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[D] Zerg Detection - Page 23

Forum Index > SC2 General
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Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
October 22 2011 17:08 GMT
#441
On October 23 2011 00:05 Huntz wrote:
Show nested quote +
It's on a completely different route of lair tech and FORCES an early infestation pit.
That's bad game design.


I agree... observer needs to be available at nexus after twilight/robo or stargate IMO.

Protoss... Zerg. Different races.
Troll elsewhere.
HOLY CHECK!
Wire
Profile Joined July 2009
United States494 Posts
October 22 2011 17:13 GMT
#442
idk it does seem a bit far up the tech tree to be honest, but I'm already starting to favor a playstyle that involves getting hive very quickly so I'm not sure this will be a significant problem. The timings and costs and w/e need to be established before we jump to conclusions.

it seems that more and more so the blizzard changes are favoring faster hive tech. the ultra charge, baneling move, and hydra speed are all hive tech upgrades, and the necessity of detection being from infestation pit means that hive availability is opened up much faster. Idk it just makes lair seem to be a stepping stone
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
October 22 2011 17:15 GMT
#443
On October 23 2011 02:08 Lonyo wrote:
Show nested quote +
On October 23 2011 00:05 Huntz wrote:
It's on a completely different route of lair tech and FORCES an early infestation pit.
That's bad game design.


I agree... observer needs to be available at nexus after twilight/robo or stargate IMO.

Protoss... Zerg. Different races.
Troll elsewhere.


Yeah, one race requires detection the other does not.

OWAIT
I have a beard. I'm unprofessional.
mistermetal
Profile Joined March 2010
Canada76 Posts
October 22 2011 17:18 GMT
#444
On October 23 2011 02:13 Wire wrote:
idk it does seem a bit far up the tech tree to be honest, but I'm already starting to favor a playstyle that involves getting hive very quickly so I'm not sure this will be a significant problem. The timings and costs and w/e need to be established before we jump to conclusions.

it seems that more and more so the blizzard changes are favoring faster hive tech. the ultra charge, baneling move, and hydra speed are all hive tech upgrades, and the necessity of detection being from infestation pit means that hive availability is opened up much faster. Idk it just makes lair seem to be a stepping stone


from the people who have play tested HotS the viper is available when lair finishes, and is built from the Lair itself like the queen.
DIRESTRAIT
Profile Blog Joined October 2010
Canada155 Posts
October 22 2011 17:20 GMT
#445
It's possible they make Viper hatch tech but with ONLY the detection spell, at that point it's also a scout cuz it can fly so that hits two birds with one stone, we get a good aerial scout and some detection. They can then make the rest of the spells more expensive on lair tech. So I think it's good overall
I'm an Animal
Najda
Profile Joined June 2010
United States3765 Posts
Last Edited: 2011-10-22 17:27:13
October 22 2011 17:26 GMT
#446
On October 22 2011 23:16 ETisME wrote:
Show nested quote +
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).

Question about the viper though.. Can he cast the spell on more than one unit or is it only once? And is the Viper a passive detector by itself?
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
October 22 2011 17:29 GMT
#447
On October 23 2011 02:26 Najda wrote:
Show nested quote +
On October 22 2011 23:16 ETisME wrote:
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).


Add spine crawlers with spores late game.
I have a beard. I'm unprofessional.
Najda
Profile Joined June 2010
United States3765 Posts
October 22 2011 17:32 GMT
#448
On October 23 2011 02:29 Striding Strider wrote:
Show nested quote +
On October 23 2011 02:26 Najda wrote:
On October 22 2011 23:16 ETisME wrote:
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).


Add spine crawlers with spores late game.


No shit I obviously do that. Two spines and two spores can easily be taken out by a couple DTs.

Did you think I just put a spore down and tried to kill the DTs with my drones or something?
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
October 22 2011 17:42 GMT
#449
On October 23 2011 02:32 Najda wrote:
Show nested quote +
On October 23 2011 02:29 Striding Strider wrote:
On October 23 2011 02:26 Najda wrote:
On October 22 2011 23:16 ETisME wrote:
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).


Add spine crawlers with spores late game.


No shit I obviously do that. Two spines and two spores can easily be taken out by a couple DTs.

Did you think I just put a spore down and tried to kill the DTs with my drones or something?


Add more spines then?
I have a beard. I'm unprofessional.
Najda
Profile Joined June 2010
United States3765 Posts
October 22 2011 17:54 GMT
#450
On October 23 2011 02:42 Striding Strider wrote:
Show nested quote +
On October 23 2011 02:32 Najda wrote:
On October 23 2011 02:29 Striding Strider wrote:
On October 23 2011 02:26 Najda wrote:
On October 22 2011 23:16 ETisME wrote:
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).


Add spine crawlers with spores late game.


No shit I obviously do that. Two spines and two spores can easily be taken out by a couple DTs.

Did you think I just put a spore down and tried to kill the DTs with my drones or something?


Add more spines then?


