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Swarm Host Design Flaw: Assessment and Solution

Forum Index > StarCraft 2 HotS 1 2 3 4 5 6 7 All
 
 ScoobySnacks   United States. December 15 2012 23:58. Posts 19
Profile # 
Hi TeamLiquid,

I started a thread over at Battle.net covering in-depth some of the design flaws of the Swarm Host. I believe it is the most comprehensive post on the subject right now, and that some members here at TL may find it interesting.

If a Mod could add "[D]" to the title, it would be appreciated!

Swarm Host Design Flaw: Assessment & Solution

I. Recent Activity

The Solutions section has been updated to reflect my thoughts on the subject, as well as those of Engineer and Existor. Some people have asked why I have not chosen to take the stance of bringing the Lurker back, and I have offered an explanation there as well.

Like the rest of my post, the Solutions section is a major work in progress. If anyone feels that I have left out some good suggestions for altering the unit, please let me know.

II. Table of Contents:

+ Show Spoiler +
____________________________________________________________________

1. Introduction

+ Show Spoiler +

2. The Issue

+ Show Spoiler +

3. An Example

+ Show Spoiler +

4. Why is this a problem?

+ Show Spoiler +

5. Opportunity Cost of delaying Hive Tech

+ Show Spoiler +

6. Examples of Tier 2 units that provide utility and allow for transitions

+ Show Spoiler +

7. Recent changes to the unit

+ Show Spoiler +

8. The solution

+ Show Spoiler +

9. Conclusion

+ Show Spoiler +

10. Summary of key points

+ Show Spoiler +

11. Vods/Replays of Swarm Host use

+ Show Spoiler +

12. Q & A with CultisChan

+ Show Spoiler +

*References*

[spoiler][1] http://m.uk.gamespot.com/starcraft-ii-heart-of-the-swarm/previews/starcraft-ii-heart-of-the-swarm-qanda-with-dustin-browder-6325853/
[2] http://us.battle.net/sc2/en/forum/topic/7320452623

Thank you to those who have taken the time to read the main post, or the summarized version at the end :D
Last edit: 2012-12-17 09:46:02
Old Post

 
 RavenLoud   Canada. December 16 2012 00:02. Posts 1068
Profile # 
That's a monstruous read, I'll tackle it later after work.
Old Post

 
 Don.681   Philippines. December 16 2012 00:42. Posts 173
Profile # 
I suggest you paste the thread here in spoiler tags as the Bnet light-on-dark theme is a pain to read for long posts.

I am in the BETA and I read (most of) your post and I must say, I don't know if I should agree or not. I don't think the game has settled enough to find out if the Swarm Host is broken the way you described it. I mean, for me it's the least broken new unit in HoTS.

The post is long and detailed but you missed something: How do we know if the SH itself needs to be changed as opposed to changing other units to give or take utility to the SH?
Last edit: 2012-12-16 00:49:52
Old Post

 
 nimdil   Poland. December 16 2012 00:54. Posts 1122
Profile Blog # 
It sounds a bit like BW late game switch to Carriers in PvT is all-in as well: if the terran player will build enough Goliaths in time and overcome Protoss fleet, protoss player won't have a way to stop incoming mech army. On the other hand if the Carriers will arrive in time and numbers + they are handled properly, terran player won't stand a chance.

I don't consider late game tech choice as an all-in even if it is based around single unit.
MMORPGs are extremely boring.
Old Post

 
 tili   United States. December 16 2012 01:03. Posts 363
Profile # 
Very well thought out. Thanks for the link!
Old Post

 
 ScoobySnacks   United States. December 16 2012 01:07. Posts 19
Profile # 
Thanks for the suggestions Don.681, I just updated the OP.

As for your question, I feel there are some design issues with the unit that can't be addressed by adjusting the stats of other units. Right now, if you want to use the unit effectively, you have to invest so many resources into the unit, that you effectively become allin. You can change other units to make Swarm Host strats more or less effective, but it doesn't change the fact that Swarm Hosts are extremely weak before they reach a critical mass, and it is incredibly difficult to transition out of a Swarm Host-based composition.

