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[D] Zerg Detection - Page 11

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DeepElemBlues
Profile Blog Joined January 2011
United States5079 Posts
Last Edited: 2011-06-07 00:17:07
June 07 2011 00:14 GMT
#201
You dislike banering bomb?

BLASPHEMY

Properly placed spore crawlers and a properly microd overseer with your army is all that Zerg needs for detection. 75 minerals for a baller anti-air detector structure that you can now reposition very quickly? Sign me up please. If DTs are getting proxied at your expansions or into your main repeatedly or are running scot-free across the map, you don't have the map control you should have playing Zerg.
no place i'd rather be than the satellite of love
L3gendary
Profile Joined October 2010
Canada1470 Posts
Last Edited: 2011-06-07 00:26:04
June 07 2011 00:22 GMT
#202
I agree. Most of the time when you get overseers, especially mid-late game, it's for detection. The high cost is due to the 2 spells it gets when all you really want is detection. Even blizzard said they were gonna change overseer in HotS but that's a long way out.

Personally I throw down 1 spine + 1 spore at every base at the 15:00 mark (that's 275min per base so about 1k-1.4k on 4-5 bases), completely blindly since there's no way of telling when dts will be researched in the late game. The observer is just so much better in every single way. There's a reason ovys had detection in bw.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-06-07 00:25:08
June 07 2011 00:24 GMT
#203
Okay, I'm confused. I don't hate my race. If I did I'd play a different one. I just thought it was appropriate to voice my complaints about its detection capabilities compared to other races and admittedly I used the reasons for detection in my argument and complaint.

How does that make me hate my race?


I'd also love to know why its assumed I will bank a ridiculous amount of money just because I'm a zerg player. Not all zergs play the same.

And finally, 25 minutes plus late game its understandable to have 2 spores and 3 spines et cetera but at 15 minutes it is not optimal to have the required amount of defense to deter or defeat a large enough DT attack. When I play toss and I see a third with a spore and a spine you know what I do? I make more DTs and rush the spore. Then I kill the drones and get out.

Edit: Spores are 125 not 75. Drones aren't free.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Fleebenworth
Profile Joined April 2011
463 Posts
June 07 2011 00:26 GMT
#204
Is this thread still going? Zerg is fine. Their detection is quite strong; spores shut down both DTs and stargate builds.

I have no clue why a small percentage of zerg players need to incessantly whine about things that aren't broken.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 07 2011 00:36 GMT
#205
Please be more constructive Fleebenworth.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Swig
Profile Joined July 2010
United States54 Posts
June 07 2011 00:49 GMT
#206
Although I think it's true that overseers are too easily picked off late game, giving overlords detection would be ridiculous.

It would be great if the overseers' detection radius was increased. That way they stay further behind the zerg army, and the protoss would have to think twice before blinking into a bunch of roaches.
deadjawa
Profile Joined May 2011
United States179 Posts
June 07 2011 00:51 GMT
#207
I find zerg detection to be fantastic. Even if I dont have overseers, fungal and banelings are quite easy to use to pick off cloaked units. If you have an army without infestors, banelings, and overseers you might need to rethink unit comps.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
June 07 2011 01:28 GMT
#208
TL, annoying topic, DR...

Be that as it may, I just want to say that detection is is something that's worthwhile to skimp on when possible, but can save many, many times its resource cost when you really do need it. In this way overseers are kind of great. You can pre-deploy overlords all over the map for no real cost and then fire up the nearest one in just 17 blizzard seconds when required.

I find DT harass against good players only really works if you can distract them with a larger confrontation, which is the same way zergs should be using ling run-bys and terrans should be using drops. The fact that there is now a separate audio warning when you are taking drone damage means that a truly capable player should be able to notice the difference in all three. Of the three: DTs are the highest tech, most expensive and when they get shut down; they get shut down hard.

(And for the love of fuck, there's no second 'c' in "cloaked". I swear that one is the second most common spelling mistake among ostensibly English-speaking starcraft players after "turrents")
Raid
Profile Joined September 2010
United States398 Posts
Last Edited: 2011-06-07 07:51:32
June 07 2011 03:14 GMT
#209
On June 07 2011 09:24 Probe1 wrote:
Okay, I'm confused. I don't hate my race. If I did I'd play a different one. I just thought it was appropriate to voice my complaints about its detection capabilities compared to other races and admittedly I used the reasons for detection in my argument and complaint.

