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Pro Opinions: Changes to the Swarmhost and Raven

Forum Index > SC2 General
73 CommentsPost a Reply
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Pro Opinions: Changes to the Swarmhost and Raven

Text byZeromuS
Graphics byMeru, SHIROIUSAGI
January 30th, 2015 02:54 GMT

TL Strategy Presents

Pro Player Opinions:

Latest Changes to Swarm hosts and Ravens



Pro opinions: Proposed Changes (January 20 2015)


It’s been a while since a proposed balance change, and while this list includes only two new changes, they are massive. As always, TL Strategy has reached out to pro gamers and asked their opinions on the new changes. This round of changes include the redesigned swarm host idea from LotV, and a revamped PDD timing which are as follows:


  • All Swarm Host changes from Void carried over to HotS.

    • Spawn Locust can now be used while unburrowed, but must be manually activated.
    • Locusts have been buffed and can be upgraded at Tier 3 to fly over terrain. They must then swoop down to the ground to engage.

    New swarm host + Show Spoiler +
    Swarm Host

    • 100/200/40
    • 4 Supply
    • No longer start with Burrow
    • Enduring Locusts upgrade is no longer available.
    • Evolve Flying Locust upgrade has been added.


    Spawn Locust
      Cooldown 60 seconds
      Can be cast while burrowed or unburrowed.
      Must be manually cast. No longer has auto-cast.
      Spawns 2 Locusts. Locusts have a 30 second timed life.


    Locust
    • 12 damage
    • 0.6 weapon speed
    • 30 second duration


    Evolve Flying Locust
    • Requires Lair
    • 200/200/160
    • Allows Locusts spawned by Swarm Hosts to fly. Flying Locusts can use Swoop to land and attack.
    • Swoop: Orders the Locust to land at the targeted location, allowing it to attack.


  • Raven Point Defense Drones duration decreasing to 20 seconds









How do you think this affects late game Zerg play vs Protoss or Terran?




[image loading] CMStorm_Polt: It seems good that Swarm Hosts will gain more utility, but their new price seems somewhat expensive... it's something I'd have to play against in a real game to know.



[image loading]Axiom_Alicia: I don't think they are bad changes. I'm not entirely sure about the specific numbers/stats on the new Swarm Host will end up playing out, so I can't really say how games will change. Since colossi will be unable to hit flying locusts, I'm wondering how Protoss is going to deal with them.



[image loading] mY_ijjakji: Just going off this change, I can't say that it's good or bad that Blizzard is willing to make such big changes. But given that PvZ had a lot of games that dragged out very long, I think it's good that Blizzard recognized there was a problem and wanted to test changes to fix it. Long Swarm Host games in ZvP are boring for both the players and the spectators, so it's a good test.



[image loading] Axiom_Impact: I think it will be about the same. It's not like locusts can attack while flying, so even in the late game I don't think much will change.



[image loading]Axiom_Crank: It's true that Zerg will have more things to micro since locust spawning won't be automatic anymore. However, due to the improved mobility of swarm hosts/locusts, I don't think we'll reach the end game scenarios where Protoss plays mass air.



[image loading] Liquid_TLO: Well, hard to tell right now. The flying locusts will make Collosus less effective at picking them off before they deal damage.
You will also be able to spread the more easily as the Locusts won't clump up because of terrain, so you can magic box them to reduce the damage of storm. On top of that it'll be harder to get to that stage as Protoss. So I think it'll be fine.



[image loading] Liquid_Bunny: Since i'm not playing this match up myself it's hard to tell, but all my zerg teammates seems to be of the opinion that swarm hosts are the only viable option late game. The good news is that with the new swarm host, zerg might be able to trade better in the mid game or do harassment much better. In TvP terran also has a big disadvantage late game, but the match up is still balanced simply due to the amount of pressure terran can put up in the mid game. So perhaps it's possible for ZvP to function in the same manner, though i do feel it's more fun if both races has a shot at an end game goal, as long as the games aren't drawn out.



[image loading]EG_HuK: Skytoss has always been a response to SH not the other way around. Even when Zerg goes mass spore/corruptor/viper it is still very good vs sky toss, zerg can and do win on a regular basis vs it. So argument doesn't really make sense to me.



