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[D] Zerg Detection - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 20 21 28 Next All
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
October 22 2011 08:41 GMT
#361
Yeah there will be immediate problems, zergs will have to come up with other ideas like spitting creep and placing spores at thirds

When does the viper come out, because if it is lair tech then you would get detection at the normal speed, unless it came out of the spire......... oh god if this comes out of the spire, detection will not be present for ages! im starting to worry now :O
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Iamyournoob
Profile Joined August 2010
Germany595 Posts
October 22 2011 08:42 GMT
#362
I think that we don't know anything for sure yet and that we should not discuss this matter too much since it is all hypothetical.
Iatrik
Profile Joined August 2010
Germany159 Posts
October 22 2011 08:44 GMT
#363
Protoss need to get Robo-Tech for real mobile detection...
Terrans need to get Starport-Tech for real mobile detection...

So where is the problem?

If you don't go Robo as P , you just lose to cloak/burrow etc..
So it'll be just fair, if you don't go Spire as Z , you lose to these situations as well.

Getting detection should be a consideration while choosing your tech. Not taken for granted.

Even the terran scan is only temporary, since they have no static ground-to-ground defence that can detect.
Feed me more
Jim7
Profile Joined December 2010
United States154 Posts
Last Edited: 2011-10-22 08:48:33
October 22 2011 08:45 GMT
#364
From what I've read it sounds like the Viper only needs Lair. Just like the Overseer. The only problem I saw was that it's a bit of an expensive unit. 100/200?

Edit: http://www.majorleaguegaming.com/news/hots-multiplayer-zerg-first-impressions/

Viper
Requires: Lair
Cost: 100/200
mrtomjones
Profile Joined April 2011
Canada4020 Posts
October 22 2011 08:49 GMT
#365
Once it is up it is OP imo... every unit in your army could feasibly be a detector... aka any cloaked unit is effectively useless once it is up... sniping detectors or depleting scan energy is a big part of cloaked unit play and thats gone.... Personally I'd DT rush a zerg every game with the current unit spells. Vipers make DTs and colossus useless once they are out :/
j0ker
Profile Joined August 2011
275 Posts
October 22 2011 08:50 GMT
#366
if you are whining about detection in the upcoming expansion you are doing so way, way, way too early as it is still a long ways away. if you are whining about your current mobile detection that is absolutely absurd.
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2011-10-22 08:53:37
October 22 2011 08:50 GMT
#367
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.

Edit : There is a very simple solution, keep overseers (what is wrong with them anyways? I never saw anyone complain about them, and since they cost 50/50 I've seen them in a lot of pro games) and take the silly detection spell away from th viper.
That way Blizzard can balance the viper without being hindered by the detection problem.
j0ker
Profile Joined August 2011
275 Posts
October 22 2011 08:53 GMT
#368
im not super experienced with zerg, but doesnt the zerg 3rd finish vs toss(giving time to put up a spore) before any 2+ base dts are out anyways. like finish WAY before. 1 base dt vs zerg is a different story but quite easy to scout and an awful build in general. and banshees are a complete nonissue in this discussion IMO as you need spores to reliably zone them out anyways.
KimJongChill
Profile Joined January 2011
United States6429 Posts
October 22 2011 08:54 GMT
#369
On October 22 2011 17:44 Iatrik wrote:
Protoss need to get Robo-Tech for real mobile detection...
Terrans need to get Starport-Tech for real mobile detection...

So where is the problem?

If you don't go Robo as P , you just lose to cloak/burrow etc..
So it'll be just fair, if you don't go Spire as Z , you lose to these situations as well.

Getting detection should be a consideration while choosing your tech. Not taken for granted.

Even the terran scan is only temporary, since they have no static ground-to-ground defence that can detect.


dude do u realize how long it takes to make spire..
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
October 22 2011 08:54 GMT
#370
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.
http://grooveshark.com/#/deltrus/music
j0ker
Profile Joined August 2011
275 Posts
October 22 2011 08:55 GMT
#371
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.

Edit : There is a very simple solution, keep overseers (what is wrong with them anyways? I never saw anyone complain about them, and since they cost 50/50 I've seen them in a lot of pro games) and take the silly detection spell away from th viper.
That way Blizzard can balance the viper without being hindered by the detection problem.


i disagree as the viper looks to be a staple unit and static detection is just fine at that stage in the game, but i agree with your point about the overseer. it had a pretty solid and balanced role after the latest patch IMO.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
October 22 2011 08:57 GMT
#372
On October 22 2011 17:54 DeltruS wrote:
Show nested quote +
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.

too good I doubt it goes through personally... I also doubt its other move goes through.. the pull one.
Unnamed Player
Profile Joined March 2011
Australia89 Posts
October 22 2011 09:00 GMT
#373
I might be off track here but has anyone seen anywhere where they have said that the Viper is actually a detector?

