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Burrow at tier 1 - officially! - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
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ineversmile
Profile Blog Joined December 2010
United States583 Posts
January 15 2013 00:09 GMT
#61
On January 15 2013 08:10 McBrungus wrote:
Show nested quote +
On January 15 2013 07:59 ineversmile wrote:
So now we need detection to build a Nexus against a zerg without lair tech?

EDIT: I mean, it's a nice idea...I just think that there might be some problems with blocking expansions with a 25 mineral, 1/2 larva cloaked unit.


How late are you building your Nexus that a Zerg would be able to block it with a burrowed unit? You still have to get the gas and research the ability, you know.


I'm talking about taking a third base.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 15 2013 00:10 GMT
#62
On January 15 2013 08:36 Existor wrote:
Show nested quote +
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

Show nested quote +
On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

How about a one-time use ability per reaper? - a bit similar to flare in WC3 for the mortar team.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
obsid
Profile Joined November 2008
United States389 Posts
January 15 2013 00:12 GMT
#63
On January 15 2013 09:09 ineversmile wrote:

I'm talking about taking a third base.


By the time you take a 3rd base you dont already have a robo or stargate or forge? What are you spending your gas on early dts?
willoc
Profile Joined February 2011
Canada1530 Posts
January 15 2013 00:13 GMT
#64
On January 15 2013 09:10 Grumbels wrote:
Show nested quote +
On January 15 2013 08:36 Existor wrote:
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

How about a one-time use ability per reaper? - a bit similar to flare in WC3 for the mortar team.


That's a pretty cool idea for the reaper! Would make them awesome at taking out tumors as well!
Be bold and mighty forces will come to your aid!
Nightshade_
Profile Blog Joined August 2011
United States549 Posts
January 15 2013 00:18 GMT
#65
On January 15 2013 08:36 Existor wrote:
Show nested quote +
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

Show nested quote +
On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

That ruins strategy. the whole POINT of burrow is to surprise your opponent, if you just have the magic unit you make 1 of because it doesnt need tech lab anymore run around the map you go "LOLOLOL" and run around baneling traps or lingroach traps etc.
Lil' Joey, Master of the A-Move Stalker Strike Force
Excludos
Profile Blog Joined April 2010
Norway8072 Posts
January 15 2013 00:21 GMT
#66
the "burrow unit at third base" is going to be annoying to deal with... The only problem I have with this is that it sortof forces protoss to open robotics again. Yes, the oracle have an ability to detect burrow, but its limited by energy. And if there is going to be burrowed zerg units across the entire map, then I fear it wont be enough. Well, we'll still have to wait and see.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
January 15 2013 00:24 GMT
#67
interesting, hope it works out!

Reminds me this:

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 15 2013 00:33 GMT
#68
On January 15 2013 09:13 willoc wrote:
Show nested quote +
On January 15 2013 09:10 Grumbels wrote:
On January 15 2013 08:36 Existor wrote:
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

How about a one-time use ability per reaper? - a bit similar to flare in WC3 for the mortar team.


That's a pretty cool idea for the reaper! Would make them awesome at taking out tumors as well!

Or they could have sensor towers sense burrowed units, just not detect them.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 15 2013 00:35 GMT
#69
On January 15 2013 09:21 Excludos wrote:
the "burrow unit at third base" is going to be annoying to deal with... The only problem I have with this is that it sortof forces protoss to open robotics again. Yes, the oracle have an ability to detect burrow, but its limited by energy. And if there is going to be burrowed zerg units across the entire map, then I fear it wont be enough. Well, we'll still have to wait and see.

Oracle can detect and kill it, but will you defend your 3rd base with photons? Maybe better start with pylon-photon and then place nexus?

Also in ZvZ 1 baneling exploding will allow to kill burrowed zergling at natural/3rd. So it looks balanced too. Also my post about this on battle.net forums

• It does not ruins ZvX, because delays Lair-tech, meaning mobile detection, better anti-air and other tools.

