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dummy1
Profile Blog Joined April 2018
420 Posts
November 14 2018 11:42 GMT
#41
David Kim. I missed you. Bring back my good old days in HotS.
https://www.youtube.com/c/DepressingStarcraft <- Maru VODs and stuff | END REGION-LOCK NOW
MarcDaKind
Profile Joined September 2015
7 Posts
Last Edited: 2018-11-14 15:46:45
November 14 2018 15:37 GMT
#42
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
November 14 2018 16:13 GMT
#43
On November 14 2018 12:52 Scarlett` wrote:
Show nested quote +
On November 14 2018 11:01 avilo wrote:
On November 14 2018 06:47 Siegetank_Dieter1 wrote:
Swarmhosts/Ravager.... im glad they brought this beautiful composition "back from the past". Or what about disruptors annihilating everything in a matter of seconds.

So much fun gameplay in lotv.



...


wall of text

without swarmhosts its too hard to play against people who just camp to 2/1 mech and push with no interaction all game


I agree that mech could potentially become too strong vs zerg, if you would only remove swarmhosts and be done with it.

But swarmhosts on the other hand are too strong as well and shut down mech too efficient. My point is that swarmhosts are a terrible unit from a design perspective. If you look at how swarmhosts work, its just not fun, not interesting. I know someone may feel different, but thats just my subjective opinion.

In my opinion it would be the best to either remove or redesign the unit so that both players have more options to actually interact with it in a way that feels fair.

If zerg players then struggle vs mech, you could still adjust numbers. You can always tweak things. Balance is a numbers game.

I'm convinced that there is no need to have such a weird ridiculous unit in the game. If zerg struggles without or with a changed swarmhosts, then give zerg compensation in other areas.
Noonius
Profile Joined April 2012
Estonia17413 Posts
November 14 2018 16:23 GMT
#44
On November 14 2018 03:08 Jimmon wrote:
WHO IS COMING BACK THOUGH THAT'S AMERICAN?!?!?!


Idra

Terran forever | Maru hater forever
omop
Profile Joined April 2017
45 Posts
November 14 2018 17:04 GMT
#45
Nerfing creep spread nerfs heavily swarm host. Also swarm host map aka dreamcatcher is no more. Don't forget these when you say that swarm hosts are untouched
IshinShishi
Profile Joined April 2012
Japan6156 Posts
November 14 2018 17:30 GMT
#46
I think zerg players learned to use SHs to the point where they became oppressive in both ZvMech and ZvP (in some maps), it needs to be addressed.
So... what that make you? Good? You're not good. You just know how to hide, how to lie
polpot
Profile Joined April 2012
3002 Posts
November 14 2018 17:45 GMT
#47
On November 15 2018 00:37 MarcDaKind wrote:
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.

one post account who support avilo, how cute!
JimmyJRaynor
Profile Blog Joined April 2010
Canada16962 Posts
Last Edited: 2018-11-14 17:53:13
November 14 2018 17:45 GMT
#48
On November 15 2018 00:37 MarcDaKind wrote:
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.

this is a very good first post! and an anti-swarmhost post by a terran player.
"things that make you go hmmmm...."

anyhow, i think we need to wait and see if the slower creep growing effectively nerfs the Swarmhost. If it does not do so i then agree that a small decrease in the swarmhosts speed on creep is a good nerf with which to experiment. its supposed to be a siege unit after all.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
MarcDaKind
Profile Joined September 2015
7 Posts
Last Edited: 2018-11-14 20:51:07
November 14 2018 20:09 GMT
#49
On November 15 2018 02:45 polpot wrote:
Show nested quote +
On November 15 2018 00:37 MarcDaKind wrote:
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.

one post account who support avilo, how cute!

Hey, I dont really care for Avilo, little to toxic for my taste. But I still think the SH is to fast, just my opinion though.