How does that make me hate my race?


I'd also love to know why its assumed I will bank a ridiculous amount of money just because I'm a zerg player. Not all zergs play the same.

And finally, 25 minutes plus late game its understandable to have 2 spores and 3 spines et cetera but at 15 minutes it is not optimal to have the required amount of defense to deter or defeat a large enough DT attack. When I play toss and I see a third with a spore and a spine you know what I do? I make more DTs and rush the spore. Then I kill the drones and get out.


Edit: Spores are 125 not 75. Drones aren't free.



LET ME HELP YOU.... this is what you said earlier...



"Early/Mid Zergs detection holds up. Its not the best but it holds up.


Late game... .........
Ugh.

Now if you could upgrade overlords to regain their detection prowess from the first game [wrings hands menacingly]"

Incoming zerg QQ

"At what point do we collectively admit how unusual it is that Terran has the best scouting and the best scout prevention, Protoss has the best detector unit and excellent cloaked units and Zerg is left holding the bag in the rain? Its how I and others feel and I'm sorry (genuinely) if this comes across as a balance whine but I find it to be sincerely true.
My race is hard."



Yeh you certainly don't have a problem with your own race. This is just another zerg QQ thread, the game isn't suppose to be spoon fed to you. You have overlords everywhere, at 15 minutes you have lair tech/should have lair tech. Stop whining about the cost of things... Thats like saying oh you know how much mining time I lose by building stuff with scvs and 270 minerals to kill creep tumors with scans, its just silly to be so nit picky.

People need to stop it with the Idra band wagon and just make due with what they got because obviously Nestea doesn't have a problem with dts hence GSL finals..
ScythedBlade
Profile Joined May 2010
308 Posts
Last Edited: 2011-06-07 03:57:01
June 07 2011 03:50 GMT
#210
Zerg detection is the way it is so that Protoss is *actually* balanced. There's really no way to help come back when Zerg units are as efficient most of the time and Protoss has no answer. (Trust me, Protoss is weak with just straight up macro and not so much micro "tactics", and I play both Zerg and Protoss)

The thing that MC did against Idra in g6? Only way you could deal with it is with DT support. HT's do far too little damage in the battle field especially against roaches =/

Edit: Also, infestors ... don't complain. In the battlefield, Infestor's ability to reveal DT's is INSANE. Protoss detection requires that you bring a unit with you all the time, but if you think about it, both Terran and Zerg have abilities to backup detection when you need it (scan/emp and fungal), and Toss doesn't.
decaf
Profile Joined October 2010
Austria1797 Posts
June 07 2011 05:31 GMT
#211
DTs are just too strong.
Remember when you thought HTs with the KA were totally fine and raged when the amulet was removed? You think it's fine just because it is that way, but it certainly isn't.
I'm pretty sure if we got a test realm with overlords having detection with the speed upgrade you would figure that it's just fine. How often do you see an overlord at far out expansions? How is losing overlords in battles not quite a loss?
The fact that an overlord with detection would still be easy to kill would be not as important because you got many of them to still be fine (well, you might be supply blocked, but you don't lose the freaking game instantly).
I'm pretty sure we will see detection for overlords coming back. Sure, in sc2 we got injections to pump drones, but you're also able to warp in, which is really good.
Raid
Profile Joined September 2010
United States398 Posts
June 07 2011 05:54 GMT
#212
On June 07 2011 14:31 decaf wrote:
DTs are just too strong.
Remember when you thought HTs with the KA were totally fine and raged when the amulet was removed? You think it's fine just because it is that way, but it certainly isn't.
I'm pretty sure if we got a test realm with overlords having detection with the speed upgrade you would figure that it's just fine. How often do you see an overlord at far out expansions? How is losing overlords in battles not quite a loss?
The fact that an overlord with detection would still be easy to kill would be not as important because you got many of them to still be fine (well, you might be supply blocked, but you don't lose the freaking game instantly).
I'm pretty sure we will see detection for overlords coming back. Sure, in sc2 we got injections to pump drones, but you're also able to warp in, which is really good.