• It does not ruins ZvP, because protoss always starts with photon at Nexus-expand, so they can quickly clear burrowed Zergling and easily place expand. For 3rd base they have observers/Oracle to detect (Oracle got Core's Envision after Patch #11), and they can place quickly pylon-photon to clear burrowed Zergling too.

• It refreshes ZvZ and turns early game into more positional, forcing Zerg-attacker go into tier2 instead trying to kill opponent at early game stages. With nerfed Fungal Growth against armored units it can be more interesting too. So if one Zerg did burrow, he delays Lair with all it tech like faster Roaches, Infestors, Mutalisks or other options, but it allows to defend better at tier1. Also if you know, where enemy unit is burrowed, you can explode one Baneling and kill burrowed unit without detection.

• It does not ruins ZvT. Terran can already deny 3rd expand for zerg by burrowing Widow Mine. I'm not saying, is that effective or not, but Terran can unlike Zerg. Terran have scans and can build turrets anywhere. Zerg spores can be built only on creep. Also it will allow to deny Terran expand a bit, like Terran can do it now with Reaper, bunker-marine rush, Widow Mine and mixes of these units.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
January 15 2013 00:35 GMT
#70
I had completely forgotten about this... This is the ONE change I wanted during beta. I've always wanted burrow at tier 1.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Zealos
Profile Blog Joined November 2011
United Kingdom3575 Posts
January 15 2013 00:38 GMT
#71
Nice idea, I like that they are willing to experiment with new things in the beta.
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
Excludos
Profile Blog Joined April 2010
Norway8072 Posts
Last Edited: 2013-01-15 00:42:02
January 15 2013 00:39 GMT
#72
On January 15 2013 09:33 Grumbels wrote:
Show nested quote +
On January 15 2013 09:13 willoc wrote:
On January 15 2013 09:10 Grumbels wrote:
On January 15 2013 08:36 Existor wrote:
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

How about a one-time use ability per reaper? - a bit similar to flare in WC3 for the mortar team.


That's a pretty cool idea for the reaper! Would make them awesome at taking out tumors as well!

Or they could have sensor towers sense burrowed units, just not detect them.


I don't think detecting units is going to be big of a deal. Remember the roaches can't move underground with burrow only, so you will still see them before they burrow on your screen. Its not like they will suddenly sneak up to your base..well, not any quicker than before at least.
TimENT
Profile Joined November 2012
United States1425 Posts
January 15 2013 00:53 GMT
#73
Cool, now get rid of queen range buff.
Barcelona / Arsenal Fan!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 15 2013 00:59 GMT
#74
On January 15 2013 09:18 Nightshade_ wrote:
Show nested quote +
On January 15 2013 08:36 Existor wrote:
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

That ruins strategy. the whole POINT of burrow is to surprise your opponent, if you just have the magic unit you make 1 of because it doesnt need tech lab anymore run around the map you go "LOLOLOL" and run around baneling traps or lingroach traps etc.

decrease reaper sensor range to 4-5 and it becomes less strong versus surprizes
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 15 2013 01:03 GMT
#75
On January 15 2013 09:18 Nightshade_ wrote:
Show nested quote +
On January 15 2013 08:36 Existor wrote:
On January 15 2013 08:36 zhurai wrote:
mines should detect burrowed then.

Too much new things around new units. Reapers should recieve soft-detection.

On January 15 2013 08:32 Nightshade_ wrote:
On January 15 2013 08:28 Existor wrote:
On January 15 2013 08:27 Scrubwave wrote:
Terrans will have to just get ravens quicker!

Or they should get sensors with Reapers

no

Sensors =\= detectors. Remember sensor tower? It does not detects, but just spots units in fog of war. Same for Reapers spotting burrowed units (not only in fog of war)

That ruins strategy. the whole POINT of burrow is to surprise your opponent, if you just have the magic unit you make 1 of because it doesnt need tech lab anymore run around the map you go "LOLOLOL" and run around baneling traps or lingroach traps etc.


