• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:41
CEST 23:41
KST 06:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)15Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Esports World Cup 2025 - Final Player Roster5Weekly Cups (June 16-22): Clem strikes back0Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2
StarCraft 2
General
Esports World Cup 2025 - Final Player Roster The SCII GOAT: A statistical Evaluation Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Classic wins Code S Season 2 (2025) Weekly Cups (June 16-22): Clem strikes back
Tourneys
EWC 2025 Online Qualifiers (May 28-June 1, June 21-22) RSL: Revival, a new crowdfunded tournament series Monday Nights Weeklies WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
Pro gamer house photos Soma Explains: JaeDong's Defense vs Bisu BGH Auto Balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest bonjwa.tv: my AI project that translates BW videos
Tourneys
[Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [BSL20] ProLeague Bracket Stage - LB Round 4 & 5 [ASL19] Grand Finals
Strategy
I am doing this better than progamers do. Simple Questions, Simple Answers [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Pro Gamers Cope with Str…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 32077 users

Blizzard's thoughts on Swarm Hosts - Page 47

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 45 46 47 48 49 53 Next
Waise
Profile Joined June 2013
3165 Posts
May 19 2014 21:41 GMT
#921
On May 20 2014 06:22 HeavenResign wrote:
Show nested quote +
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:


Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 19 2014 21:43 GMT
#922
I don't understand why you even post this with the intention of "the lurker effect"
If blizzard would like to have this "lurker effect", they would just add the lurker.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Squat
Profile Joined September 2013
Sweden7978 Posts
May 19 2014 21:43 GMT
#923
On May 20 2014 06:41 Waise wrote:
Show nested quote +
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?

Mostly because they suck. They actually tried implementing lurkers way back in WoL alpha/beta, but they just couldn't compete in a world with stimmed marauders and immortals.
"Digital. They have digital. What is digital?" - Donald J Trump
Waise
Profile Joined June 2013
3165 Posts
May 19 2014 21:47 GMT
#924
On May 20 2014 06:43 Squat wrote:
Show nested quote +
On May 20 2014 06:41 Waise wrote:
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?

Mostly because they suck. They actually tried implementing lurkers way back in WoL alpha/beta, but they just couldn't compete in a world with stimmed marauders and immortals.

well i meant if we're already editing unit specs it seems like you could just edit the lurker to be a better lurker instead of editing the swarm host to be more like the lurker. but i defer to your knowledge of the unit's history
404AlphaSquad
Profile Joined October 2011
839 Posts
May 19 2014 21:48 GMT
#925
Actual Lurkers would just suck in sc2. Marauder/immo/ collossi would rape them. you cant recreate the lurker how it was in BW in sc2 because Blizz says : hardcounters are fun and good design. so every bw unit where no hardcounters existed would suck in sc2 or would have to be significantly buffed to be a hardcounter.
aka Kalevi
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2014-05-19 21:54:06
May 19 2014 21:50 GMT
#926
On May 20 2014 06:41 Waise wrote:
Show nested quote +
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?


Because it's an improvement in some ways - Falling had a blog that basically theorized the reason that Lurkers really don't work in the game (aside from pathing) is that with tanky units like the marauder/immortal/roach, they would just shrug off the hits and move forward to kill the units. The Brood Lord/SH, in comparison, creates an obstacle those units need to overcome or risk dying from.

This SH creates the obstacles in the form of 'free units', while having some of the advantages of the lurker, and still feeling like an SC2 unit (from what Hider says)

edit: found it

http://www.teamliquid.net/blogs/425553-swarmhosts-safely-whittling-away

actually the comment i was thinking of was this

http://www.teamliquid.net/blogs/379838-levelling-the-playing-field#19
Squat
Profile Joined September 2013
Sweden7978 Posts
May 19 2014 21:52 GMT
#927
On May 20 2014 06:47 Waise wrote:
Show nested quote +
On May 20 2014 06:43 Squat wrote:
On May 20 2014 06:41 Waise wrote:
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?