When your going to give a buff for a unit you got to look at the big picture and how this will effect other matchups. Giving overlords complete detection will mess up late game TvZ where ghost intentionally cloak to walk under broodlords to snipe them..

Ghost are becoming more and more popular in TvZ and plz don't botch it before it even begins becoming standard. It happens so much.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44271 Posts
June 07 2011 06:02 GMT
#213
Zerg overlords getting detection at lair? That would make dt rushes non-existent -.-'

Just learn to make two overseers if you're going to move out against dts. Or don't leave them in the front of your army so they don't get sniped. Terran has the same problem with slow ravens, and Protoss has slow observers (as soon as they get seen they get sniped- they're the weakest of the three detectors).
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-06-07 06:41:19
June 07 2011 06:40 GMT
#214

firstly you have to remember that Zerg unlike other races can make all drones or all units or a mix of the two depending on the build orders chosen so if your not bare minimum 16 drones ahead by the 4th hatch your larvae decisions are wrong.


That's just bullshit... If Im 16drones ahead in a PvZ and not seriously behind on something (tech, army) my opponent just sucks. (meaning he didn't put pressure on me, neither expanded fast enough himself, nor chronoboosted enough probes)
And even if I could be 16drones ahead at this point, building the required defenses vs DTs would cost me at least 8drones+something like 700-1000minerals (16crawler is too many...) which leads me to the question: Why on earth should I even prepare for dts, as I would do more damage to myself as the dts would do!
Seriously, if you lose like 20drones lategame to dts, you were either outplayed or you simply suck;
And if a protoss doesn't just turn around with his dt's and turns them into archons, which are pretty costefficient now, or builds enough dt's to kill the spores, he sucks.


On June 07 2011 09:22 L3gendary wrote:
I agree. Most of the time when you get overseers, especially mid-late game, it's for detection. The high cost is due to the 2 spells it gets when all you really want is detection. Even blizzard said they were gonna change overseer in HotS but that's a long way out.


It's pretty much this what bugs me. Overseer or Overlorddetection, I don't care! But getting hit by dt's and thereby forced to invest tons of gas (which is usually the limiting ressource in ZvP) in a unit that is pretty much useless, besides its detection ability, is just annoying. (not imbalanced, but I don't think that overlord detection would be imbalanced either)
DarkPlasmaBall
Profile Blog Joined March 2010
United States44271 Posts
Last Edited: 2011-06-07 06:59:18
June 07 2011 06:58 GMT
#215
On June 07 2011 14:31 decaf wrote:
DTs are just too strong.
Remember when you thought HTs with the KA were totally fine and raged when the amulet was removed? You think it's fine just because it is that way, but it certainly isn't.
I'm pretty sure if we got a test realm with overlords having detection with the speed upgrade you would figure that it's just fine. How often do you see an overlord at far out expansions? How is losing overlords in battles not quite a loss?
The fact that an overlord with detection would still be easy to kill would be not as important because you got many of them to still be fine (well, you might be supply blocked, but you don't lose the freaking game instantly).
I'm pretty sure we will see detection for overlords coming back. Sure, in sc2 we got injections to pump drones, but you're also able to warp in, which is really good.


...Whaaaaat?

1. Dark templars are certainly not *too strong*. You can stop them quite easily. And once you get detection up at your bases (which costs only a few minerals), they're absolutely useless. They have no other functionality once the element of surprise is gone. Sure, they're decent melee units, but they can't cast spells, have no range, and it's very rare to make archons out of them unless you're floating resources.

2. High templars are used a lot less, now that KA is gone. A lot less. Removing KA was a huge mistake if Blizzard wanted Protoss to use fewer colossi.