Now it has a spell called Ocular Parasite that gives detection to other units but have seen nowhere where it says it has detection itself.


dogabutila
Profile Blog Joined December 2009
United States1437 Posts
Last Edited: 2011-10-22 09:02:04
October 22 2011 09:01 GMT
#374
On October 22 2011 17:44 Iatrik wrote:
Protoss need to get Robo-Tech for real mobile detection...
Terrans need to get Starport-Tech for real mobile detection...

So where is the problem?

If you don't go Robo as P , you just lose to cloak/burrow etc..
So it'll be just fair, if you don't go Spire as Z , you lose to these situations as well.

Getting detection should be a consideration while choosing your tech. Not taken for granted.

Even the terran scan is only temporary, since they have no static ground-to-ground defence that can detect.



Yea, except robo tech is what you want to actually do anyways. Spire tech sucks. Its like putting obs at stargate tech. You need to go out of the way for it or you lose to some banshees, but if you do then your midgame army is either slow or shit.

So in a way, it's like saying that it comes at infestation pit since that's what you want anyways. Except even not really because ZERG TECH TAKES TWICE AS LONG AS THE OTHER RACES.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2011-10-22 09:18:05
October 22 2011 09:03 GMT
#375
On October 22 2011 17:54 DeltruS wrote:
Show nested quote +
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.


Did you read the stuff from the panel? It's a one time spell.

Edit : source http://www.pcgamer.com/2011/10/21/official-list-of-unit-changes-in-starcraft-iis-heart-of-the-swarm-expansion/
Denzil
Profile Joined August 2010
United Kingdom4193 Posts
Last Edited: 2011-10-22 09:05:00
October 22 2011 09:03 GMT
#376
On October 22 2011 17:44 Iatrik wrote:
Protoss need to get Robo-Tech for real mobile detection...
Terrans need to get Starport-Tech for real mobile detection...

So where is the problem?

If you don't go Robo as P , you just lose to cloak/burrow etc..
So it'll be just fair, if you don't go Spire as Z , you lose to these situations as well.

Getting detection should be a consideration while choosing your tech. Not taken for granted.

Even the terran scan is only temporary, since they have no static ground-to-ground defence that can detect.


Terran and Protoss is nothing like Zerg.

You don't have to get more bases than your opponent as Terran or Protoss to be able to throw cost inefficient units at the opponent

Thats why we need early bases in the early game, expanding to a 3rd teching to lair and building a spire just won't work to tell DTs waiting at the 3rd to piss off.
Anna: So Sen how will you prepare for your revenge v MC? Sen: With a smile.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
October 22 2011 09:04 GMT
#377
On October 22 2011 18:03 NeonFox wrote:
Show nested quote +
On October 22 2011 17:54 DeltruS wrote:
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.


Did you read the stuff from the panel? It's a one time spell.

Thats not what everyone has been saying.... if so then I guess thats more manageable...
aksfjh
Profile Joined November 2010
United States4853 Posts
Last Edited: 2011-10-22 09:07:57
October 22 2011 09:04 GMT
#378
On October 22 2011 17:54 DeltruS wrote:
Show nested quote +
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.

I stand corrected. Reread the changes and it's a 1 time use spell. However, if it's impossible to tell which unit has the detection, then it could still be really powerful. We'll just have to see, and Zergs may have to make the same sacrifice as Terrans and build their detector buildings for reliable detection early game.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
October 22 2011 09:05 GMT
#379
hehe, can just use the detection spell on an overlord with the speed upgrade to make ghetto overseers again >.>. . .
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
October 22 2011 09:16 GMT
#380
On October 22 2011 18:04 aksfjh wrote:
Show nested quote +
On October 22 2011 17:54 DeltruS wrote:
On October 22 2011 17:50 NeonFox wrote:
They can't keep it that way, 200 gas for the first mobile detection is too much. And please stop saying it's the same for terrans with ravens, they have SCANS it's ridiculous saying it's the same.
And you could always build turrets where you want while covering the construction time with scans.


It is 200 gas for infinity detectors AND a good all around unit. Zerg detection will be better than ever.

I stand corrected. Reread the changes and it's a 1 time use spell. However, if it's impossible to tell which unit has the detection, then it could still be really powerful. We'll just have to see, and Zergs may have to make the same sacrifice as Terrans and build their detector buildings for reliable detection early game.



I'm not even sure that this choose a hero detection unit is a good thing for zerg. what unit should be the detector. A random roach which I now have to keep out of the battle? I lose a fighting unit or it might die randomly?
I feel like the only good option is indeed the overlord in which case u also need speed. so lair + spire + viper + speed. that does not make sense imo
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
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