Mostly because they suck. They actually tried implementing lurkers way back in WoL alpha/beta, but they just couldn't compete in a world with stimmed marauders and immortals.

well i meant if we're already editing unit specs it seems like you could just edit the lurker to be a better lurker instead of editing the swarm host to be more like the lurker. but i defer to your knowledge of the unit's history

How exactly? Give it bigger numbers to make it viable against the hard counters that would destroy it? Give it similar range to hosts to give it a similar role? Both would probably the hugely OP. Zerg needs something that functions kind of like a host to compete, but making a super lurker to replace it might not be the best idea.
"Digital. They have digital. What is digital?" - Donald J Trump
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
May 19 2014 22:15 GMT
#928
On May 20 2014 06:48 404AlphaSquad wrote:
Actual Lurkers would just suck in sc2. Marauder/immo/ collossi would rape them. you cant recreate the lurker how it was in BW in sc2 because Blizz says : hardcounters are fun and good design. so every bw unit where no hardcounters existed would suck in sc2 or would have to be significantly buffed to be a hardcounter.

Well, they don't need to be made with exact stats. But we want a unit that burrows and does damage in area that is not a free unit.
If Lurkers had good Antiarmored damage and lets say range 7 they could work in combinations with lings or roaches that would tank. Or with Fungal or Cloud.
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
May 20 2014 01:36 GMT
#929
On May 20 2014 01:24 Hider wrote:
Show nested quote +
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


Hmmm, was wondering If you could test my proposal changes from page 44 ??

(Was basically saying instead of 12 dps of locusts, make it that it is 6x2 instead, and test it how it works vs Protoss with Guardian Shield, Terran Thors, building armors/planetaries, or even Ultralisks, while basically being same to everything else I think) :D
Another world, another place, another universe, won the race.. :) ;) :P
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 20 2014 03:03 GMT
#930
On May 20 2014 06:43 Squat wrote:
Show nested quote +
On May 20 2014 06:41 Waise wrote:
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?

Mostly because they suck. They actually tried implementing lurkers way back in WoL alpha/beta, but they just couldn't compete in a world with stimmed marauders and immortals.


Actually its because they are BW units. Having terribly designed units that don't work in the game never stopped Blizzard from trying anyway.

As long as it was created by the SC2 team, they will try 100x harder to make it work. If it was a BW unit, it just "wasn't meant for esports".
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-05-20 06:50:09
May 20 2014 06:47 GMT
#931
On May 20 2014 12:03 sluggaslamoo wrote:
Show nested quote +
On May 20 2014 06:43 Squat wrote:
On May 20 2014 06:41 Waise wrote:
On May 20 2014 06:22 HeavenResign wrote:
On May 20 2014 01:24 Hider wrote:
On May 19 2014 15:59 sluggaslamoo wrote:
https://www.youtube.com/watch?v=-hH2Wl168qE

Hi Blizzard


After having tweaked values in the editor, I discovered that you can actually recreate the Lurker effect by keeping the Swarm Host with tehse changes:

- Locust duration reduced to roughly 3-4 seconds
- Cooldown reduced to around 4-5 seconds
- Swarm host mobility increased
- Locust DPS increased by around 150% (2.5 times)
- The spawn time of Locust eggs set to 0.
- Burrow/unburrow duration reduced

This reduces the effective range of the Locust to around 10 which means Siege tanks can outrange them. On the other hand, they are are really good at holding postions. I would almost argue that they feel better than Lurkers, because they are even more microintensive since you can constnatly unburrow --> reposition --> move them --> reburrow.


This needs to be put in a test map and posted on reddit. Sounds awesome.

sorry if i'm being obtuse, but if the goal is to bring back lurkers via a test map... why not use the actual lurkers that are already in the game?

Mostly because they suck. They actually tried implementing lurkers way back in WoL alpha/beta, but they just couldn't compete in a world with stimmed marauders and immortals.


Actually its because they are BW units. Having terribly designed units that don't work in the game never stopped Blizzard from trying anyway.