3. If Protoss players are going to commit to dark templar tech and dark templar (which is a heck of a lot more resources than your defense is, so stop QQing), than be prepared to make an overseer or two. Learn to react to your opponent's builds, like everyone else does. And learn to not get your key units sniped. Protoss does it with colossi. Terran does it with tanks. Zergs can learn to do it with overseers.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
JaqMs
Profile Joined August 2007
United States73 Posts
June 07 2011 08:22 GMT
#216
The cost of DT-proofing your bases isn't too bad. First of all, has anyone considered using a patrolling overseer to cover the main and natural detection? You can skip spore crawlers altogether and concentrate spine crawlers in your natural, making sure the ramp is covered. That leaves your third and above bases that need spores and spines.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 07 2011 19:40 GMT
#217
On June 07 2011 06:40 Voltaire wrote:
Show nested quote +
On June 07 2011 06:22 synapse wrote:
On June 07 2011 06:07 Yamulo wrote:
On June 07 2011 06:05 synapse wrote:
On April 26 2011 21:21 Zorkmid wrote:
I don't really see any problem with Zerg's detection. vT you really only need one in the early game (for cloaked banshees). vP you don't really need detection until late game at which point 150/300 should cover you for the rest of the game.

Even though I think it's stupid to compare the two different games, let's do it......I played BW and DTs in that game were more effective there because zerg didn't have the ability to mass drones, so we couldn't afford spores and sunkens that easily. I seldom saw wraiths, but since they can shoot air and we had no queens, I can see why OLs had detection in that game.

The point is that you can send DTs all over the map for harass, in which case you would need 4-5 overseers or spend a LOT of money (and use up drones) to make spore + spine, which most of the time doesn't even block the DT harass if there are enough. 2-3 overseers are also very easy to snipe: overseers are slow, and very easy to pick off with blink micro. Sacrifice a few stalkers to make DTs invincible vs the zerg army? Hell yes. With the clusterfuck that SCII battles are, it's VERY HARD to fungal all of the DTs.

No, you simply make 2 spores and 2 spines at each base which in the end is actually better for you since it raises how many units you can produce, there is no fundamental flaw with this... This happens in every protoss match up even pvp... You have to build cannons at every base.... So don't suggest that this is only a "zerg problem". Also... i would love to see a protoss blink and kill the overseer that isn't positioned horribly, it may be a problem for people that put them on the same hotkey and attack move across the map.... but no if you control your overseer correctly you are fine.....

Lets see, late game I'm on 4 base and you want me to make 8 spores and 8 spines... that's 2k minerals down the drain just to protect vs DT harass, along with 16 lost drones. No, you don't just sacrifice drones to get a bigger army, because zerg doesn't have a deathball; losing your economy = gg because of how squishy zerg units are. P's that go DT lategame always blink suicide 9-10 stalkers to kill your overseers, because that forces zerg to pull his entire army back.

On June 07 2011 06:16 Yaotzin wrote:
Would Zergs trade overlord detection for stronger archons and DTs from templar archives?

I don't know about stronger archons (health increase, attack increase?), but DTs from templar archives is fine by me... as long as my overlords can see them.
On June 07 2011 06:21 Voltaire wrote:
Overseers are massively easier to get and use than ravens, that's all I have to say about this. I think the game is completely balanced.

Coming from a both zerg and terran player.

missile turret <=> spore crawler
raven <=> overseer
scan <=> ???


Scans cost 300 minerals, more than a spine and a spore.


Do people still make this stupid comparison? I guess each creep tumor cost 1200mins and 800gas because those 4 larvaes that would have spawned could each have been Ultralisks.
Jaedong <3 HOOK'EM HORNS!
RemrafGrez
Profile Joined November 2010
United States180 Posts
June 07 2011 20:03 GMT
#218
Two gripes.

First, if you are going to say overseers cost 150/100 (overlord 100, overseer upgrade 50/100) then you have to say cannons cost 250 (100 for pylon, 150 for cannon).

Second, overseers are great because you can build them anywhere on the map instantly with existing overlords. So if you have an overlord or two at each base, you will never lose your base to dark templars unless he brings 4+ dark templars at once.
RemrafGrez
Profile Joined November 2010
United States180 Posts
June 07 2011 20:04 GMT
#219
Spore crawlers are so good now as well. With the quicker root, they are basically high hitpoint mineral only hydras that can't be lifted by phoenix. That's pretty damn good.
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
June 07 2011 20:08 GMT
#220
Crazy thought... What iff... WHAAAAAAAAT if, overlords could see cloaked units, never saw that used in any versions of starcraft have we?

Like why take out something that worked perfectly fine, and throw in a shitty unit, this reminds me of the colo, reaver arguments. Just something to change it, but it went for the worse imo, just my opinion.
"A bullet to the head will solve your problems."
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