Zerg detectors, quick question
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MenacingVitamin
United States50 Posts
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AssuredVacancy
United States1167 Posts
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PrinceXizor
United States17713 Posts
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Chaosvuistje
Netherlands2581 Posts
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
1012 Posts
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. | ||
TriniMasta
United States1323 Posts
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. | ||
Percutio
United States1672 Posts
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PaterSin
Germany301 Posts
terran having 4 ways zerg 3 toss only 2 but well observers are hidden^^ | ||
Deathstar
9150 Posts
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. | ||
PaterSin
Germany301 Posts
On June 13 2010 05:46 Deathstar wrote: I think you're under the impression that observers are easily seen. if they move yes they are | ||
kiykiy
233 Posts
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KillerPlague
United States1386 Posts
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" | ||
charlie420247
United States692 Posts
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charlie420247
United States692 Posts
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baytripper
United States170 Posts
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
United States17246 Posts
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. | ||
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