[D] Swarm Host Redundant? - Page 12
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KrUtiAL
United States41 Posts
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MattO1337
United States203 Posts
Just burrow everything under the BL's and spawn a million infested terrans | ||
ArvickHero
10387 Posts
On October 25 2011 06:56 KrUtiAL wrote: You people act like the Swarm Host is built to be used by itself. You supplement it with protective units (Lings/Banelings/Mutas) to protect them if an opponent decides to push up against them. Its the same concept as Tank/Marine. In my opinion its a great unit It's like completely useless on its own, which is the problem. Lurker also needed supplementary units to be fully effective, but up until a certain point in all matchups, Lurkers did their job very well just by themselves, allowing Zergs to drone and tech up as needed. And once they were complemented by units and spells, they were truly a fearsome unit .. I guess I wouldn't have as much of a problem if they didn't say that the Swarm Host was meant for controlling space, but instead a support/"siege" unit (which Lurker can do arguably just as well) | ||
theBizness
United States696 Posts
On October 25 2011 06:56 KrUtiAL wrote: You people act like the Swarm Host is built to be used by itself. You supplement it with protective units (Lings/Banelings/Mutas) to protect them if an opponent decides to push up against them. Its the same concept as Tank/Marine. In my opinion its a great unit Tank way easier to maneuver and much higher rate of damage/better damage delivery. | ||
Traveler
United States451 Posts
On October 25 2011 06:56 KrUtiAL wrote: You people act like the Swarm Host is built to be used by itself. You supplement it with protective units (Lings/Banelings/Mutas) to protect them if an opponent decides to push up against them. Its the same concept as Tank/Marine. In my opinion its a great unit The problem is that in between their "firing" times they are completely useless units, and thus are simply taking up resources and supply in your army... Thus if the terran has a large enough army he could just run forward and kill your army before the next spawn and then take care of the swarm hosts. They do however seem like they make bio play a better option for a terran going up against this tech path... considering how dangerous they look against an immobile army with splash. | ||
Shiladie
Canada1631 Posts
Locust move speed Locust spawn speed Locust duration Locusts getting hunterling leap/cliff walk These can all even be lair or hive tech upgrades for it, and is all on top of the usual things that can be tweaked about a unit (damage/cost/health/etc) Personally I'd rather have the more interesting thing be the hive upgrade, and we can get locusts hopping up and down cliffs and leaping into battle. | ||
TWIX_Heaven
Denmark169 Posts
The idea that it takes 15 seconds for them to spawn new units is only fair, if they came out all the time, marines would have a hard time dealing with pathing/ getting past the locusts. The idea i think is that you make the terran react, sure, on their own they suck, but with infestors or lings+ vipers in the back they are deadly! Imagine the following, the locust comes out run for it and die, terran seizes the opportunity, scans and runs out, but this is like running into zerg "siege fire", fungals, lings and or banelings will have to close a shorter gap suddenly, which is what makes this unit so powerful. Remember, with Broodlords you can use micro / high ground / range to take them out with vikings for example, you don't risk your marines / tanks, you need only to fear the fungals hitting your vikings. also, they are lair tech and burrows (even without burrow tech I assume). Which forces detection, especially for terran, requiring more scans or ravens being used. Also they are great for defense, run out with spawned locusts for meat shield (90hp!!!!) and maximize damage with lings or even top it off with blinding cloud for maximum awesomess. The idea that this functions like a siege tank is very much true, but instead of the siege fire itself being the danger, it is the risk of dealing with the unit that is high, Remember locusts just has a rally point, their range is far greater than a broodlord or siege tank and very much forces a reaction. It also does not suffer from friendly fire or splash which means you have to battle it head on. i think it will solve a lot of issues for zerg and i for one will have a ton of fun using it, especially to pressure terrans more in the mid-early late game. definitly not a worthless unit and far more interesting than a lurker (a aoe spine crawler unit is not a siege unit in the same way) just my 2cents | ||
Anarchos
Sweden7 Posts
I definitly think it will have some great uses. | ||
BraveProbe
36 Posts
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fleeze
Germany895 Posts
