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Active: 1366 users

Blizzard's thoughts on Swarm Hosts - Page 53

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 51 52 53
Gescom
Profile Joined February 2010
Canada3511 Posts
May 22 2014 18:20 GMT
#1041
Got it, thanks! I guess I was looking for Frenzied as opposed to Frenzy. Heh. http://wiki.teamliquid.net/starcraft2/Frenzied
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Code
Profile Blog Joined June 2009
Canada634 Posts
May 22 2014 18:38 GMT
#1042
On May 23 2014 01:55 Big J wrote:
Show nested quote +
On May 23 2014 01:52 Existor wrote:
On May 23 2014 01:02 Big J wrote:
On May 23 2014 00:44 SC2Toastie wrote:
On May 23 2014 00:38 Big J wrote:


Little demonstration I made. The info in the video is wrong though, it can't attack air with that attack as it says.

Private?

thx. Should be fixed now

Looks really strange and a bit weird, sorry. Constantly burrowing and unburrowing can be kinda annoying


oh sorry, that is just the attack animation of SHs. They aren't even unburrowed as far as I have tested. I guess I gotta play with that actor a little to turn that off, it looks really shitty.

I actually just wanted to point at the projectile concept and the rough idea of the direction of its stats.

I thought it was pretty cool. A dodgeable projectile would be interesting.

Nice idea
error_wezt
Profile Joined August 2010
Sweden8 Posts
May 23 2014 09:05 GMT
#1043
On May 23 2014 03:38 Code wrote:
Show nested quote +
On May 23 2014 01:55 Big J wrote:
On May 23 2014 01:52 Existor wrote:
On May 23 2014 01:02 Big J wrote:
On May 23 2014 00:44 SC2Toastie wrote:
On May 23 2014 00:38 Big J wrote:
https://www.youtube.com/watch?v=ou7IsTVHeeA&feature=youtu.be

Little demonstration I made. The info in the video is wrong though, it can't attack air with that attack as it says.

Private?

thx. Should be fixed now

Looks really strange and a bit weird, sorry. Constantly burrowing and unburrowing can be kinda annoying


oh sorry, that is just the attack animation of SHs. They aren't even unburrowed as far as I have tested. I guess I gotta play with that actor a little to turn that off, it looks really shitty.

I actually just wanted to point at the projectile concept and the rough idea of the direction of its stats.

I thought it was pretty cool. A dodgeable projectile would be interesting.

Nice idea



It's nice, but it's basically more or less a lurker without splash?
Big J
Profile Joined March 2011
Austria16289 Posts
May 23 2014 09:24 GMT
#1044
On May 23 2014 18:05 Mazuuurk wrote:
Show nested quote +
On May 23 2014 03:38 Code wrote:
On May 23 2014 01:55 Big J wrote:
On May 23 2014 01:52 Existor wrote:
On May 23 2014 01:02 Big J wrote:
On May 23 2014 00:44 SC2Toastie wrote:
On May 23 2014 00:38 Big J wrote:
https://www.youtube.com/watch?v=ou7IsTVHeeA&feature=youtu.be

Little demonstration I made. The info in the video is wrong though, it can't attack air with that attack as it says.

Private?

thx. Should be fixed now

Looks really strange and a bit weird, sorry. Constantly burrowing and unburrowing can be kinda annoying


oh sorry, that is just the attack animation of SHs. They aren't even unburrowed as far as I have tested. I guess I gotta play with that actor a little to turn that off, it looks really shitty.

I actually just wanted to point at the projectile concept and the rough idea of the direction of its stats.

I thought it was pretty cool. A dodgeable projectile would be interesting.

Nice idea



It's nice, but it's basically more or less a lurker without splash?