There always has to be a first post when you are new to a forum. Got here when I saw this post on reddit, and use the wiki all the time when theory crafting.
Rodya
Profile Joined January 2018
546 Posts
November 14 2018 21:43 GMT
#50
Terran have always been a slower more campy race since BW. The reason is that their units are slower and less dynamic. The reason for that is lore related, loosely speaking. Terran defend and slowly inch out while upgrading their insanely strong immobile mech army. Vultures/hellions are used to deal damage and distract (as well as soak damage) while the main mech army prepares to end the game. Bio terran is more active because they are faster.

Zerg should feel lucky that their units permit them to be dynamic, active, and siege/defend into the lategame with several different tech options. Just comparing sc2 balance to bw accentuates the issues.
Banned for saying "zerg players are by far the biggest whiners in sc2 history" despite the fact that this forum is full of such posts about Terrans. Foreigner Elitists in control!
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
November 14 2018 22:06 GMT
#51
On November 15 2018 06:43 Rodya wrote:
Terran have always been a slower more campy race since BW. The reason is that their units are slower and less dynamic. The reason for that is lore related, loosely speaking. Terran defend and slowly inch out while upgrading their insanely strong immobile mech army. Vultures/hellions are used to deal damage and distract (as well as soak damage) while the main mech army prepares to end the game. Bio terran is more active because they are faster.

Zerg should feel lucky that their units permit them to be dynamic, active, and siege/defend into the lategame with several different tech options. Just comparing sc2 balance to bw accentuates the issues.


Terran isn't especially campy in SC2, first obviously because bio has been the more popular meta in SC2 and is a resolutely aggressive play style and I feel that libs did an ok job at making it possible to transition from bio into the late game. And it's quite possible in SC2 to play aggressive mech composition (the good old 160 supply push for example), it's usually not the best but you can do it.
Protoss is, and has almost always been, the campy/defensive race in SC2, they are the one that are the most fragile in the early game and that scale up the best with patient defensive play against aggressive opponent. Sc2 mech play is defensive and slow but it's not really a matter of surviving until your mech army is ready for the late game more about getting to the late game in a dominant position and play from there. It's pretty rare that you kill a mech player before he has a fourth, it can happen of course, but usually it's more a game of slowing the mech player down while yourself transitioning into the late game faster (viper-Blord-Tempest-BC-Ranged libs...) and winning there.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2018-11-14 22:14:44
November 14 2018 22:14 GMT
#52
On November 15 2018 07:06 Nakajin wrote:
Show nested quote +
On November 15 2018 06:43 Rodya wrote:
Terran have always been a slower more campy race since BW. The reason is that their units are slower and less dynamic. The reason for that is lore related, loosely speaking. Terran defend and slowly inch out while upgrading their insanely strong immobile mech army. Vultures/hellions are used to deal damage and distract (as well as soak damage) while the main mech army prepares to end the game. Bio terran is more active because they are faster.

Zerg should feel lucky that their units permit them to be dynamic, active, and siege/defend into the lategame with several different tech options. Just comparing sc2 balance to bw accentuates the issues.


Terran isn't especially campy in SC2, first obviously because bio has been the more popular meta in SC2 and is a resolutely aggressive play style and I feel that libs did an ok job at making it possible to transition from bio into the late game. And it's quite possible in SC2 to play aggressive mech composition (the good old 160 supply push for example), it's usually not the best but you can do it.
Protoss is, and has almost always been, the campy/defensive race in SC2, they are the one that are the most fragile in the early game and that scale up the best with patient defensive play against aggressive opponent. Sc2 mech play is defensive and slow but it's not really a matter of surviving until your mech army is ready for the late game more about getting to the late game in a dominant position and play from there. It's pretty rare that you kill a mech player before he has a fourth, it can happen of course, but usually it's more a game of slowing the mech player down while yourself transitioning into the late game faster (viper-Blord-Tempest-BC-Ranged libs...) and winning there.

