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Zerg detectors, quick question

Forum Index > SC2 General
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MenacingVitamin
Profile Joined May 2010
United States50 Posts
June 12 2010 18:29 GMT
#1
I plan to start practicing Zerg soon, as ideally I would like to play random upon release for the fun of it. Zerg is the race I have the least experience with, so please excuse the ignorance. Question is, do Overseers provide the ONLY source of detection for Zerg? I looked through the armory and couldn't seem to find any other ways for Zerg to detect. Any clarification on this note would be appreciated!
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
June 12 2010 18:30 GMT
#2
Spore crawlers and fungal growth also provide detection.
We spend our youth attaining wealth, and our wealth attaining youth.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 12 2010 18:30 GMT
#3
Overseers and spore crawlers (while rooted) provide detection, alternately you can fungal growth a cloaked unit if you spot one and that will reveal it.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
Last Edited: 2010-06-12 18:31:49
June 12 2010 18:31 GMT
#4
Sporecrawlers detect when rooted into the ground. And you can temporarily detect a cloaked unit when you fungal growth it.

But yeah, on the detection ground, we definitely have the least attractive options compared to scan or observers.

-Edit- oh wow, lots of responces saying the exact same so quickly
NIJ
Profile Joined March 2010
1012 Posts
June 12 2010 19:40 GMT
#5
On June 13 2010 03:31 Chaosvuistje wrote:
Sporecrawlers detect when rooted into the ground. And you can temporarily detect a cloaked unit when you fungal growth it.

But yeah, on the detection ground, we definitely have the least attractive options compared to scan or observers.

-Edit- oh wow, lots of responces saying the exact same so quickly


Lets see, everyone has towers plus flying detectors as standard.

- Terran's perk is scan. flying detector is (was?) good spell caster.

- Protoss perk is multiple roles. cloaked detector (ideal scout + detecting), cannons cover both ground and air defense.

- Zerg's perk is towers can move if needed. flying detectors can be evolved from over 9000 units that you already have everywhere in relatively short amount of time.... no supply cost (actually gives you supply if you wanna look at it that way, but thats part having come from overlord)... doesnt tie up building queue time like other races.

I wouldn't call it weak at all. only hurdle they got since sc1 is the extra cost and prep time from the very powerful detection system they had in sc1. And they got a minor perk in that spore crawler can move, so theyre not that far off from how great they were before.
Act of thinking logically cannot possibly be natural to the human mind. If it were, then mathematics would be everybody's easiest course at school and our species would not have taken several millennia to figure out the scientific method -NDT
TriniMasta
Profile Joined December 2009
United States1323 Posts
June 12 2010 19:48 GMT
#6
Each race only has 2, one portable and one is immobile.
Cannon - Observer
Turret - Raven (Scans cost a LOT, though in late game this may favor terran a bit).
Spore Crawler - Overseer
I actually think Protoss is a bit weak on that aspect. Getting the first observer is standard, however in later game (if you are running on 1 robo), getting an observer means cutting an immortal or colossus for quite a while.
정명훈 FIGHTING!!! Play both T and P.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 12 2010 19:54 GMT
#7
Don't forget that EMP reveals even permanently cloaked units such as observes and DTs for a short period of time.
What does it matter how I loose it?
PaterSin
Profile Joined April 2010
Germany301 Posts
June 12 2010 20:43 GMT
#8
with fungal and emp Id call Protoss detection the weakest
terran having 4 ways
zerg 3
toss only 2
but well observers are hidden^^
En Taro Tassadar
Deathstar
Profile Blog Joined May 2010
9150 Posts
June 12 2010 20:46 GMT
#9
On June 13 2010 05:43 PaterSin wrote:
with fungal and emp Id call Protoss detection the weakest


I think you're under the impression that observers are easily seen.
rip passion
PaterSin
Profile Joined April 2010
Germany301 Posts
June 12 2010 21:06 GMT
#10
On June 13 2010 05:46 Deathstar wrote:
Show nested quote +
On June 13 2010 05:43 PaterSin wrote:
with fungal and emp Id call Protoss detection the weakest


I think you're under the impression that observers are easily seen.


if they move yes they are
En Taro Tassadar
kiykiy
Profile Joined July 2009
233 Posts
June 12 2010 21:07 GMT
#11
so we don't count storm, but include emp.
lalala
KillerPlague
Profile Joined June 2010
United States1386 Posts
June 12 2010 21:17 GMT
#12
On June 13 2010 06:07 kiykiy wrote:
so we don't count storm, but include emp.


ehh storm is in the grey area. emp fully reveals the cloaked unit so all units can shoot at it. emp only splashes an area, but a high hp cloaked unit will just move. if you include storm then you wonder when siege tanks, colossus, and hellions become "detectors"
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
charlie420247
Profile Joined November 2009
United States692 Posts
June 12 2010 21:26 GMT
#13
i wish theyd just make the overlord provide sight and make the overseer a badass flying caster.
there are 10 types of people in this world, those who understand binary and those who dont.
charlie420247
Profile Joined November 2009
United States692 Posts
June 12 2010 21:28 GMT
#14
any toss that thinks there detection is worse than zergs needs to switch races for a day while i dt rush there bitch asses. even with overseers there slow and expensive and easy as hell to snipe.
there are 10 types of people in this world, those who understand binary and those who dont.
baytripper
Profile Joined May 2010
United States170 Posts
June 12 2010 22:24 GMT
#15
yeah overseers are SO easy to get rid of, they're huge and fairly slow and can't be hidden, plus you can see them morphing and take them out while they're in the cocoon.

if i'm using cloaked banshees against zerg, i can just dodge the overseer or bring in a few vikings to snipe it. against protoss i have to waste a scan or tote around a raven (200 gas and slow as hell) to be safe.

the theoretical mobility of spore crawlers rarely helps given how fast banshees and DTs are and how fast both can take out an uprooted crawler, i'd say zerg is much weaker against cloak.

which is not to say it's imbalanced, because zerg can cloak every single one of their units with burrow and has incredible map vision anyway so they aren't as desperate for scouting info as protoss. they just have to pay with really vulnerable detection.
Craton
Profile Blog Joined December 2009
United States17274 Posts
Last Edited: 2010-06-13 00:34:07
June 13 2010 00:33 GMT
#16
1.) Don't morph Overseers in vulnerable places. That's poor play and your own fault for letting it get sniped.

2.) You don't need a Raven to Banshee harass protoss. All you need is a sharp eye to see moving observers -- they aren't hard to spot -- and to understand the obvious signs on one getting close, such as ground units being moved in. One scan + snipe is all you need, which is a pretty minor amount of micro compared to the potency of said attack.

3.) Overseers also come with other very strong abilities, which are often very underused or poorly used by inexperienced players, but top players have found some pretty strong niches for them.

Also slow? Overseers are pretty fast. If you wait until units are already attacking to move one, then yeah, it should die. If you move it at first glimpse on the minimap or simply micro it around your other units then you should be able to keep it alive. It generally comes down to a matter of your ability to micro vs your opponents (this is a good thing) or if you're sacrificing it, in which case it should die.
twitch.tv/cratonz
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