Hm, to clarify how this works exactly:

It's a 10range double projectile with no splash.
It is shot like a normal attack, but with three twists compared to a normal target:
1) It doesn't follow the unit, so a moving target may dodge it
2) It hits the first target along its way
3) It travels 3range further than the the place it was shot at

I thought 1) and 2) made for interesting micro interactions, like avoiding the projectile with spreads or reactive movement or putting something in the way of the projectiles. Meanwhile it doesn't influence its siege capabilities.
3) prevents that units can just take a tiny step backwards and avoid any hits. And maybe somecould abuse it somehow.
Also, each of the projectiles is calculated separately, so you can get hit only by the left, but not by the right if you are on the left.
Imo it keeps a bit of the feel of the swarm host (dodge the locusts; protect your frontrows; visually the projectile is a locust) but is just much more reliable for both sides and doesn't include any Hitpoint interaction that forces enemys to kill free units.

I think apart from that it is a burrowed unit with a ranged attack, it actually doesn't share a lot with the lurker.
Tentative
Profile Joined June 2012
United States17 Posts
June 16 2014 14:38 GMT
#1045
How in the world does the viper have enough strength to pull a collosi ( Probably pretty heavy) and no enough to just knock it over XD I hate vipers....
Why do you care so much about the meaning of your life? Why not overall Existence?
myndkf
Profile Joined May 2014
1 Post
Last Edited: 2014-06-20 07:44:49
June 20 2014 04:59 GMT
#1046
The problem with swarm hosts is not because it builds free units, BUT it builds free units while requiring basically no micro, and can be mass produced.

Take the brood lord. Although they can be mass produced they're a t3 unit, and the draw back is that they are ridiculously slow. Without proper support units they will get ravaged by an opponents AA. Their spawned units block movement however they don't produce so many broodlings.

Carriers are t3 and can not be mass produced all at once. This ensures that the Protoss cannot build 10 at a time like Zergs SH and even have interceptors ready to go all at once. A large amount of carriers can only snowball if not dealt with but as always a Zerg can mass produce counters upon seeing even lots of carriers, even if they let a toss snowball. Their interceptors actually have a cost, and take time to build. When they die, they are useless and need to be rebuilt for a cost AND time and can only be built ONE at a time. Although the benefit is that they are air and can move around more freely than BL and swarm hosts.

Swarm hosts,
Can be mass produced all at once and have locusts ready straight away. They aren't t3 units, and produce locusts, rallied and left alone WHILE focusing on micro on other units or macro.
Opponents need AOE to deal with locusts, and will get hit nevertheless and therefore will slowly die if the actual SH aren't taken out. Because they move quickly you can simply unburrow when in danger but will generally still have spines and units to support.
The thing is, having a unit that spawns free units and have great dps which require AOE to deal with, has too many upsides.
The other simple fact where Zerg can mass produce them and have locusts ready to use makes it hard to counter.
On top of that, making a counter like colossus or tanks to deal with killing LOCUSTS not SH themselves already takes so much resources and TIME.
All us Zergs needs to is tech switch, and it's pretty much GG with Zerg being able to do a full switch easily unlike other races..

Call it what you want, Zergs style is to tech switch. I agree, however SH just have terrible gameplay, they have too much upside and require too much to counter.
The worst thing is holding it off but not being able to kill them yet when you have the units, they simply tech switch.
Since they don't need micro the Zerg can focus too much on other tasks, and any decent Zerg will have static defense to deal with drops.

Some fixes to look at (tweaked or whatnot, and not all at once obviously) may include:
- starts with costs to produce locusts
- manually release swarms
- each swarm takes more time to produce the longer they burrow to encourage more micro
- locusts do less dps but just enough to hold pushes, but not enough to slowly kill the opponent without even watching.. Encourages more action and unit balance and attacks
- manually send locusts, SH lose hp or minerals for every locust killed to encourage tactical spawning instead of unlimited and leave and forget
- SH have same movement speed but slow acceleration
- can be attacked in animation when spawning locusts, so if opponent is on top, they can attack a few times instead of just running back dealing with locusts, encourages better positioning of SH
- have a drone morph into SH building that can only produce 2 at a time (can still mass produce if building multiple buildings) but must weigh the cost factor, gives more time to deal with SH for opponent

At the moment using SH really has no downside and blizzard should encourage something to make us Zergs weigh up our options instead of giving an easy option
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
June 20 2014 05:51 GMT
#1047
On June 20 2014 13:59 myndkf wrote:
The problem with swarm hosts is not because it builds free units, BUT it builds free units while requiring basically no micro, and can be mass produced.

