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lol, I guess even with the decreased movement, you could still use overseers to scout, since you could just cast dark swarm and move the overseer in and allow it to get inside the base without dying.
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I think it would be way to good, to be honest with you.
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Bad idea, they just made overseer cheaper on gas for a reason.
Id love to have dark swarm but not at the cost of having slow, expensive overseers
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Eh, the last thing SC2 needs is more aoe imo.
So many better things to borrow from BW. Start with proper Carrier/interceptor range mechanic. -_-
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On September 24 2011 06:57 Emporio wrote: lol, I guess even with the decreased movement, you could still use overseers to scout, since you could just cast dark swarm and move the overseer in and allow it to get inside the base without dying.
Just works with ground
As someone said, if bw, back in his release time were being balanced by blizz and the users. The lurker and the defiler wouldn't have made it into the game.
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Netherlands45349 Posts
No, overpowerd as hell, especially with creep speed zerglings and the clumping mechanism
also
Fungal+Dark swarm
.......
sup bro?
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Dark swarm was such a fun spell but i would have to disagree because then zerg would actually be suppppeeeerrrr broken why? Hydralisk and Roaches perform a meele attack when they are close enough to enemy units. So by allowing DS back in zergs could effectively demolish every thing because terran has no meele units early on and toss only has zealots to get rofl stomped.
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Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is. Way to much room for abuse.
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10387 Posts
Dark swarm is too cool for sc2
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On September 24 2011 07:07 PassiveAce wrote: Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is. Way to much room for abuse. I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t.
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On September 24 2011 07:14 EcterA wrote:Show nested quote +On September 24 2011 07:07 PassiveAce wrote: Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is. Way to much room for abuse. I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t.
Wouldn't hellions hit under darkswarm??
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Nah, I don't like it. I think that increasing the cost and build time of the Overseer, along with decreasing its movement speed, would make Zerg too vulnerable to cloaked units. Not to mention that Dark Swarm would be OP. Like, totally broken.
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Wouldn't work with SC2 supermegaultra-noob-friendly mechanics. Casting a corridor of zerg immortality in SC2 would take no effort at all.... just as seen with FFs, storms, FGs and so on...
There are many aspects of BW which made it the perfect game and requires the player to have a minimum skill (no smartcasting, limited selection, no MBS, etc) which applied to a dumbed down version of the game would just not work.
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Well there's already a mutant version of the Dark Swarm in SC2. It is the Point Defense Drone. But even so, simply adding that to the game without balancing anything else would be unreasonable.
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Fungal needs to go and change back into plague if you're putting dark swarm in the game. Also as mentioned increasing cost / build time of overseer is bad unless you give zerg more detection.
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Netherlands45349 Posts
On September 24 2011 07:23 NuKedUFirst wrote:Show nested quote +On September 24 2011 07:14 EcterA wrote:On September 24 2011 07:07 PassiveAce wrote: Dark swarm would be insane in SC2. It just doesn't fit, as cool as it is. Way to much room for abuse. I'm inclined to agree, with no limit to how many units you can control, plus smart-casting, and the fact that no terran units can hit under dark swarm. Right? In BW you at least had firebats who could do damage, but that was the only real "melee" unit that terran had, so really darkswarm would be like AOE poweroverwhelming against t. Wouldn't hellions hit under darkswarm??
Yes and no, their splash damage would hit but their main target wouldn't be hit, they'd still do damage. Same with siege tanks, their splash would hit but their main target would be invurnable.
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i like the idea, too bad blizzard isnt lurking this thread right now
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Dark swarm would be waaaaaay too good on overseers I feel. They would be the only spellcasters to cost no supply so you could mass them up lategame and have infinity swarms with a huge army. Also by design, I don't really like the idea. Either get defilers back in because they're cool or put it on the infestor, but I'm very leery of that. Fungal, IT, NP, and then dark swarm all on one unit would not be desirable at all. idk. It doesn't fit overseers to have that type of support role. Overlords poop creep, depots wall in and pylons warp in. It feels out of place to have dark swarm on overseers. Added time and cost on overseers would also make scouting and detection very difficult.
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That would be a terrible terrible joke if it came through.... Having a spell like DS on a 50 gas no food unit. No thanks ^^
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