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Zerg scouting flaw - Page 5

Forum Index > SC2 General
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Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 14:58 GMT
#81
Besides, makes sense that your evolution chamber will make your units evolve.

Either that or enable overlord speed on t1 when you have the evo chamber.
Jameser
Profile Joined July 2010
Sweden951 Posts
August 14 2010 14:59 GMT
#82
On August 14 2010 23:48 hadoken5 wrote:
Show nested quote +
On August 14 2010 23:23 Jameser wrote:
regardless of if yes/no, overseer I think was meant to fill this spot so maybe you'd be satisfied if overseer morph cost was reduced to 100 minerals 75gas?

Not so much the cost of the overseer that is the problem, it is the accessibility of it. It takes to long to get it. And by the time you get it, it is usually too late. Someone mentioned overseer's being available for upgrade by building evo chamber. Probably better then slightly faster overlords.

that's way too much, if overseer only required evo chamber then you could easily build an effective strategy around overseer harass into roach push, completely locking down production of the opponent
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 14 2010 15:05 GMT
#83
On August 14 2010 23:59 Jameser wrote:
Show nested quote +
On August 14 2010 23:48 hadoken5 wrote:
On August 14 2010 23:23 Jameser wrote:
regardless of if yes/no, overseer I think was meant to fill this spot so maybe you'd be satisfied if overseer morph cost was reduced to 100 minerals 75gas?

Not so much the cost of the overseer that is the problem, it is the accessibility of it. It takes to long to get it. And by the time you get it, it is usually too late. Someone mentioned overseer's being available for upgrade by building evo chamber. Probably better then slightly faster overlords.

that's way too much, if overseer only required evo chamber then you could easily build an effective strategy around overseer harass into roach push, completely locking down production of the opponent


Because god forbid that zerg ever has any early game antics that you have to adjust your build to. That would be so harsh :O .

Overseers are born with 50 energy, so not only do you need to wait until you can contaminate a building, but now you have bought a 100 gas unit that can't fight back. Thats 100 gas gone meaning 4 less roaches. And the only effect it has is to make your marauder come out of your barracks slightly slower. So OP :O
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
August 14 2010 15:08 GMT
#84
--- Nuked ---
Spaceninja
Profile Joined April 2010
United States211 Posts
August 14 2010 15:12 GMT
#85
I would like to see overlord speed at t1. although this might make zerg imba...
Haters Gonna Hate.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
August 14 2010 15:14 GMT
#86
On August 14 2010 15:17 chillos wrote:
Show nested quote +
On August 14 2010 12:46 Selenium wrote:
Btw
What is the difference between sc1 and sc2 in terms of zerg's scouting ability?


Sc1 hydra tech(anti-air) and detection is t1

sc2 hydra tech and detection is t2


no in sc1 basically it was :
wall = mech or 2 port wraith
no wall = bio and you just keep a ling outside his base to see if he will expand which he will
and if he has nothing in his base then he is doing proxy shit
WeMade FOX would be a deadly SC2 team.
EnderCN
Profile Joined May 2010
United States499 Posts
August 14 2010 15:17 GMT
#87
Zerg have the best scouting so I'd say no. If someone walls in and I'm Terran I have to burn 270 minerals to scan or 150 to float a barracks over. If someone walls in and I'm Protoss I have to build a buliding I might not even want or get an upgrade I don't really want(hallucination) to scout them.

Zerg can scout for 100 minerals. Even if they use 2 overlords from opposite sides of the map they still have the easiest scouting early. If Zerg needs some sort of buff in early scouting then Protoss needs a massive buff at it.
Gahlo
Profile Joined February 2010
United States35172 Posts
August 14 2010 15:18 GMT
#88
OP brings up a great point. I can see that being a big hassle and even as a terran I sympathise. That is, until Stim is done. :p
hadoken5
Profile Joined May 2010
Canada519 Posts
August 14 2010 15:22 GMT
#89
On August 14 2010 23:59 Jameser wrote:
Show nested quote +
On August 14 2010 23:48 hadoken5 wrote:
On August 14 2010 23:23 Jameser wrote:
regardless of if yes/no, overseer I think was meant to fill this spot so maybe you'd be satisfied if overseer morph cost was reduced to 100 minerals 75gas?

Not so much the cost of the overseer that is the problem, it is the accessibility of it. It takes to long to get it. And by the time you get it, it is usually too late. Someone mentioned overseer's being available for upgrade by building evo chamber. Probably better then slightly faster overlords.

that's way too much, if overseer only required evo chamber then you could easily build an effective strategy around overseer harass into roach push, completely locking down production of the opponent


Ok so then have the contaminate ability automatically unlocked with lair. Problem solved.
hadoken5
Profile Joined May 2010
Canada519 Posts
August 14 2010 15:26 GMT
#90
On August 15 2010 00:08 Barrin wrote:
Sounds like you are sending your first overlord a tad too early.

I don't understand why you would go for hydras instead of roaches to counter tanks :X


What are you talking about? Read my other posts.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
August 14 2010 15:27 GMT
#91
increase overlord sight by a small amount. that should be enough. any earlier overseers and you wil make dtss even worse
Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 15:29 GMT
#92
On August 15 2010 00:17 EnderCN wrote:
Zerg have the best scouting so I'd say no. If someone walls in and I'm Terran I have to burn 270 minerals to scan or 150 to float a barracks over. If someone walls in and I'm Protoss I have to build a buliding I might not even want or get an upgrade I don't really want(hallucination) to scout them.

