Since in the recent Q & A threads it has been stated that when an infestor merges with the gateway or the barracks, it would produce a number of broodlings around 8 of what i recall, and if thats so: *what happens to the broodling ability of the swarm guardian? *is it still viable to call it swarm guardian?? *will it be cut and get a new mutalisk evolution option?? *or do we get to have SC1 plain guardian (but theres too much returning unit and we need something new in case guardians are out) back?? *what skill ideas do you have for the swarm guardian?? theres too much questions that need answering so whats your opinion/idea??
The Broodling ability of the Swarm Guardian has been removed. It's now just like the StarCraft1 Guardian and just has a normal attack. It's still viable to call it the Swarm Guardian. The reason for 'Swarm' wasn't purely based on the fact that it Spawned Broodlings. Besides, does it really matter if it's just called a Guardian again? It's like the name Twilight Archon or Archon. They're both the only Archon and Guardian in the game so why does it matter if it's got a prefix or not? Why would the Swarm Guardian be cut because it doesn't have the ability to span Broodlings? That ability wasn't its main purpose, long range Air-to-Gruond siege is its main purpose. It's not as though they've removed its attack or anything, it was just a passive ability. At the moment the StarCraft1 Guardian basically has returned as the only thing separating it from the Swarm Guardian were the Broodlings. There aren't too many units returning for Zerg in StarCraft2, they've got roughly the same number as all the other teams. Why does the Swarm Guardian need another ability? As I said before, abilities aren't its main purpose. It's an Air-to-Ground biological siege weapon, not a spell caster or summoner. EDIT: I forgot to mention that they probably wouldn't now call it a 'Swarmless' Guardian.
yuo've got a point there that is why i wanted the twilight archon to be different coz the math speaks for itself (kahla + void = twilight)... It matters to me if theyll have to lose that prefix and a possible purpose to that coz integrity is a factor here.. not that im against the designers in continuing their endless efforts to balance this game, but at least for them to minimize huge changes like this and that... anyway it still does thje same thing anyway so im np with that,.. i didnt btw insisted that they be cut, but just hyphothesized a probability if will they be??... At first i was awe struck that giving the guardian a spawn broodling ability was way too imba for something with imense range to do something like that (ultimate range + deception ability) itd be so irritating to face something like that if ou got no anti-air able to deal with those..... im quite sure that zerg got the most returning (drone,overlord,zergling,hydralisk,mutalisk,ultralisk,broodling,guardian) does the other races have at least 8 units returned?? although it doesnt need an ability maybe something passive would do to complement for the prefix swarm.. that is why i was wondering if some would have an idea anyway...
In StarCraft1, the Zerg had fourteen units, including the Drone, Overlord, Infested Terran and Broodlings. Protoss had fifteen units, including the Probe and Interceptor. The Terran had thirteen, including the SCV. In StarCraft2, the Zerg have sixteen, including the Drone, Overlord and Broodling, nine of which are returning, including the Drone, Overlord, Broodling and Queen. The Protoss have seventeen, including the Probe, Interceptor and Escort, eight of which are returning, including the Probe and Interceptor. The Terran have thirteen units, including the SCV, six of which are returning, including the SCV. From that we can see that Zerg do in fact have the largest number returning, but their returning units include the largest number of exceptions. The Drone is an exception as it's just a worker, but that that means that the Probe and SCV can also be discarded, leaving the the Overlord, Broodling and Queen as the exceptions for the Zerg. The Overlord is just a farm, so it can be excluded from the exceptions as otherwise the Supply Depots and Pylons would have to count. Broodlings can be excluded from the exceptions, along with Interceptors for the Protoss, as they're just quick, weak, summoned units, so including them would have to include other things like Spider Mines, etc. The Queen is an exception because it's undergone such a change that it is essentially a new unit so can be excluded from the exceptions. Taking all that into consideration, the Zerg have six returning units, being the Zergling, Hydralisk, Lurker, Mutalisk, Guardian and Ultralisk, the Protoss have six returning, being the Zealot, High Templar, Dark Templar, Archon, Observer and Carrier, and the Terran have five returning, being the Marine, Ghost, Siege Tank, Dropship and Battlecruiser. Summing up, the Protoss and Zerg have six proper returning units each, while the Terran have five, so all the teams are pretty much balanced with each other's returning and new units. I doubt that that would mean that the Zerg have to get the Swarm Guardian replaced all because it no longer has the Broodling ability meaning it can no longer be called the Swarm Guardian and therefore might have to be changed. Sorry about that. That wasn't all directed at you, I mainly wanted to get everything cleared up, especially seeing as I'm having a similar discussion in another thread.
well since you put it in a consideration like that and is very convincing, ill okay on that... for now.... ill give you +5 respect points (remember these?? ^_^) you'll have to work your 15 more with psion lolz
that's kind of boring. Guardians are great and all, but with all the new mechanics they're adding, they could make it alittle more interesting than a plain old attacker, don't you think? The broodling idea sounded pretty cool if you ask me, would be awesome for taking care of Terran turtles; Guardians hit tanks, bunkers attack Broodlings, Zerg forces can rush in slightly more untouched, Banelings, etc.
/\ and that could be a bit overpowering and it is quite a good thing that it replaced for the infester and the guardian IMO is good as it is, it was such a unique unit in sc1
Where was it stated that the Swarm Guardian's attack had changed in the first place? When was it stated that an Infestor's infestation produced Broodlings instead of infested Marines? Am I missing something or are we making stuff up here?
I just hope they get rid of the current corrupter doesn't make it into the final build or at give it a new look it. Its too squid and squishy for the zergs bug like exoskeletons.
I like how the current corrupter looks, it's the infestor I want changed. As for the guardians, even though they lost thier broodling ability, they are still good as a long-range air siege unit. However, a problem still occurs. If they broodlings are as weak and dont last for very long as karune said, then how could they possibly be worth the time and investment of making them? If ability upgrades work like how they did in sc1, then you need to spend the resources to get infestation. Then you need to be able to sneek into thier base and survive long enough to infest the structure. If you succeed, what are you rewarded with? A bunch of cannon fodder incapable of fighting back. The only way infestation can possibly be useful in sc2 is if the broodlings are much stronger than thier design for when they came from guardians. I pray Blizzard finds a way to make infestation more useful/popular than in sc1.
Perhaps wiki is also confused with the current changes that SC2 is making with various unit types.... im also unsure if how will they make it work, having 2 units that can swarm the enemies at an insane amount for an instant... an acid spore + flying broodling egg = toasted meal attack against enemies lol (makes a lot of sense) a swarmless guardian anyway is a more suitable choice for the unit to be balanced.. just leave the broodling infestations with the infester... these spontaneous changes arent final anyway so ill gladly meditate more for various changes... *how about a mechanic that if the swarm guardian dies it lays eggs of broodlings or other crawler type larva
The fact it died means it couldn't handle the situation meaning laying eggs of a unit would mean that unit would die straight away. I would really like Zerg to get a unit in which it dies it spawns two units, then as those units die, they spawn two smaller weaker ones, and so on. So they'd have to find another way to kill the unit if they didn't want it to spawn more, such as Psi Storm, Snipe, Disease, etc.
that zerg will probably be the most insulting unit ever 2nd only against the larvas & eggs mysterious defense
yes but it would be very funny to run that unit into someones base and watch it die and spawn more and more. About the Guardian i hope it retains its broodling ability as it was a cool mechanic.