Rodya's entire post is some incoherently made attempt at drawing a parallel between 2 diametrically diffeerent races in 2 diametrically different games.
While also saying that "the issues" (whatever they seem to be), can be seen while comparing the balance of Starcraft 2 to the balance of a game where there was a clear hierarchy of Terran > Zerg > Protoss for over a decade.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
seemsgood
Profile Joined January 2016
5527 Posts
November 14 2018 22:50 GMT
#53
On November 15 2018 01:13 Siegetank_Dieter1 wrote:
Show nested quote +
On November 14 2018 12:52 Scarlett` wrote:
On November 14 2018 11:01 avilo wrote:
On November 14 2018 06:47 Siegetank_Dieter1 wrote:
Swarmhosts/Ravager.... im glad they brought this beautiful composition "back from the past". Or what about disruptors annihilating everything in a matter of seconds.

So much fun gameplay in lotv.



...


wall of text

without swarmhosts its too hard to play against people who just camp to 2/1 mech and push with no interaction all game


I agree that mech could potentially become too strong vs zerg, if you would only remove swarmhosts and be done with it.

But swarmhosts on the other hand are too strong as well and shut down mech too efficient. My point is that swarmhosts are a terrible unit from a design perspective. If you look at how swarmhosts work, its just not fun, not interesting. I know someone may feel different, but thats just my subjective opinion.

In my opinion it would be the best to either remove or redesign the unit so that both players have more options to actually interact with it in a way that feels fair.

If zerg players then struggle vs mech, you could still adjust numbers. You can always tweak things. Balance is a numbers game.

I'm convinced that there is no need to have such a weird ridiculous unit in the game. If zerg struggles without or with a changed swarmhosts, then give zerg compensation in other areas.

LOL its not like pre-hive zerg have no options to slow down ground mech reaching thier peak and death push...
swarm hosts option is just cheap,less effort and guarantee a hive stage along with one billion naturals behind
i would love to see a non-swarm host zerg race get carted by 200 supply death push and one billion yummy delicious whine topics and then we can start discuss how to nerf ground mech but that toxic unit named swarm host needs to GO
but i hardly believe zeg players can't figure out because otherwise they all should 've switched to terran mech in HOTS because zeg is unplayable...
seemsgood
Profile Joined January 2016
5527 Posts
November 14 2018 22:54 GMT
#54
On November 15 2018 07:06 Nakajin wrote:
Show nested quote +
On November 15 2018 06:43 Rodya wrote:
Terran have always been a slower more campy race since BW. The reason is that their units are slower and less dynamic. The reason for that is lore related, loosely speaking. Terran defend and slowly inch out while upgrading their insanely strong immobile mech army. Vultures/hellions are used to deal damage and distract (as well as soak damage) while the main mech army prepares to end the game. Bio terran is more active because they are faster.

Zerg should feel lucky that their units permit them to be dynamic, active, and siege/defend into the lategame with several different tech options. Just comparing sc2 balance to bw accentuates the issues.


Terran isn't especially campy in SC2, first obviously because bio has been the more popular meta in SC2 and is a resolutely aggressive play style and I feel that libs did an ok job at making it possible to transition from bio into the late game. And it's quite possible in SC2 to play aggressive mech composition (the good old 160 supply push for example), it's usually not the best but you can do it.
Protoss is, and has almost always been, the campy/defensive race in SC2, they are the one that are the most fragile in the early game and that scale up the best with patient defensive play against aggressive opponent. Sc2 mech play is defensive and slow but it's not really a matter of surviving until your mech army is ready for the late game more about getting to the late game in a dominant position and play from there. It's pretty rare that you kill a mech player before he has a fourth, it can happen of course, but usually it's more a game of slowing the mech player down while yourself transitioning into the late game faster (viper-Blord-Tempest-BC-Ranged libs...) and winning there.