[image loading] mYi_Kane: I think protoss will probably gain the edge in the late game, but i don't think it'll be so easy for them to get there; at least hopefully not. zerg to me has always been a "kill them in the midgame" kind of race anyways, and the way swarmhosts were being used didn't feel zerg-like to me in the first place.



[image loading] coL_Moosegills: The skytoss/ht composition is not actually a problem for zergs currently because of the Protoss doesn't maintain colossus is their composition the zerg will always be able to kill the high Templar through fungal + locust, and then the air army will just die to vipers. Due to the locust frequency changes, it is unlikely that zerg will be able to deal with the ht/skytoss composition in lategame, however there will be more harassment options to stop Protoss from getting to that late game and it should even things out.


Do you think that the new Swarmhosts will be used to split maps as they are now, or harass with flying locusts?




[image loading]Axiom_Alicia: The manual spawning of locusts seems to be trying to force multi-tasking on Zerg. However, the ability to spawn locusts without burrowing also means it makes it easier for Zerg to hit and run, so I don't think it makes microing Swarm Hosts that much harder. On top of that the locusts are stronger, which will make it tough for Protoss to face them.



[image loading] Axiom_Impact: I don't think things will change that much.



[image loading]Axiom_Crank: Because of the price and supply change, as well as the locust timer going up, it seems like they'll be easier to handle than current Swarm Hosts.



[image loading] Liquid_TLO: Games will become ridiculously aggressive I think, zvp will hopefully look much more like zvt after this change.
There should be fights all over the map with small task forces, trying to pull the enemy out position to kill a base or blink on top of exposed Swarmhostrs.



[image loading] Liquid_Bunny: If the spawn timer is doubled then it shouldn't be possible to rely on a big swarm host count, since you can kill the first wave and then zergs army value will simply be too low to defend. They should be better as harasment units, or just aggro units for timings. I think they will be especially powerful on maps with pocket naturals like nimbus, or just maps with favorable air space design in general.



[image loading]EG_HuK: I'm not sure about this TBH. The biggest thing is that they will become more micro intensive. That's the biggest difference for me, instead of them just being very easy to use they will actually take skill/time/clicks now which will take away from other aspects of zerg play and open the game up.



[image loading] mYi_Kane: i think with the new delayed spawning time of the locusts you won't be able to mass swarmhosts like you could before they won't be able to split the map like they did before, like i said the spawning time will have a huge effect on that, and they'll probably be used in a fewer number for a more mobile harass kind of unit.



[image loading] coL_Moosegills: Since the new cooldown for spawning locusts is 60 seconds and the locusts are only alive for 30 seconds it is unlikely they will still be used in split map styles. Combined with the fact that the flying locust upgrade is available at lair I expect swarmhosts to turn into primarily harassment units


Do you think the PDD change is too much?



[image loading] CMStorm_Polt: I think reducing the PDD time to 20 seconds is a bit too much, I think it should be around 45 seconds to one minute at least.



[image loading] Axiom_Heart: I though the duration of PDD's was a bit long before, but reducing it to 20 seconds is too short.



[image loading] mYi_jjakji:I don't think it's reasonable to nerf the PDD without giving Ravens a buff in return. It's not the PDD that causes the late-game stalemates in TvZ – it's Swarm Hosts. Once Zerg is in place with lines of crawlers and Swarm Hosts, Terran needs the PDD's to even get up to 50/50 in that situation.



[image loading] Axiom_Ryung: PDD's usually got destroyed before their timers ran out, so I don't think a nerf is neccesary.

[image loading] Liquid_TLO: I personally never had any issues with playing against mech, so I'm just taking this as a gift that'll make my life much easier vs Terran.



[image loading] Liquid_Bunny: I'm not even sure on why this PDD nerf is coming, i'm all for nerfing turtle play so i don't mind though. The thing is that flying locust should make turtle mech unplayable, even with PDD, flying locusts swoop down and your tanks kill eachother just from the splash. You can also raid the terrans main and he will not be able to block it, unless there's some way to kill the locust will they are in the air.



[image loading]EG_HuK: This is a question generally only important in TvZ mech it seems. I mean it's a pretty big nerf, but Mech is already more and more viable these days. Will be hard to say when the meta completely changes because of the SH changes; we sha'll see.



[image loading] mYi_Kane: PDD change is great!!



