Swarm

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
So, recently, I've been trying to get some of my skulk buddies to evolve swarm so we can roll the rines.

How useful is swarm? Does it stack?

If not, I think it should stack. (Skulk 1 bites, normal damage. Skulk 2 bites, +25% damage. Skulk 3 bites, +50% damage...)

Comments

  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    edited January 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Swarm: Deals +25% increased damage on a target that a teammate recently hit (within 3 seconds).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Better to have as a lerk, imo.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Would be cool if swarm let skulks running together a speed boost.
  • WebbieWebbie Join Date: 2003-12-26 Member: 24769Members
    I like swarm, I tend to take it as a skulk because frenzy generally doesn't do you much good.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited January 2012
    Just as a quick note, the power of grouped up units is part of the reason why close positions didn't work in SC2. I don't think this alone necessarily breaks anything, but it's still pushing the game into a certain kind of setup.

    Basically the problem in SC2 is how small the defensive advantage is when it's weighted against the advantage in numbers with units that pack together tightly. The tight unit stack benefits even from a small advantage in numbers, which then snowballs into a decisive victory in any engagement. As a result on close attack distances players are unable to split out their army even one bit and the game develops into a volatile armyball vs armyball battle where neither player can move out of their bases without huge risks, not even with a small portion of the army.

    I don't mean upgrades like this necessarily shouldn't be there, but it's one of the things that can make things like the random spawns even more difficult to control than they already are. Groups certainly are supposed to be powerful, but there also has to be good possibilities of defending with smaller numbers.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited January 2012
    Swarm is great for Gorges! Your Bilebomb would deal 375DMG so 2 gorges could kill almost all buildings in 5s.
    Swarm is the best upgrade if you have a Lerk fighting with you, because he has area damage (spores) and a hitscan rifle. That results in a 25% bonus for you almost the whole time.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Swarm is powerful for lerks in packs.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    anyone wana explain the actual mechanics behind swarm? never really understood it

    is it, x seconds bonus dmg to enemy if enemy has been hit by someone?

    does that someone else also need to have swarm?

    who benefits from swarm?, do both have to have it to get that bonuS?

    what is the bonus anyway?

    didn't realise stuff like spores activates swarm as well, thats pretty powerful

    and gorges with swarm and healing spray?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It's only used for damaging abilities and you have to have Swarm to get any benefits from it. It doesn't matter if others don't have it. As long as they have damaged an enemy, you (with Swarm) can benefit from it with a 25% damage increase if you hit the same enemy within 3 seconds.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think it would be cool that when you have swarm and parasite a marine, it sets that marine up as target '1' and then subsequently lists targets after that in order of attack if they are in view and have not been parasited.

    It is not necessarily a good thing for all players to attack one person, but groups would go down quicker in most cases when attack focus is on one marine at a time.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    So 2 gorges healing a marine will get a 25% dmg boost and because dmg=heal does the 25% also count for heal then.
    If yes some interesting onos, gorge and gorge combos could be played.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1898108:date=Jan 30 2012, 01:10 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jan 30 2012, 01:10 AM) <a href="index.php?act=findpost&pid=1898108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So 2 gorges healing a marine will get a 25% dmg boost and because dmg=heal does the 25% also count for heal then.
    If yes some interesting onos, gorge and gorge combos could be played.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No it doesn't increase healing effect as far as I know.
    But it's powerful for gorges in packs using healspray against marines.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    Adding a visual effect to recently hurt marines will help aliens coordinate Swarm attacks much easier.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    skulks run fast when in a group, good idea!


    the more skulks are in a certain radius
    the faster and more aggressive they are.

    but with a limit like lets say they can reach a
    total of 25% more speed and faster adrenaline
    regain, it is like:
    1skulk +0%
    2skulk +10%
    3skulks +15%
    4skulkst +20%
    5and more skulks 25%

    also some kind of cooldown for the effect would be nice.
    so the effect fades in and out.