On October 25 2011 07:06 theBizness wrote: Tank way easier to maneuver and much higher rate of damage/better damage delivery. it has one thing every "space controlling" unit needs: SPLASH seriously, i think this unit sucks balls in its current state. why do we need more broodlings/infested terrans? we have zerglings that are in low numbers "free" as well. even better it's actually useless if your going ling/bane (blocking your units) and with roaches its redundant (they tank too). so you can use it to tank for your hydras at best. 2 free zerglings every 15 sec. that's a fucking joke and worth 1! egg you would have to sack for a pair of zerglings. let it at least spawn banelings, they will still have to move from the swarm host to the tanks that they will never reach... or make it SWARM units. 15 sec for 2 units is ridiculously lame. 1 unit every 2 sec would be worthwhile to break a siege position. readjust stats so they are easily killed but theres just more and more swarming in. that could at least keep the tanks occupied with shooting them. even better just replace it with the lurker that's already in the game files or come up with a REAL siege unit, not this kind of crap. | ||
0neder
United States3733 Posts
On October 24 2011 23:57 Panzamelano wrote: and no... zerg doesnt need a carrier... the carrier was bad for 2 reasons. 1.incredibly hight tech cost. 2. took too long to get to it. Umm, those things applied in BW and it was great in the right situations. They just need to tweak micro and make a cheaper AoE air unit like the corsair to combat vikings. | ||
0neder
United States3733 Posts
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TWIX_Heaven
Denmark169 Posts
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EnclaveUSA
United States18 Posts
Remember flying scourge from RTS called "Perimeter"? It flyes in big numbers into your building or units, exploding, but dealing very small damage. What if Swarm Host will generate something, like scourge, another temporary kamikazes, but without splash, but able to atack air and ground. And look at early versions of Swarm Host. Previously we had flying locusts. | ||
KWik-E
United States72 Posts
On October 25 2011 07:31 TWIX_Heaven wrote: i would also like to point out that these small locusts guys took a beating from two bunkers and 5 (!!!) siege tanks, reached the bunkers did a little bit of damage, took another shelling and died, that's pretty damn tough, and 5 tanks are pretty much midgame at which point you could easily afford 4-5 of these, i really think they are a lot better than people think. I thought it was really impressive too. Too many haters hatin' in here! | ||
Shiladie
Canada1631 Posts
On October 25 2011 07:30 0neder wrote: I'd rather have them come out more frequently and be weaker. Faster than a brood lord, but they die sooner. Maybe even more of them. Great idea though, this is a MUCH better concept than the infestor and I hope it eventually replaces it. I'd be careful with the more/weaker concept, as they will quickly run out of melee-space on whatever they are attacking. I prefer the less higher hp/damage units. We need to consider the ability to stagger the locust spawns to create a steady stream of locusts, preventing splash from doing as much, and not giving time to counter. Considering 12-15 mutas is a regular harass group of mutas, spend that instead on swarm hosts and you can have 2 locusts spawning every second and running at a terran base for no cost, remembering these things have 110 hp right now. | ||
Kyrth
United States101 Posts
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[Erasmus]
Australia286 Posts
Don't see how that's better than burrowed banes though, I guess. | ||
penguinking
United States23 Posts
saying the swarm host and infestor should be exclusive is like saying the HT and collossus should be exclusive for redundancy's sake, the fact is they do similar things but for very different reasons and in different ways. the Infested Terran deal lots of damage quickly if you use a lot of them, and the swarm hosts is more of a slowly dealing damage until you leave, like the difference between dropping a thor in your mineral line and putting siege tanks up out side your natural. | ||
Nazarid
United States445 Posts
So many people in this thread think they will be used Alone... and without any support what so ever... You ever seen collosi or siege tanks all alone? no never... stop being single minded and think about all the options zerg already have and the other new unit zerg have in combo with infestors would make them even more deadly .. from just the video(I know numbers etc will change before release don't troll) the siege tanks were unable to just Blast them down only after 3 shots did they die. that's a decent amount of damage soaking obviously they could move faster but Even if they stay with the exact way they are in the video they will be a great asset to any zerg that wants to either Hold their choke point from pesky harassing units like the hellion or to help push back a Terran siege line. I am very happy with this unit esp if supported properly this unit could be very good... obviously if you use them alone.. the wave gets cleared and then terran/zergs/protoss move up and clean them out. they need to be protected not left alone to die. | ||
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