Oh man, next thing you are going to tell me they are giving someone a flying unit that can two shot probes and can cloak with an upgrade. Man, that would be so powerful, I don't know how we could figure out builds to counter a unit like that.

Yeah, no one needs new tech to deal with this. We will all be fine.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
vol_
Profile Joined May 2010
Australia1608 Posts
January 15 2013 01:54 GMT
#76
HELL YES!
Zerg early game aggression feels so neutered at the moment and forcing the other races to get detection before moving out is pretty baller defensively.
I will be putting burrowed banes outside naturals all day long as payback for widow mines ^_^
Jaedong gives me a deep resonance.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
January 15 2013 01:55 GMT
#77
On January 15 2013 09:35 Existor wrote:
Show nested quote +
On January 15 2013 09:21 Excludos wrote:
the "burrow unit at third base" is going to be annoying to deal with... The only problem I have with this is that it sortof forces protoss to open robotics again. Yes, the oracle have an ability to detect burrow, but its limited by energy. And if there is going to be burrowed zerg units across the entire map, then I fear it wont be enough. Well, we'll still have to wait and see.

Oracle can detect and kill it, but will you defend your 3rd base with photons? Maybe better start with pylon-photon and then place nexus?


So now we have to build a pylon and a cannon before taking our third? That's 300 more minerals and significant build time that should just be starting the nexus immediately.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 15 2013 01:59 GMT
#78
On January 15 2013 10:55 ineversmile wrote:
Show nested quote +
On January 15 2013 09:35 Existor wrote:
On January 15 2013 09:21 Excludos wrote:
the "burrow unit at third base" is going to be annoying to deal with... The only problem I have with this is that it sortof forces protoss to open robotics again. Yes, the oracle have an ability to detect burrow, but its limited by energy. And if there is going to be burrowed zerg units across the entire map, then I fear it wont be enough. Well, we'll still have to wait and see.

Oracle can detect and kill it, but will you defend your 3rd base with photons? Maybe better start with pylon-photon and then place nexus?


So now we have to build a pylon and a cannon before taking our third? That's 300 more minerals and significant build time that should just be starting the nexus immediately.

Zerg must grow creep to place spore to kill widow mine at 3rd base, or get early lair, or explode 3 banelings to kill one widow mine which is 100 minerals and 50 gas more expensive than widow mine.
MoonCricket
Profile Joined September 2011
222 Posts
January 15 2013 02:01 GMT
#79
It's about time Blizzard started to address Zerg's pre-Lair game, the race needs some viable, aggressive builds in HOTS and I think returning Burrow to Hatchery is where it belongs - burrowed Roach regeneration can be nerfed if it's excessive, I'd rather have the early, tactical advantage of Burrow for Zerglings and Banelings than an otherwise worthless Roach ability that forces Burrow to Tier 2 tech.

Another option I wish Blizzard would experiment with is Hatch based Spawn Creep for Overlords so you could knock on the door of Protoss and Terran wall offs earlier, maybe combined with decreasing Spine Crawlers Burrow time to 3 seconds so you could aggressively walk them over to your opponent's base instead of proxy them.

Creep spread might be an issue, but in all honesty you can just cancel a Hatchery anyway if you want to place your Creep Tumors aggressively, and using your 2nd Overlord in order to connect the Creep between your main and natural makes you a little safer vs 11/11 Barracks.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 15 2013 02:10 GMT
#80
Another option I wish Blizzard would experiment with is Hatch based Spawn Creep for Overlords so you could knock on the door of Protoss and Terran wall offs earlier, maybe combined with decreasing Spine Crawlers Burrow time to 3 seconds so you could aggressively walk them over to your opponent's base instead of proxy them.

You already were able to do 7pool spine rush and it was extremely strong in some cases.
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