Zerg can scout for 100 minerals. Even if they use 2 overlords from opposite sides of the map they still have the easiest scouting early. If Zerg needs some sort of buff in early scouting then Protoss needs a massive buff at it.


Aren't the minerals that MULEs mine taken away from mineral fields? If yes, saying that a scan costs 270 minerals is just BS, since you'll eventually get those minerals anyways.

Besides, a scan is instant and and you see a large area, while slow overlord scouting takes planning, and it's not even guaranteed that you get into his base.

If MULEs don't actually mine the minerals, but they somehow magically appear in their robotic arms, disregard this post.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
August 14 2010 15:39 GMT
#93
On August 15 2010 00:17 EnderCN wrote:
Zerg have the best scouting so I'd say no. If someone walls in and I'm Terran I have to burn 270 minerals to scan or 150 to float a barracks over. If someone walls in and I'm Protoss I have to build a buliding I might not even want or get an upgrade I don't really want(hallucination) to scout them.

Zerg can scout for 100 minerals. Even if they use 2 overlords from opposite sides of the map they still have the easiest scouting early. If Zerg needs some sort of buff in early scouting then Protoss needs a massive buff at it.


Did you know a Barracks moves twice as fast as an Overlord and has 5 times the hit points?

I'm not sure how you can say Overlords are in any way shape or form better than floating a 150 mineral building and being almost guaranteed to see everything simply because it travels faster and takes 5 times as long to kill.

If it was ever as important to terran to scout, the barracks is objectively better than overlords at that task.

But the races aren't the same, it's rare that a terran will flat out lose if he doesn't know exactly what the opponent is building, having such an easily accessible generalist unit as the marine, and builds like the 1/1/1 pretty much ensures that, not to mention of course that we can consider the protoss as the one enemy we have in common, while strictly comparing zvt, the variety in openings clearly favors the terran.
Jameser
Profile Joined July 2010
Sweden951 Posts
August 14 2010 15:46 GMT
#94
I don't know how anyone can argue that anyone has anything close to terran's scouting. toss has to spend gas on obs, terran scan costs 0 gas not to mention helion harass usually means you don't have to scan to scout and overlord scouting is easy to deny, not to mention it leaves you open for viking harass on your supply.

Merikh
Profile Blog Joined June 2010
United States918 Posts
August 14 2010 16:35 GMT
#95
Yeah I like some of these suggestions:

I wish they unnerfed the overlord speed. It used to be like 50/50 back in beta some time ago.

But a sight range or speed boost would be useful.
G4MR | I mod day9, djwheat and GLHF's stream
chillos
Profile Joined June 2009
Kyrgyzstan12 Posts
Last Edited: 2010-08-14 16:48:08
August 14 2010 16:47 GMT
#96
On August 14 2010 22:40 BeMannerDuPenner wrote:
Show nested quote +
On August 14 2010 15:17 chillos wrote:
On August 14 2010 12:46 Selenium wrote:
Btw
What is the difference between sc1 and sc2 in terms of zerg's scouting ability?


Sc1 hydra tech(anti-air) and detection is t1

sc2 hydra tech and detection is t2
ß

wat?

you have queens which evry Z will have and can instantly be build. if anything AA is better.

and why does detection matter? if you dont have a lair when dts/cloaked banshees knock at your dorr you did something wrong.




i dont really see the problem. as Z you atleast have the option to scout early and have a guaranteed full scout 10 secs after your lair is ready (overseer)

as a P your options are actually worse since you have no option to scout early and need that obs/phoenix to see anything.

as T you have scan which is abit tricky. either you get easy early full intel or you miss with the scan and you know exactly nothing at all with no way to compensate.



seriously, scouting is my smallest problem when i random Z. overlord sacs and the amazing overseer (in addition to lolmaphackcreep) are just fine. i def feel more often "in the dark" as p/t vs good players that snipe obs/spread&hide tech


3 queens against 4 banshees gogo. -_-


The death of one man is a tragedy. The death of millions is a statistic
Neo.NEt
Profile Joined August 2010
United States785 Posts
August 14 2010 16:58 GMT
#97
Honestly I didn't read more than a line or two but I don't see a huge problem here. Lings can scout the entire map no problem, but as far as scouting their main, you pretty much have to get overlord speed and sacrifice an overlord. Not exactly a scan, but I wouldn't consider this broken.
Apologize.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
August 14 2010 17:02 GMT
#98
You should have overseer up in time to scout 2 port banshee before any banshees are out let alone before 4 come out..
Yttrasil
Profile Joined April 2010
Sweden651 Posts
Last Edited: 2010-08-14 17:10:09
August 14 2010 17:07 GMT
#99
God, only problem though is if you go fast lair you'll die to fast reaper- a big ball of mm, huge groups of hellions and so on and so on. I don't have problem with scouting IF I can go insta fast lair, but I can't! Again if the Terran is good and hide their stuff it's 50/50 you die to one or the other and in the other cases it's still a 50/50 fight to the death and with mech it's more like 70/30... =/

Edit: The maths for me if you calculate this suggest that there is imbalances...

Edit2: Also to add, we as zerg have no builds AT all like this that just gives us a build order win generally...
Meh
Tritonus
Profile Joined August 2010
Denmark125 Posts
August 14 2010 17:56 GMT
#100
On August 15 2010 01:58 Neo.NEt wrote:
Honestly I didn't read more than a line or two but I don't see a huge problem here. Lings can scout the entire map no problem, but as far as scouting their main, you pretty much have to get overlord speed and sacrifice an overlord. Not exactly a scan, but I wouldn't consider this broken.


Read the OP, then reply.
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