    so the skulks have to gather at a certain point,
    like hidding in the infestation and when all are together
    and fully charged the rush.

    to prevent early agression rushes it should be an upgrade
    or second hive. but it would be an awesome counter attack!

    it would so much encourage teamplay as aliens!
    it is like the autosquad system but organic based :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Wait wut, free extra speed and energy regen for just ganging up. How is that a good idea... The sheer amount of Skulks working together is already very powerful, not need to give them the power to become unstoppable...
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1898191:date=Jan 30 2012, 03:40 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 30 2012, 03:40 PM) <a href="index.php?act=findpost&pid=1898191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait wut, free extra speed and energy regen for just ganging up. How is that a good idea... The sheer amount of Skulks working together is already very powerful, not need to give them the power to become unstoppable...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Listen to wise man Kouji_San.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i personally don't really like the swarm ability. it encourages teamplay in theory, but the fact that you don't know wether your allies have it or not (they rarely ever tell you) only encourages yourself to be the 2nd to attack (actually holding back at first!).

    well i think it's okay to keep it as a possible upgrade, but i'm against buffing it.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Adding a visual effect to recently hurt marines will help aliens coordinate Swarm attacks much easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
    this is what i'd prefer instead. maybe there could also be some indicator to let you know which allies have the ability, before they actually hit someone.
    i guess this would actually be a minor indirect buff if the info is only available for kharaa.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1898254:date=Jan 30 2012, 03:21 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Jan 30 2012, 03:21 PM) <a href="index.php?act=findpost&pid=1898254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i personally don't really like the swarm ability. it encourages teamplay in theory, but the fact that you don't know wether your allies have it or not (they rarely ever tell you) only encourages yourself to be the 2nd to attack (actually holding back at first!).

    well i think it's okay to keep it as a possible upgrade, but i'm against buffing it.


    this is what i'd prefer instead. maybe there could also be some indicator to let you know which allies have the ability, before they actually hit someone.
    i guess this would actually be a minor indirect buff if the info is only available for kharaa.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, I believe Swarm only increases the damage of the aliens who bought the upgrade.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo(post=1898254:date=Jan 31 2012, 12:21 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Jan 31 2012, 12:21 AM) <a href="index.php?act=findpost&pid=1898254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i personally don't really like the swarm ability. it encourages teamplay in theory, but the fact that you don't know wether your allies have it or not (they rarely ever tell you) only encourages yourself to be the 2nd to attack (actually holding back at first!).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't really like swarm as well, I never understood what it was doing before I read this thread, and I still fail to really see the effect in game. It's a quite confusing upgrade. Focus in comparison was much for self-presenting.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1898258:date=Jan 30 2012, 03:27 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 30 2012, 03:27 PM) <a href="index.php?act=findpost&pid=1898258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really like swarm as well, I never understood what it was doing before I read this thread, and I still fail to really see the effect in game. It's a quite confusing upgrade. Focus in comparison was much for self-presenting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I initially had the same reaction as you. Over time, I began to appreciate the design.

    For those who like to lead the vanguard, Swarm is probably not the most worthwhile upgrade. They either have to retreat early, or sacrifice themselves. But for the aliens who follow, Swarm offers a significant damage boost.

    For example, each Swipe from a Fade usually deals 105 damage to a marine; with Swarm, it deals 131 damage (an increase of 26)! Without Swarm, a Marine with level 2+ armor can take 3 Swipes. With Swarm and a little help from an ally (even just a Parasite helps!), 2 Swipes is all it takes to kill a level 3 armored Marine.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    It just seems very... obscure and clunky.

    It would make more sense to me if you gained the damage from proximity to allies, "swarm", you know?

    Even adding damage itself though... it would make more sense to increase the attack speed, I think.

    Current "swarm" would be better described as like... "worrying a wound". Not the most catchy phrase, but at least it's accurate.
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