time (the number can be adjusted up or down a little bit). Done.



As someone who has played a lot of Dawn of War and is familiar with the balance team, DON'T EVEN JOKE about this. This is an incredibly lazy solution to the problem and completely possibly given the infamy of SC2's head balance designer.
[PkF] Wire
Profile Joined March 2013
France24201 Posts
May 10 2014 12:41 GMT
#734
I don't get all that enthousiasm about the rally point thing. Could someone care to explain how it would solve stalemates ZvZ, which is what David Kim is trying (awkwardly, I fear) to address ?
Trustworthy-Tony
Profile Joined March 2014
Tanzania187 Posts
May 10 2014 12:56 GMT
#735
On May 10 2014 21:41 [PkF] Wire wrote:
I don't get all that enthousiasm about the rally point thing. Could someone care to explain how it would solve stalemates ZvZ, which is what David Kim is trying (awkwardly, I fear) to address ?

It used to be that units coming out of buildings would be on attack move to the rally point, but it was changed to move command. They're suggesting the same for locust which is a silly suggestion because it accomplishes nothing except for making swarm host less feasible to use for bad players.
Estancia
Profile Joined July 2011
Korea (South)335 Posts
May 10 2014 13:08 GMT
#736
Honestly about the swarm host rally suggestion.. Other than giving lower level players trouble with swarm host usage, I doubt it will accomplish anything at pro level where pro players are already used to multitasking. Those pro zerg players can almost perfectly hit their inject timings every single time, and I'm very sure they can do the same for locusts (wait for their spawn, just select all locusts and a-move)
y0su
Profile Blog Joined September 2011
Finland7871 Posts
May 10 2014 13:20 GMT
#737
It doesn't necessarily solve the issue, but it is a very small nerf that makes sense. We're also still not quite seeing SH v SH be an issue at the highest level yet (Korea). So if it means that we start to see some separation at the slightly lower pro levels (where ZvZ stalemates are an issue - EU) then it's perfectly the change that's needed.
MajorBiscuit
Profile Joined April 2010
83 Posts
May 10 2014 13:41 GMT
#738
It won't solve the stalemate problem but as a general suggestion it is a good one as it will lead to greater consistency throughout the game and will force players to micro a bit more.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2014-05-10 13:47:09
May 10 2014 13:46 GMT
#739
nerfing the SH would be stupid on blizzards part. This would either result in players creating MORE SH's than before to do what they do now, or just not make them at all, because of cost inefficiency. It would not change its role at all, just making the game even worse.

What SH's need is a major redesign...
WombaT
Profile Blog Joined May 2010
Northern Ireland25216 Posts
May 10 2014 13:51 GMT
#740
It'll make a huge impact actually in pre-stalemate situations, people will have to return to their Shosts every spawn cycle, box and A-move, while keeping up with everything else. Something will have to suffer, even if just a little it makes the task of pulling a Shost player apart a little easier for a T/P player
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
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