[image loading] coL_Moosegills: Point defense drone is the defensive stepping stone that allows Terran to defend long enough to get mass raven in the late late game. With the PDD nerf the ability for Terran to mass Ravens will be greatly hindered.


Do you want to see these changes go soon or after a long period of testing?



[image loading] CMStorm_Polt: I think the attempt itself is good, and we need continuous change going forward. Right now besides ZvP, all of the match-ups tend to play out in the same way, and it's something that's criticized by the fans. I hope they can look into this.



[image loading] Axiom_Heart: I can't understand putting through such a big patch toward the end of HotS, but it will definitely make an impact on how games are played once Swarm Hosts come out.



[image loading] mYi_jjakji: I think the Swarm Host changes are worth testing. However, it's likely to drastically change how the game plays out, so it should only be patched in after extensive testing.



[image loading] Axiom_Ryung: I've never really given patches that much thought up till now, but I think this swarm host patch might not be a good idea. Players put in a lot of practice to form the builds and strategies with which the game is played, and this is the first time it feels like a single patch could change everything drastically.



[image loading] Axiom_Impact: I'm a bit taken aback because it's such an extreme change. There's nothing I'd specifically like Blizzard to look at.



[image loading]Axiom_Crank: First off, please do something about maphacking. From our point of view, we can't understand how there's no response at all, no matter how many reports we send or how many messages we send through social media. Even if something is done, it happens very late.



[image loading] Liquid_TLO: Oh I'd love it if it just comes out right away, I think it would make the game much more interesting than it is right now. We haven't had any changes for a while and everyone has disliked the swarmhost ever since it came out, this update will bring some fresh which is very needed until LOTV comes out.



[image loading] Liquid_Bunny: Honestly i would like to see it implemented as soon as possible, i'm really happy that blizzard is willing to go through with big changes like these pre-lotv. To me the last balance patch feels like it happened forever ago, in general i actually like as many patches as possible since it keeps the game fresh.



[image loading]EG_HuK: Widow mines should of been pushed through IMO. They are still ridiculously strong and almost always cost efficient no matter what use; sometimes can totally win a game. I would rather see the changes come out sooner rather than later.



[image loading] mYi_Kane: i want the changes to come out asap, i think turtle mech and turtle SH is really dumb and should be changed immediately to make the viewer AND player experience more enjoyable, even if it is kind of midseason. the widow change probably is a bigger deal in pvt, but in zvt i've found it pretty balanced recently



[image loading] coL_Moosegills: I would like the see these changes come out as soon as possible, keeping in mind the affect of ongoing tournaments. With pro league going on nearly constantly the best you could ask for regarding a patch release date is worked around the wcs/gsl playing schedule


With zerg being more harassment focused with this change, do you foresee any cool playstyles that could come out of this?



[image loading] Liquid_TLO: I'm already using aggressive Swarmhosts, now it'll be easier cause you can actually move them off creep without risking as much. It should lead to a much more flexible mid to late game. Swarmhost timings to break 3rds will become a really big threat, especially with the hive follow up to hit anywhere you want. I think it'll feel similiar to playing bio vs Protoss. You'll hit really hard in 2 different spots with your first swarmhost timing. Then once your flying locusts finish any base is fair game. Protoss will have to be super good at retaining their unit count. Else they won't be able to keep up I believe.



[image loading] Liquid_Bunny: I haven't seen nor played any games on the balance test map, so my opinions are purely from theorizing. I'm still not really a fan of the swarm host, even in it's changed state. However you might be able to pull off some serious map abuse with the new flying locust, i'm looking forward to seeing how that develops. I hope we won't have to restrict map design even further, between blink all ins, force fields and flying locust map makers should have their hands full.



[image loading]EG_HuK: I think zerg will rely more on roaches again in all matchups. Lately we've been seeing more early game aggresive zergs and it has been working for them at the highest level. Really depends obviously all races will adapt to new trends so I'm not sure where the accepted meta will end up.



[image loading] mYi_Kane: It seems to me that some cool stuff like a muta/ling with a few swarmhosts in zvp just to go harass mineral lines on stuff could be really really cool. i'm really looking forward to some cool new innovative playstyles,



[image loading] coL_Moosegills: I haven't played or watched too many lotv mod games. Drawing inspiration from the impact vs crank highlight clip I expect zergs will often get a handful of swarmhosts for harassment while doing tech switches between ground compositions and mutalisks as a standard way to play ZvP.