The OP isn't a balance post, but rather a design post. There are plenty of examples of players winning and losing games when using Swarm Hosts, and they can certainly be effective in the right situations. The issue I would like to discuss is whether or not they allow for interesting gameplay. Right now, I would argue that they do not, and that to use the unit, you have to go all-in with it, not unlike a Stephano Roach max in ZvP.



Last edit: 2012-12-16 01:07:58
Old Post

 
 porygon361   December 16 2012 01:08. Posts 79
Profile # 
I believe that Swarmhosts need the following changes to be a unit good in small numbers but bad in big numbers.


Swarmhost
- Revert the Swarmhost HP buff
- +Speed
Locust
- Expires in 20 sec, but moves quicker and also respawns in 20 sec
- Has a larger hitbox than a normal Locust
- Has a HP increase from 75(?) to 90

The Swarmhost should be given additional speed to encourage reposition micro. Most of the changes are on the Locust.
Basically, this new Locust is a bigger, fatter version of the other one. This is to solve what I call the Zergling syndrome. For example, a Zergling loses to a Marine, but 2 Zerglings beat a Marine. The point here is that Zerglings are effective only in huge numbers (in a major battle), and that is the same problem with the current Locust. However, with the proposed Locust change, Locust grow less effective as the numbers grow bigger. This is because the Locust now has a larger hitbox, meaning less Locusts will be attacking the opponent's units at a time (especially in chokes) and decreasing the total damage output of mass Locust. The Locusts' extremely limited time also means that most of the Locusts would time out before they even get a shot into the enemy. Now mass Swarmhosts will not be immediately game ending. But there's more.

Now that the Swarmhost is not as good in the army, let's cover it's harrassment/contain aspect. The faster-spawning Locusts will put additional pressure on the opponent, and makes sure the opponent goes out to deal with it, lest take uneccesary damage and losses from the Locusts (which is what the Swarmhost is meant to do). "But less time for the Locust means less distance covered! That would be totally unsafe for the Swarmhost as it has to go dangerously close to the opponent's base." This problem is solved with the increased speed of the Locust. More micro and decision-making has to be made when using these short-lived Locusts, and Locust stutter-step will come into play. Increased Locust health will ensure that they survive long enough to deal enough damage or kill a unit before they time out.

These changes sould correct the Swarmhost in a nice way and make it into a harrassment/containment unit it was meant to be. If you have anything to add about these ideas, I would like you to kindly lay them out on the table.

Edit: This is just my opinion on the Swarmhost. I don't think the Swarmhost should be a unit that is only good in mass, considering its cost and supply. It should be used to force the opponent to get out of their base to deal with the Zerg, not end the game when massed.
Last edit: 2012-12-16 01:13:06
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Old Post

 
 Kyuki   Sweden. December 16 2012 01:28. Posts 1842
Profile # 
This whole post seem to revolve around the unit being part of the core army which makes me sad to even read... The amount of opportunity that the SH creates and thus openings in gameplay is probably one of the better things that's happened on hots so far. By putting pressure on one end just by harassing you pull the opponent apart which is huge especially since zerg can focus on catching the opponent at a perfect time while the opponent need to be wary on at least two ends simultaneously.

I do however feel that any unit that creates free units is bad design. I feel broodlings and infested terran are stupid design in general and locusts are not really better... Being able to trade nothing vs static defense or units over time is just strange and then add the fact that you mess with the supply system by adding temp army that becomes overwhelming means you have something that besides design will be hard to balance without bandaid which in turn will fuck even more with various design principles...
Last edit: 2012-12-16 01:29:24
Mada Mada Dane
Old Post

 
 BronzeKnee   United States. December 16 2012 01:39. Posts 2625
Profile # 
I've given this a tremendous amount of thought, and posted this two weeks ago regarding the Swarmhost: http://us.battle.net/sc2/en/forum/topic/7200032560.

+ Show Spoiler +

It is indeed an all-in unit, and one that doesn't synergize well with Hive Tech units as I explained in that post. At this point I am fairly certain there is not a way to fix this. It is a bad unit design. Either the unit ends up being Broods unnecessary because it is so powerful, or it ends simply not being used because Broods are a better choice. There really isn't any middle ground here due to the nature of the unit in relation to other Zerg units and the fact that you need a lot of them to be effective. Once you've committed to them, you have to stick with them. I will say that Vipers would probably work well with them though.