Take the brood lord. Although they can be mass produced they're a t3 unit, and the draw back is that they are ridiculously slow. Without proper support units they will get ravaged by an opponents AA. Their spawned units block movement however they don't produce so many broodlings.

Carriers are t3 and can not be mass produced all at once. This ensures that the Protoss cannot build 10 at a time like Zergs SH and even have interceptors ready to go all at once. A large amount of carriers can only snowball if not dealt with but as always a Zerg can mass produce counters upon seeing even lots of carriers, even if they let a toss snowball. Their interceptors actually have a cost, and take time to build. When they die, they are useless and need to be rebuilt for a cost AND time and can only be built ONE at a time. Although the benefit is that they are air and can move around more freely than BL and swarm hosts.

Swarm hosts,
Can be mass produced all at once and have locusts ready straight away. They aren't t3 units, and produce MANY locusts, rallied and left alone WHILE focusing on micro on other units or macro.
Opponents need AOE to deal with locusts, and will get hit nevertheless and therefore will slowly die if the actual SH aren't taken out. Because they move quickly you can simply unburrow when in danger but will generally still have spines and units to support.
The thing is, having a unit that spawns free units and have great dps which require AOE to deal with, has too many upsides.
The other simple fact where Zerg can mass produce them and have locusts ready to use makes it hard to counter.
On top of that, making a counter like colossus or tanks to deal with killing LOCUSTS not SH themselves already takes so much resources and TIME.
All us Zergs needs to is tech switch, and it's pretty much GG with Zerg being able to do a full switch easily unlike other races..

Call it what you want, Zergs style is to tech switch. I agree, however SH just have terrible gameplay, they have too much upside and require too much to counter.
The worst thing is holding it off but not being able to kill them yet when you have the units, they simply tech switch.
Since they don't need micro the Zerg can focus too much on other tasks, and any decent Zerg will have static defense to deal with drops.

Some fixes to look at (tweaked or whatnot, and not all at once obviously) may include:
- starts with costs to produce locusts
- manually release swarms
- each swarm takes more time to produce the longer they burrow to encourage more micro
- locusts do less dps but just enough to hold pushes, but not enough to slowly kill the opponent without even watching.. Encourages more action and unit balance and attacks
- manually send locusts, SH lose hp or minerals for every locust killed to encourage tactical spawning instead of unlimited and leave and forget
- SH have same movement speed but slow acceleration
- can be attacked in animation when spawning locusts, so if opponent is on top, they can attack a few times instead of just running back dealing with locusts, encourages better positioning of SH
- have a drone morph into SH building that can only produce 2 at a time (can still mass produce if building multiple buildings) but must weigh the cost factor, gives more time to deal with SH for opponent

At the moment using SH really has no downside and blizzard should encourage something to make us Zergs weigh up our options instead of giving an easy option

SH style is very immobile, which is definitely a downside. They also do require micro to use effectively. If you bunch up all your SH and just leave them to rally somewhere, most of the time a good player will just kill you. They have to be constantly re positioned a lot of the time unless they're containing a player so all exits are covered.

If you think it's just an easy option you either haven't tried other options enough or you're playing at too low of a level to get punished for lazy SH control.

I will say this though, they can make for some really interesting plays or really boring games. I've seen Snute use them really well against mech and protoss, where he has groups of them in multiple places and is very aggressive. On the other hand, players like Stephano use them to create some of the longest, most boring turtle style games ever.
ThirdDegree
Profile Joined February 2011
United States329 Posts
June 20 2014 06:00 GMT
#1048
What if the locust slowly lost health over time as opposed to a straight timed death (they could have a bit more health to compensate for the weakness) and the upgrade further increased their hp. This would make is so SH that are across the map are substantially weaker, and allow the defender to actually get some units up and mount an offense. Not sure if this would nerf them in to the ground or if it would actually help and force the SH player to be much more mobile with them (although I hate playing against SH, I do understand that you need to babysit them heavily to be effective, which can be quite taxing)
I am terrible
Tyrhanius
Profile Joined April 2011
France947 Posts
June 20 2014 06:28 GMT
#1049
On May 23 2014 18:24 Big J wrote:
Show nested quote +
On May 23 2014 18:05 Mazuuurk wrote:
On May 23 2014 03:38 Code wrote:
On May 23 2014 01:55 Big J wrote:
On May 23 2014 01:52 Existor wrote:
On May 23 2014 01:02 Big J wrote:
On May 23 2014 00:44 SC2Toastie wrote:
On May 23 2014 00:38 Big J wrote:
https://www.youtube.com/watch?v=ou7IsTVHeeA&feature=youtu.be

Little demonstration I made. The info in the video is wrong though, it can't attack air with that attack as it says.