Have you played any of the balance test maps previously?



[image loading] CMStorm_Polt: I don't play them unless I have a very specific reason to. I'm already busy enough practicing.



[image loading] Axiom_Heart: I've only played them in some event matches on our team.



[image loading]Axiom_Alicia: I don't play the balance test maps. There's no advantage to being a tester. It's tough to find a practice partner who wants to play them, and it's just a waste of time for someone who's competing in a tournament.



[image loading] mYi_jjakji: If Blizzard wants more active participation, I think they'd have to give something to the players who actively help out in testing the map. That, or they might be better off going directly to specific teams or players for help. If they put out a test map and blindly ask people to try it out, I don't think players are going to cut into their practice time to play it. When you're a player who has a tournament to play, you honestly don't feel that there's any real need to play a test map.



[image loading] Axiom_Ryung: In a situation where you don't know whether the changes will even be applied or not, there's really no reason to play it. It's fine to just try it out through ladder after the patch goes through.



[image loading] Axiom_Impact: I don't play it much – I'm busy enough playing HotS.



[image loading]Axiom_Crank: I don't play games on the test map. Yes, pros need to play the test maps and give Blizzard feedback for good balance matches to come out. However, progamers have a lot of tournaments to worry about, and it's not like you can figure out a balance test map with just a handful of games. It's something that takes a few months of observation, so most people end up not even trying. In this regard, it would be great if we could find a really innovative way of testing. In the present system, it just isn't realistic to expect progamers to participate voluntarily.




Brought to you by the TL Strategy Team
Interviews by: Waxangel, Peanuts, Jer99
Thank you to Olimoley, and all the players who contributed.
Graphics: Shiroiusagi, Meru
Editors:Jer99, NovemberStorm

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StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
PrAsty
Profile Joined July 2009
Canada21 Posts
January 30 2015 03:12 GMT
#2
i think this is generally a bad idea. While I am a fan of less raven and SH bull. the idea was proposed for HOTS with zerg having other options in the mid game (lurkers and whatever roaches become) without these additions, it feels like a massive nerf and forcing zergs to either roach-hydra, muta ling, bling or some earlier all in for the vs terran meta. not too sure on TvP or PvZ yet.
Garemie
Profile Joined April 2011
United States248 Posts
January 30 2015 03:13 GMT
#3
Just heads up, the image on the front page does not link to the article.

Bomber | CJ herO | Snute
Master of DalK
Profile Blog Joined June 2012
Canada1797 Posts
January 30 2015 03:14 GMT
#4
Kane's answers are great. Actually, Kane in general is great.

It does seem like the general consensus on the way the testing system is currently, is not great and I'd have to agree. I've always tried to play the test maps but it's really difficult to do when the only people I can play against aren't actually people (A.I's) as I'll get bored of waiting for someone to join or finding someone to play with me.
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
January 30 2015 03:17 GMT
#5
On January 30 2015 12:13 Jarcraft wrote:
Just heads up, the image on the front page does not link to the article.



ok I fixed it
Moderator
Advantageous
Profile Blog Joined May 2012
China1350 Posts
January 30 2015 03:26 GMT
#6
despite all pro gamer's opinions (whether approve or reject the idea of flying locusts) i dont think flying locusts would be balanced at all... just a thought tho...
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 30 2015 03:29 GMT
#7
These pro opinions aren't as instructive as usual. We will see what will happen I suppose.
H0i
Profile Joined October 2010
Netherlands484 Posts
January 30 2015 03:37 GMT
#8
What about:

A weekly/monthly tournament, with a community donated prize pool, which features balance test maps. They can be the balance test maps made by blizzard, or balance test maps made by others. This way you can test huge changes to the game in a competitive environment, and the viewers get to enjoy some variation. Changes that are proven successful can be considered for the main game.
BernabusStarcraft2
Profile Joined September 2012
Scotland112 Posts
January 30 2015 03:44 GMT
#9
Really enjoyed the amount of koreans that are in this article, and the foreigners were all really good aswell.