It is a shame too, because the Swarmhost was one of the units I think seemed fun, but in the end it needs to be removed or radically altered.
Last edit: 2012-12-16 01:50:40
Old Post

 
 ScoobySnacks   United States. December 16 2012 01:45. Posts 19
Profile # 
Hi Kyuki,

Thanks for your response. I think there are two problems with using Swarm Hosts for harassment purposes, as you suggested in your post, and I will do my best to explain why feel this way.

First, I do not feel like a small number of Swarm Hosts is capable of inflicting any significant amount of damage. The locusts really need to hit a critical mass in order to become effective, and players can completely negate this kind of harassment with, for example, a couple of well-placed siege tanks. Compare a group of Swarm Hosts used for harassment, to a marine-drop. While the locusts risk not being able to accomplish anything, the amount of damage that the marines can inflict is devestating. One form of harassment will force an immediate response and require the enemy to seperate his army, while the other will now.

Second, by using your Swarm Hosts as a seperate harassment force, they become extremely vulnerable and risk being picked off quite easily. Swarm Hosts really function as the main army/damage dealer, and the rest of your units function as a means of supporting your Swarm Host investment. This can be compared to Colossi-based compositions, where your sentries/stalkers function to keep your Colossi alive, so that they capitalize on their attack.

Swarm Hosts really don't lend themselves to being used seperately from your supporting units, and require players to use your units in a deathball manner. This doesn't lend itself to exciting gameplay, and just highlights many of the issues that were present in WOL gameplay.
Old Post

 
 ScoobySnacks   United States. December 16 2012 01:50. Posts 19
Profile # 
Hi Bronzeknee,

I still believe that the Swarm Host can be fixed if David Kim and Dustin Browder are willing to swallow their pride and make some drastic design changes to the unit.

That being said, I completely agree with what you are saying, and have had the exact same experience with the unit, but from the Zerg side of the ZvP matchup.

Old Post

 
 BronzeKnee   United States. December 16 2012 01:52. Posts 2625
Profile # 
As I said, it can work if radically altered, but I doubt they will do that.

In my opinion HOTS has been a disaster. They've tried to force unnecessary units into the game, and before they are even balanced, they start changing a bunch of stuff to get them to work. So with that in mind, I doubt they will change to the Swarm Host enough to make it work well.
Last edit: 2012-12-16 01:59:15
Old Post

 
 Gyro_SC2   Canada. December 16 2012 01:55. Posts 513
Profile # 
I'm diamond in HotS.

And I dont see any problem with the swarm host. Very fun to play.

Its a QQ thread

User was warned for this post
Old Post

 
 porygon361   December 16 2012 01:57. Posts 79
Profile # 

On December 16 2012 01:55 Gyro_SC2 wrote:
I'm diamond in HotS.

And I dont see any problem with the swarm host. Very fun to play.

Its a QQ thread


In what way is this a QQ thread? Just because you find it fun to play with doesn't mean everyone else does.
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Old Post

 
 roym899   Germany. December 16 2012 02:04. Posts 377
Profile # 
I'm Master in WoL and HotS and from my point of view this unit is a complete waste always. I couldn't find any reason why you should prefer making a swarm host instead of another unit. It's so expensive and supply heavy that you are always better off making other units.
The only reason I've used them in the beta was when I laddered myself back into the master league and ofc I was able to use them in masses vs some bad players. But while doing so I was 100% sure that I'd be better of if I would have just made other units. The swarm host itself is so slow that you can hardly use it to attack. Maybe you can use it to contain your opponent but this containment will only work until your opponent has detection and then you lose tons of minerals without doing much damage. In ZvP they are just a waste once colossi or VoidRays are out.

They are such a huge investment with pretty small use imho.
Old Post

 
 ScoobySnacks   United States. December 16 2012 02:15. Posts 19
Profile # 

On December 16 2012 01:55 Gyro_SC2 wrote:
I'm diamond in HotS.

