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Active: 1190 users

Should Infestors have Darkswarm Ability?

Forum Index > SC2 General
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G4MR
Profile Blog Joined February 2010
United States371 Posts
April 19 2010 10:27 GMT
#1
Should Infestors have Darkswarm Ability?

From recent polls from the TL community we can all say zerg was not the best designed race in starcraft2. Zerg has a unit that has the most potential which is the infestor. Right now Fungal Growth is the only commonly used spell from this unit since the other spells, such as Infested Terrans and Neural Parasite, aren’t that viable or worth the energy when it comes down to the actual battle. You would need perfect positioning for neural parasite, but focus firing kills this unit amazingly fast since the HP nerf a few patches back. If you were able to cast the spell underground like back in battle report 3 then I think that spell would be extremely powerful for zerg. With that said, Infested Terrans is another spell that I haven’t felt the need of using because of the energy cost is not worth it.

Recently in interviews Dustin Browder said they wanted to rework infestors to be used more in the core gameplay for zerg. I thought of different ways to make them useful such as making them cheaper, but I think Infestors need another spell such as the “Dark Swarm”. The old starcraft 1 spell from the defiler which did the following:

“A buzzing, orange cloud appears on the battlefield, encompassing a 6x6 matrix area in which ground units take no damage from ranged weapons. Only units melee attacks, splash damage, or special weaponry are able to affect a unit underneath a Dark Swarm. Swarm will only protect units: Any buildings in the cloud are still vulnerable to attacks by ranged weapons. Note that all ground units (including enemy units) are protected.”

I think the stats from sc1 would work fine in sc2. The reason I feel Dark Swarm would be so viable to zerg is because we know colossus just dominates zergs ground army with that range upgrade. I think this would allow zerg to put up a fight against an army of mass colossus and what not. Plus I think it fits the infestors theme quite well.

So I wanted to know as a community, as a whole do you think Infestors should get the Dark Swarm Ability?


Poll: Should Infestors Have Darkswarm Ability?

No (299)
 
68%

Yes (116)
 
26%

Undecided (27)
 
6%

442 total votes

Your vote: Should Infestors Have Darkswarm Ability?

(Vote): Yes
(Vote): No
(Vote): Undecided



Sources:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=119839
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120200
http://wiki.teamliquid.net/starcraft/Dark_Swarm


PS: My first real thoughout post and I hope I get some nice feedback .
www.G4MR.net personal blog!
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 19 2010 10:36 GMT
#2
I went to vote no but missclicked.

Darkswarm I personally feel isn't needed in this game. When a zerg got Dark Swarm in Brood War it pretty much meant they could do anything they wanted against terran if the terran didn't kill the defiler. It forced you to constantly move back and put you at a massive dissadvantage if you couldn't snipe the defiler fast enough, and if ever you had a defiler outside of your nat, yeah it was GG as there was no way you could actually push back out with anything bar mass firebats if you got incredibly lucky.

Darkswarm is one of those abilities that I personally feel shouldn't have a place in SC2. The infestor already has a plaguu style move which stops the terran or protoss balls from actually moving, while slowly losing life. They can mindcontrol a tank, thor or collosus and do some deadly damage on a protoss or terran ball if micro'd around correctly to allow them to get the MC off on whatever unit they need without dying instantly, why do you seriously need a swarm which means your units take no damage from ranged? It's not as if you can't just pump units out massively fast anyway.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
k!llua
Profile Blog Joined March 2010
Australia895 Posts
April 19 2010 10:37 GMT
#3
SC2 needs more new abilities, not new units with old abilities.

Voted no.
my hair is a wookie, your argument is invalid
dNo_O
Profile Joined November 2008
United States233 Posts
April 19 2010 10:39 GMT
#4
it's such a powerful spell... terran doesn't even have a melee unit aside from the scv do they? would the hellion's attack work in swarm? you'd have to move infestors to tier 3 or make it a tier 3 research or both maybe... the only melee units that aren't zerg in sc2 are zealots and dts... what special attacks would work through swam? maybe make archon attack go through swarm so people have a reason to get them again? terran would just be completely fucked even worse than in sc1 as soon as zerg had swarm out. banelings under swarm? ewwwwwwwwww...
It is a profitable thing, if one is wise, to seem foolish.
dustdust
Profile Joined March 2010
Germany76 Posts
April 19 2010 10:41 GMT
#5
On April 19 2010 19:27 G4MR wrote:
The reason I feel Dark Swarm would be so viable to zerg is because we know colossus just dominates zergs ground army with that range upgrade.

Dark Swarm would not protect from Colossi, since they do some kind of splashdamage.
So P could still work with Colossi, Zealots and Storm under Dark Swarm while Terran without Vessels is completely screwed.
Chen
Profile Joined June 2009
United States6344 Posts
April 19 2010 10:43 GMT
#6
Dark swarm would break the game. Terran has no counter. end of story
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 19 2010 10:44 GMT
#7
On April 19 2010 19:43 Chen wrote:
Dark swarm would break the game. Terran has no counter. end of story

Hellion... Siege Tanks.... Yeah they have splash.