As long as it was created by the SC2 team, they will try 100x harder to make it work. If it was a BW unit, it just "wasn't meant for esports".


It was because of Ultralisks and Banelings having splash damage.. They felt it would've been too much for other races to handle Zerg having 3 very good splash ground units (though that "very good" didn't apply to Ultralisks much I think - except that "planetary-bug", lol)..

In WoL alpha they had the Lurkers - those things were OP as f*ck though - Ultralisks didn't have a bonus dalmage vs Armored and had a fairly very low DPS when WoL was released, instead - the Anti-Armored splash damage was the "Lurker thing" instead

Also - there was that "Seismic spines" (iirc the name) upgrade - that would increase their range from 6 up to 9 - same as Colossi (and same as Vikings - they too had 6 range and an upgrade for +3 range when they released them).. So yah - they were basically OP, and would've rendered Ultralisks useless
Another world, another place, another universe, won the race.. :) ;) :P
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
May 20 2014 07:49 GMT
#932
That is why you don't give them 9 range lol. But they could still work with proper balancing and combining them with other units. In WoL beta everyone was crap, so of course people didn't know how to play vs lurkers and "weaker" lurkers were not tested.
MrTortoise
Profile Joined January 2011
1388 Posts
May 20 2014 08:17 GMT
#933
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.

Is the unit broken or is there simply a more fun possible configuration?

I think they should look at it as swarmhosts exerting a certain amount of power in terms of dps and hp and play with varying that by changing the following

their range of travel
the range of units - mele would be better imo then when attacking tanks you get splash from other tanks
the rate of production - a constant stream of weaker units could be more interesting perhaps. (less dmg more hp).

This might produce a swarmhost that basically produces a meat shield.
Personally i have the way swarmhosts tear through hellbats.
Big J
Profile Joined March 2011
Austria16289 Posts
May 20 2014 08:35 GMT
#934
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.
Tuczniak
Profile Joined September 2010
1561 Posts
May 20 2014 09:22 GMT
#935
If anyone wants to go ahead and redesign SH/create new unit instead. They shouldn't focus on making it "like a lurker", but rather create one that in a combination with other units can fullfill the current role of SH. So make one, and show us how it can fight mech armies, standard protoss deathball and skytoss. All that and in more fun way.
submarine
Profile Joined March 2012
Germany290 Posts
Last Edited: 2014-05-20 09:30:12
May 20 2014 09:25 GMT
#936
On May 20 2014 17:35 Big J wrote:
Show nested quote +
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.


The swarmhost is a siegeunit in the true sense of the word. Siege units are not necessarily units that crush through defenses in a short time period. Establishing a blockade and winning by attrition is also a valid way to siege an enemy. And that is exactly what the swarmhost does. The longest siege in history took 21 years! WIKILINK

If this is a good game mechanic is another discussion.
Big J
Profile Joined March 2011
Austria16289 Posts
May 20 2014 09:32 GMT
#937
On May 20 2014 18:25 submarine wrote:
Show nested quote +
On May 20 2014 17:35 Big J wrote:
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.


The swarmhost is a siegeunit in the true sense of the word. Siege units are not necessarily units that crush through defenses in a short time period. Establishing a blockade and winning by attrition is also a valid way to siege an enemy. And that is exactly what the swarmhost does. The longest siege in history took 21 years! WIKILINK

If this is a good game mechanic is another discussion.


A siege engine is a device that is designed to break or circumvent city walls and other fortifications in siege warfare.

What you describe is just a regular army positioned in a way that does some form of indirect damage, like a blockade of waterways, streets etc. or raiding parties to starve a place.
submarine
Profile Joined March 2012
Germany290 Posts
May 20 2014 09:58 GMT
#938
On May 20 2014 18:32 Big J wrote:
Show nested quote +
On May 20 2014 18:25 submarine wrote:
On May 20 2014 17:35 Big J wrote:
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.


The swarmhost is a siegeunit in the true sense of the word. Siege units are not necessarily units that crush through defenses in a short time period. Establishing a blockade and winning by attrition is also a valid way to siege an enemy. And that is exactly what the swarmhost does. The longest siege in history took 21 years! WIKILINK

If this is a good game mechanic is another discussion.