Except Moosegills.
Bling. MC. DeMusliM. EG.
vult
Profile Blog Joined February 2012
United States9400 Posts
January 30 2015 03:56 GMT
#10
Flying locusts seem wayyy too strong vs mech. Unless they give Terran more AoE Anti-air to block harassment, it will promote turtle play even more so than currently. Terran will have to sit in their base with mines and thors to defend and idk it seems bad.
I used to play random, but for you I play very specifically.
Lexender
Profile Joined September 2013
Mexico2627 Posts
January 30 2015 04:14 GMT
#11
Interesting opinions, from everybody, everybody agrees with these changes it seems.

Except Huk, but being Huk I'm not surprised by his answers.

Also is interesting that Crank mentions the hackers, players are getting a lot mora vocal about that lately.
BBQchicken
Profile Joined September 2013
United States3 Posts
Last Edited: 2015-01-30 04:31:06
January 30 2015 04:30 GMT
#12
Impact:

"Meh, won't change much."

"Meh, won't change much."

"I don't even know, this is such a huge change!"

Playing his cards close to his chest I see
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 30 2015 04:48 GMT
#13
Sounds like a lot more fun to play with!

Can't you just stagger your SHs to always have a wave out? With the increased damage and swooping you wouldn't need as many locusts per wave to keep the T/P discouraged to walk through the waves.

Also, late-game zerg needs soooo much gas now! :o Maybe that will encourage zergs to take more bases for gas though, which is good I guess.
lestye
Profile Blog Joined August 2010
United States4149 Posts
January 30 2015 05:32 GMT
#14
Is there a solution to get pros to test and give feedback of balance maps? It seems like an awkward place to be in.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
Waxangel
Profile Blog Joined September 2002
United States33325 Posts
January 30 2015 06:03 GMT
#15
thanks to olimoley for getting us the axiom pro opinions!

it's an interesting dilemma that the highest level players are the ones who are typically too busy to play the balance test maps before they come out
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 30 2015 06:27 GMT
#16
On January 30 2015 12:37 H0i wrote:
What about:

A weekly/monthly tournament, with a community donated prize pool, which features balance test maps. They can be the balance test maps made by blizzard, or balance test maps made by others. This way you can test huge changes to the game in a competitive environment, and the viewers get to enjoy some variation. Changes that are proven successful can be considered for the main game.

Something like this seems like a good move. Maybe less frequent (one or at most two tournaments per suggested patch, towards the end when the meta settles a bit) and have a bit more significant prize pool (from blizzard) to top placing player of each race, so that people will play even if the patch turns out to be poorly balanced. Then this should be a decent option for pros that are knocked out of tournaments to make some $$$ at the side.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
January 30 2015 07:14 GMT
#17
These are some fantastic translations, especially Crank's and Jjakji's.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2015-01-30 07:27:43
January 30 2015 07:26 GMT
#18
A "Pro Opinions" piece on the new Swarm Hosts and no Snute in the article, wtf Liquid O_o

On January 30 2015 12:37 H0i wrote:
What about:

A weekly/monthly tournament, with a community donated prize pool, which features balance test maps. They can be the balance test maps made by blizzard, or balance test maps made by others. This way you can test huge changes to the game in a competitive environment, and the viewers get to enjoy some variation. Changes that are proven successful can be considered for the main game.

It's a nice idea, but I'm unsure whether the community support would be important enough, both in terms of viewer and prizepool. We could do the same with maps too, would avoid some disasters in the map pool.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
algue
Profile Joined July 2011
France1436 Posts
January 30 2015 07:38 GMT
#19
The problem remains that when building SH, you just throw free units at your opponent which boring even when you use it at an harassment tool. You don't care about the amount of damage you'll deal or the cost effectivness of your attack since it's free !
It's a cool buff to zerg but it isn't a good revamp of the unit.
rly ?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 30 2015 07:53 GMT
#20
On January 30 2015 16:38 algue wrote:
The problem remains that when building SH, you just throw free units at your opponent which boring even when you use it at an harassment tool. You don't care about the amount of damage you'll deal or the cost effectivness of your attack since it's free !
It's a cool buff to zerg but it isn't a good revamp of the unit.

I never got why free units would be automatically bad tbh. Bad unit design is when a unit doesn't have enough drawbacks to balance its strenghts out, and thus can be absurdly made en masse without problems. And it seems to me that the new SH resolves that issue, because they'll be dead weight half the time + you'll have to babysit them.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
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