yeah terran need to move out at some point eventually ...no one is gonna let a fuck ton of tanks and hellbats sitting in thier base for years when all of those bloodlords and golden armadas are about to knock thier ass
ThunderJunk
Profile Joined December 2015
United States711 Posts
November 14 2018 23:00 GMT
#55
I think David Kim's been doing a great job recently. Thanks for supplying this interview.
I am free because I know that I alone am morally responsible for everything I do.
Charoisaur
Profile Joined August 2014
Germany16008 Posts
November 14 2018 23:04 GMT
#56
On November 15 2018 07:06 Nakajin wrote:
Show nested quote +
On November 15 2018 06:43 Rodya wrote:
Terran have always been a slower more campy race since BW. The reason is that their units are slower and less dynamic. The reason for that is lore related, loosely speaking. Terran defend and slowly inch out while upgrading their insanely strong immobile mech army. Vultures/hellions are used to deal damage and distract (as well as soak damage) while the main mech army prepares to end the game. Bio terran is more active because they are faster.

Zerg should feel lucky that their units permit them to be dynamic, active, and siege/defend into the lategame with several different tech options. Just comparing sc2 balance to bw accentuates the issues.


Terran isn't especially campy in SC2, first obviously because bio has been the more popular meta in SC2 and is a resolutely aggressive play style and I feel that libs did an ok job at making it possible to transition from bio into the late game. And it's quite possible in SC2 to play aggressive mech composition (the good old 160 supply push for example), it's usually not the best but you can do it.
Protoss is, and has almost always been, the campy/defensive race in SC2, they are the one that are the most fragile in the early game and that scale up the best with patient defensive play against aggressive opponent. Sc2 mech play is defensive and slow but it's not really a matter of surviving until your mech army is ready for the late game more about getting to the late game in a dominant position and play from there. It's pretty rare that you kill a mech player before he has a fourth, it can happen of course, but usually it's more a game of slowing the mech player down while yourself transitioning into the late game faster (viper-Blord-Tempest-BC-Ranged libs...) and winning there.

This is true. Mech (outside of the mass Raven eras) has always been a timingpush-based composition and not a turtle-to-lategame composition.
Many of the coolest moments in sc2 happen due to worker harassment
Athenau
Profile Joined March 2015
570 Posts
November 14 2018 23:05 GMT
#57
On November 15 2018 00:37 MarcDaKind wrote:
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.

Your speed numbers are wrong. Swarm Hosts move at 4.095 on creep, which is considerably slower than stim bio and the new-old Cyclone.
MarcDaKind
Profile Joined September 2015
7 Posts
November 14 2018 23:25 GMT
#58
On November 15 2018 08:05 Athenau wrote:
Show nested quote +
On November 15 2018 00:37 MarcDaKind wrote:
I think the biggest problem with Swarm Hosts is that they are to fast, they are faster than Reapers on creep (5.37 vs 5.25)! Helions (and boosted Medivacs) are the only Terran unit that can catch up to them which is ridiculous, considering that they do no damage to them. Reduce their speed a small amount so the new Cyclone and Speed Banshees can chase them, which is already hard vs Hydra.

I at least find them impossible to chase down, which is why they are so frustrating to play against. I feel like i can't punish their locust down time.

Your speed numbers are wrong. Swarm Hosts move at 4.095 on creep, which is considerably slower than stim bio and the new-old Cyclone.

Then the information on the wiki is outdated: (Wiki)Swarm Host (Legacy of the Void)
But if I do the math, (1.3 * 3.15 = 4.095) you should be correct. Good news I guess. They do feel super hard to chase down though, but the new patch might help with that!
Tchado
Profile Blog Joined January 2011
Jordan1831 Posts
November 14 2018 23:36 GMT
#59
On November 14 2018 03:08 Jimmon wrote:
WHO IS COMING BACK THOUGH THAT'S AMERICAN?!?!?!


Select comes to the top of my mind, I wonder if he a naturalized American citizen because Korea doesnt allow duel citizenship.
phodacbiet
Profile Joined August 2010
United States1740 Posts
November 14 2018 23:42 GMT
#60
On November 14 2018 03:08 Jimmon wrote:
WHO IS COMING BACK THOUGH THAT'S AMERICAN?!?!?!


Probably Stephano, the greatest NA player to have ever lived.
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