Private?

thx. Should be fixed now

Looks really strange and a bit weird, sorry. Constantly burrowing and unburrowing can be kinda annoying


oh sorry, that is just the attack animation of SHs. They aren't even unburrowed as far as I have tested. I guess I gotta play with that actor a little to turn that off, it looks really shitty.

I actually just wanted to point at the projectile concept and the rough idea of the direction of its stats.

I thought it was pretty cool. A dodgeable projectile would be interesting.

Nice idea



It's nice, but it's basically more or less a lurker without splash?


Hm, to clarify how this works exactly:

It's a 10range double projectile with no splash.
It is shot like a normal attack, but with three twists compared to a normal target:
1) It doesn't follow the unit, so a moving target may dodge it
2) It hits the first target along its way
3) It travels 3range further than the the place it was shot at

I thought 1) and 2) made for interesting micro interactions, like avoiding the projectile with spreads or reactive movement or putting something in the way of the projectiles. Meanwhile it doesn't influence its siege capabilities.
3) prevents that units can just take a tiny step backwards and avoid any hits. And maybe somecould abuse it somehow.
Also, each of the projectiles is calculated separately, so you can get hit only by the left, but not by the right if you are on the left.
Imo it keeps a bit of the feel of the swarm host (dodge the locusts; protect your frontrows; visually the projectile is a locust) but is just much more reliable for both sides and doesn't include any Hitpoint interaction that forces enemys to kill free units.

I think apart from that it is a burrowed unit with a ranged attack, it actually doesn't share a lot with the lurker.

These SH really seem useless, like they only do 1 attack then die vs A move, The range is way too short. Test some SHs vs colossus/void/observer, pretty sure P a aclik and close his eyes, he has lost nothing, and there is no SH anymore.

Even vs your roach it's seem so useless, you only have to a click into SH you will suffer minimal loss. And you can dodge it too. FG seem to be way better than this as DPS, and we all now it's bad.
Deleting SH seem pretty the same than this.
ElMeanYo
Profile Joined March 2011
United States1032 Posts
Last Edited: 2014-06-20 06:35:56
June 20 2014 06:35 GMT
#1050
On June 20 2014 13:59 myndkf wrote:
Can be mass produced all at once and have locusts ready straight away. They aren't t3 units, and produce MANY locusts, rallied and left alone WHILE focusing on micro on other units or macro.


This is exactly why I love them so much. My favorite unit in SC2. I hope instead of changing them they just make it a bit easier to deal with them. Update something on the other two races that could help with that.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
varsovie
Profile Joined December 2013
Canada326 Posts
June 20 2014 17:10 GMT
#1051
On June 20 2014 15:35 ElMeanYo wrote:
Show nested quote +
On June 20 2014 13:59 myndkf wrote:
Can be mass produced all at once and have locusts ready straight away. They aren't t3 units, and produce MANY locusts, rallied and left alone WHILE focusing on micro on other units or macro.


This is exactly why I love them so much. My favorite unit in SC2. I hope instead of changing them they just make it a bit easier to deal with them. Update something on the other two races that could help with that.


The counters where in BW, 2supply tanks, reavers and lurkers.

What I hate of SH is the projection of force that can be made with nearly no risk. I'd like the locust to loose HP (aka effectiveness) over distance, still giving them lots of utility in stoping and army, adaing your own or even "scout" or harass mineral lines.

Or even better, make the SH looses a bit of health at each spawn, making them more "time limited" (if you don't wanna loose you need to wait between waves) or harder to mass/use (you'd need queens for constant locust production).

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