A siege engine is a device that is designed to break or circumvent city walls and other fortifications in siege warfare.

What you describe is just a regular army positioned in a way that does some form of indirect damage, like a blockade of waterways, streets etc. or raiding parties to starve a place.


The swarmhost is a unit that creates a siege not a siege breaker. Its still a "siege unit" if it does that. There is nothing wrong with that per se.
404AlphaSquad
Profile Joined October 2011
839 Posts
May 20 2014 15:59 GMT
#939
On May 20 2014 18:25 submarine wrote:
Show nested quote +
On May 20 2014 17:35 Big J wrote:
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.


The swarmhost is a siegeunit in the true sense of the word. Siege units are not necessarily units that crush through defenses in a short time period. Establishing a blockade and winning by attrition is also a valid way to siege an enemy. And that is exactly what the swarmhost does. The longest siege in history took 21 years! WIKILINK

If this is a good game mechanic is another discussion.


I wouldnt be surprised if future swarmhost zvz would take 21 years also. But its questionable if that would be good game design.
aka Kalevi
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2014-05-20 16:09:55
May 20 2014 16:09 GMT
#940
On May 21 2014 00:59 404AlphaSquad wrote:
Show nested quote +
On May 20 2014 18:25 submarine wrote:
On May 20 2014 17:35 Big J wrote:
On May 20 2014 17:17 MrTortoise wrote:
Gotta say ti seems strange that when you think about what the races embody you have zerg being the race with the best siege units and the terran with the seige tank that gets turned into a pewpew cannon.


Hahahaha lol. Siege units? Lol. When was the last time a Swarm Host broke a position? A siege unit is something that actually does damage. That actually kills you if you don't engage it. Something that KILLS a defensive position, not against which you build even more walls and defenses. The Swarm Hosts absolutly fullfills no siege purpose in the current metagame. It's just plain shit at sieging. The only thing it does is force the opponent into turtling, which is the opposite of what a siege unit does. A siege unit punishes that.

Zerg as it stands has no good siege unit at all. The SH doesn't fullfill that purpose, the Broodlord is pretty bad and the Infestor only tickles opponents and not even buildings.

Try Colossus or Tempest for siege unit, because they are about the only siege units universally used at all in this game.


The swarmhost is a siegeunit in the true sense of the word. Siege units are not necessarily units that crush through defenses in a short time period. Establishing a blockade and winning by attrition is also a valid way to siege an enemy. And that is exactly what the swarmhost does. The longest siege in history took 21 years! WIKILINK

If this is a good game mechanic is another discussion.


I wouldnt be surprised if future swarmhost zvz would take 21 years also. But its questionable if that would be good game design.


inb4 Real Life is badly designed.
Prev 1 45 46 47 48 49 53 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#19
RotterdaM1713
TKL 725
IndyStarCraft 360
BRAT_OK 175
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1713
mouzHeroMarine 762
TKL 702
IndyStarCraft 345
BRAT_OK 163
UpATreeSC 75
StarCraft: Brood War
Backho 10
Shine 4
Dota 2
Pyrionflax265
NeuroSwarm29
League of Legends
Grubby4195
JimRising 680
Super Smash Bros
PPMD108
Liquid`Ken30
Heroes of the Storm
Liquid`Hasu628
Other Games
summit1g5940
FrodaN2464
C9.Mang0699
Mew2King79
ZombieGrub63
Organizations
Other Games
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Adnapsc2 23
• davetesta4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22991
League of Legends
• TFBlade1547
Other Games
• imaqtpie1476
Upcoming Events
Replay Cast
12h 19m
PiGosaur Monday
1d 2h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
HomeStory Cup
3 days
HomeStory Cup
4 days
BSL: ProLeague
4 days
SOOP
5 days
Sparkling Tuna Cup
5 days
[ Show More ]
HomeStory Cup
5 days
BSL: ProLeague
5 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.