And I dont see any problem with the swarm host. Very fun to play.

Its a QQ thread


Hi Gyro_SC2,

This thread is not intended as a QQ thread. "QQ" implies that this thread is a balance whine thread, when in reality I have not made any claims to the unit being over or under-powered. Rather, that it promotes uninteresting gameplay.
Old Post

 
 blarkh   Austria. December 16 2012 03:01. Posts 30
Profile # 
Nah, it's a "typical blizzard design fail" whine, which we've had a lot more of for some time now. Man did we all think Hellions were worthless until SlayerS figured out how to use them. Basically you're saying mass swarm host is all-in, while pure swarm host in low numbers doesn't cut it. Go figure. If you've explored trying to play with an army with swarm host support and tried to figure out exactly what tactical benefits you can gain from adding swarm hosts to regular armies, I'd like to read more about that. Until then, this is a QQ thread.
Old Post

 
 Ramiz1989   December 16 2012 03:08. Posts 1212
Profile # 

On December 16 2012 01:55 Gyro_SC2 wrote:
I'm diamond in HotS.

And I dont see any problem with the swarm host. Very fun to play.

Its a QQ thread

You obviously didn't read anything at all from this topic with that kind of response, which is ok, the post is very big, but if you didn't read it, then don't post at all.

I will post my idea from other SH thread.


I would like to increase the size of the Swarm Hosts, like to the size of the current Thor or something like that, make them massive, increase the cost to 300/200/4(or even 6 supply), and make them spawn 4 Locusts at once, and have an upgrade that will allow them to spawn 2 more Locusts. Remove the current enduring Locusts upgrade, and let them last 20 seconds with 25 seconds spawn cooldown. Of course, increase the Health of the Swarm Hosts to the 200 for example and you can maybe even nerf the Locusts.

That way, we will avoid critical mass of the Swarm Hosts, where players only mass them, and we can see like 3-4 Swarm Hosts being viable in many army compositions. And you won't see masses of them, since you will invest A LOT into them, and when enemy has good AoE units like 3+ Colossi or 6+ Siege Tanks, no matter how many Locusts you got, they will become close to useless.


So, what do you think? There are other suggestions too, for example your suggestion about Locusts having burrow movement and popping up when they are close to the enemies. Other could be to make them melee units, a bit faster, and let them leap to their targets, possibly even over the Force Fields(they are called Locusts, so why not?).

I agree that Swarm Hosts are all-in kind of unit. You have to invest a good chunk of money into them so they can do any damage at all, and even then, enemy can counter them easily, but you can't transition from them quite easily.
Last edit: 2012-12-16 03:16:03
"Living for the Swarm..."
Old Post

 
 Tuczniak   Czech Republic. December 16 2012 03:08. Posts 967
Profile # 
I agree with everything you said, except I would straight up remove swarm host and replace it with something different. I don't think it's possible to balance it, make it usable in different matchups and stages of the game and still make it interesting unit to watch.
Old Post

 
 ScoobySnacks   United States. December 16 2012 03:25. Posts 19
Profile # 

On December 16 2012 03:08 Tuczniak wrote:
I agree with everything you said, except I would straight up remove swarm host and replace it with something different. I don't think it's possible to balance it, make it usable in different matchups and stages of the game and still make it interesting unit to watch.


I am not sure if Blizz is willing to make such a drastic change as scrapping the unit altogether. Dustin Browder would be admitting that his idea didn't really work, and I think he is smart enough to know the impact this may have on himself.

Then there's the issue of the game being scheduled to release in less than 3 months. I'm not sure how feasible it would be at this point to just scrap the unit and put something else in its place. Just getting the artwork and the conceptual idea for a new unit might take longer than 3 months.

Finally, there are a lot of Zerg players voicing their concerns that they don't have many new options relative to Terran and Protoss in HOTS, and removing one of Zerg's two new units may not be a wise decision from a business standpoint. I think that the unit can still be redesigned to better fulfill its intended role, just that it would require Blizzard to recognize that there are some issues with the unit and to take a focused effort at addressing them. This is just my way of trying to bring some more attention to the topic, as I have done over at the Blizz forums.
Old Post

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