Anyway. I don't feel right having Dark Swarm on Infestor.
Icx
Profile Blog Joined November 2009
Belgium853 Posts
April 19 2010 10:47 GMT
#8
It was a great ability, but no, darkswarm doesn't fit in into sc2, the game is to different to just port over an ability like that.
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-04-19 10:48:59
April 19 2010 10:47 GMT
#9
well... if it needs to be new...:
a cloud to remove any secondary damage, including tank-, baneling- or archon splash, colossus multizap, muta glaive etc - only the targeted unit would get hit

edit: nuke defense o.O
rock is fine.. paper could need a buff, but scissors have to be nerfed
iNty.sCream
Profile Joined April 2010
Germany195 Posts
April 19 2010 10:48 GMT
#10
imo, currently sc2 lacks of micro-intensive spells and moves anyways
Bisu best hairspray = win
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50530 Posts
April 19 2010 10:49 GMT
#11
while we are wishing...lets wish for lurkers too...
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Eury
Profile Joined December 2008
Sweden1126 Posts
April 19 2010 10:51 GMT
#12
Dark Swarm would fit in, Lurkers not so much.
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
April 19 2010 10:51 GMT
#13
Infesters need new abilities but Blizzard shouldn't necessarily solve this with dark swarm. Dark swarm's not a bad ability, but I'd rather see something fresh.
Lollersauce
Profile Joined April 2010
United States357 Posts
April 19 2010 10:52 GMT
#14
Zerg lacks interesting abilities in general. Yes to the return of DarkSwarm.

And I really don't see how it would "break the game" like some others put it. First of all DarkSwarm was only really powerful because it comboed with consume for infinite energy, and second you really cannot claim melee is even reasonably powerful mid-late game. Lings are only good as harass or part of a Baneling bust, and let's not even get into Ultras...
ghen
Profile Blog Joined March 2010
United States1356 Posts
April 19 2010 10:53 GMT
#15
Voted no because I don't want a SC1 spell to fix zerg. Besides, if you added something this powerful the entire race would have to be redesigned weaker.
Pekkz
Profile Joined June 2009
Norway1505 Posts
April 19 2010 10:56 GMT
#16
I dont like how infestor comes with all three spells, and the upgrades for him is really bad. Never really seen anyone use infestor burrow move yet. Would like to see infested terran get removed, and give them a spell they can upgrade.
HDstarcraft
Profile Blog Joined May 2009
United States577 Posts
Last Edited: 2010-04-19 10:59:26
April 19 2010 10:58 GMT
#17
They already took dark swam and gave it to terrans.

Point Defense Drone

I'm all for more abilities and diversity for Zerg, but dark swam to Zerg won't cut it for SC2.
YouTube.com/HDstarcraft
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2010-04-19 11:01:37
April 19 2010 11:00 GMT
#18
dark swarm is a terrible spell and infestors are already very good. if you want to mess with z fix the fact that roaches are too strong and hydras are too weak.


not terrible as in bad, terrible as in makes for shitty games
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Klimpen
Profile Blog Joined February 2010
New Zealand100 Posts
April 19 2010 11:02 GMT
#19
Dark Swarm is already in game.

It's been renamed to 'Point Defense Drone'.

The removal of Dark Swarm is, personally, why I think that Ultras are so weak now. The lack of it removes any viability the unit might've had.
Genesis128
Profile Joined April 2010
Norway103 Posts
April 19 2010 11:03 GMT
#20
SC2 needs more new abilities, not new units with old abilities.

I'm agreeing with this one.

But I also very much agree that the infestor needs some redesign. I would most likely see some new more usefull spells in the infestor arsenal, but sadly I don't really know what to suggest (though I do believe that the forum is probably full of them). But if this is the case, then it should be a new ability, not an old sc1-ability. I was quite sad to see the protoss mothership just turned into a huge slow arbiter, since it's not really bringing any new abilities into the game anymore.

As a bare minimum to fix the infestor as it is today I suggest buffing the infested marines. As opposed to most people I quite enjoy this spell (I have a personal love for summoned units). I think it can be useful in pitched battles as you could summon in more cannon-fodder as well as in some sneaky tactics. One of my favourites is burrowing 5-6 infestors, and sneaking them into an undefended enemy expansion. Then popping up and spamming infested marines. At the cost of 25 energy, you get up to 8 marines per infestor, which can be quite the sizable army. But this really isn't effective in high level play (but I highly encourage people to try it out in FFA's), since the marines do too little damage and have a redicilous short lifespan, to make it worthwhile.
I would rather have a bottle in front of me than a frontal lobotomy
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