I'm not here to discuss my gameplay as I already have a good way to deal with DTs. I was just saying the overseer isn't useless. It's also not the end of the world that it will be gone either because I can just cast the detector spell on an overlord and use it for the same purpose.
AlgoFlash
Profile Joined October 2010
Canada96 Posts
October 22 2011 17:57 GMT
#451
On October 23 2011 02:18 mistermetal wrote:

from the people who have play tested HotS the viper is available when lair finishes, and is built from the Lair itself like the queen.


So you probably will be able to cast the spell as soon as the viper is on the field for the same timing as an overseer. Don't you think that blizzard had figured this out?

Thread can be closed.
"Fuck it, nerf rock and scissors." Paper
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
October 22 2011 17:59 GMT
#452
On October 23 2011 02:54 Najda wrote:
Show nested quote +
On October 23 2011 02:42 Striding Strider wrote:
On October 23 2011 02:32 Najda wrote:
On October 23 2011 02:29 Striding Strider wrote:
On October 23 2011 02:26 Najda wrote:
On October 22 2011 23:16 ETisME wrote:
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)


I always use the overseer He will be missed. I use them to scout very often and I keep one at every expansion for lategame DTs, because of too many times where the toss ran in with multiple DTs and just killed my spore(s).


Add spine crawlers with spores late game.


No shit I obviously do that. Two spines and two spores can easily be taken out by a couple DTs.

Did you think I just put a spore down and tried to kill the DTs with my drones or something?


Add more spines then?


I'm not here to discuss my gameplay as I already have a good way to deal with DTs. I was just saying the overseer isn't useless. It's also not the end of the world that it will be gone either because I can just cast the detector spell on an overlord and use it for the same purpose.

Maybe you can build two Vipers and cast Ocular Parasite in each other? Voilá!! Overseer 2.0
aka Wardo
KingStuart
Profile Joined August 2010
England16 Posts
October 22 2011 18:00 GMT
#453
It seems to me that the viper is basically a better version of the overseer. Available at EXACTLY the same time, flying to help scout, can make any unit a detector, and has useful spells. IMO this is a great change.
'If only there was somewhere I could work out and pwn people at the same time'
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
October 22 2011 18:13 GMT
#454
On October 23 2011 02:15 Striding Strider wrote:
Show nested quote +
On October 23 2011 02:08 Lonyo wrote:
On October 23 2011 00:05 Huntz wrote:
It's on a completely different route of lair tech and FORCES an early infestation pit.
That's bad game design.


I agree... observer needs to be available at nexus after twilight/robo or stargate IMO.

Protoss... Zerg. Different races.
Troll elsewhere.


Yeah, one race requires detection the other does not.

OWAIT

Zerg detection timing and scouting timing isn't particularly related to or relevant to protoss scouting or detection timing. They are different races with different requirements and timings. Zergs can often barely squeak by as it is with regards to overseer timing vs cloaked units.
No one is suggesting changing Protoss scouting and detection timings, so it's totally irrelevant to even mention protoss.

It's not hard to understand.
HOLY CHECK!
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2011-10-22 18:22:06
October 22 2011 18:20 GMT
#455
On October 22 2011 23:16 ETisME wrote:
Show nested quote +
On October 22 2011 23:11 ToguRo wrote:
Viper should be OPTIONAL detection .....

no reason not to keep the overseer too

it's funny how everyone was so pro- "remove overseer" because it was boring and now people realise it is actually a really useful scouting unit (Especially after the cut in cost)

What? It was only useful AFTER the cut in gas cost...

And I'm pretty sure by "remove overseer" people meant "give overlords the detection they used to have" >.>

On October 23 2011 02:57 AlgoFlash wrote:
Show nested quote +
On October 23 2011 02:18 mistermetal wrote:

from the people who have play tested HotS the viper is available when lair finishes, and is built from the Lair itself like the queen.


So you probably will be able to cast the spell as soon as the viper is on the field for the same timing as an overseer. Don't you think that blizzard had figured this out?

Thread can be closed.

Viper supposedly comes from infestation pit?
:)
zachMEISTER
Profile Joined December 2010
United States625 Posts
October 22 2011 18:22 GMT
#456
Why can't the viper give an overlord detection abilites?
psillypsybic!
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 22 2011 18:33 GMT
#457
overseer was imba. Anyway spores do the early game detection trick really fine. But i hope you can see if the zerg units have detection with this skill. (didn't watched any footage so far).
EnclaveUSA
Profile Joined August 2011
United States18 Posts
October 22 2011 18:50 GMT
#458
What the problem? Terran lose mule (270 minerals later), protoss only from photons and from Robotics Bay. Why not zerg can't get it from spire?

But I want it from separate building.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
Last Edited: 2011-10-22 18:56:42
October 22 2011 18:52 GMT
#459
On October 23 2011 03:50 EnclaveUSA wrote:
What the problem? Terran lose mule (270 minerals later), protoss only from photons and from Robotics Bay. Why not zerg can't get it from spire?

But I want it from separate building.

Timing, scouting and cost are the THREE problems with the change.

1) It comes later than overseers (50 secs to build an Infestation pit, plus the time taken to product the Viper, plus the time taken to give a unit detection and get said unit in the right place, vs 17 seconds to morph an overseer).
2) You can't use overseers to scout with, meaning your scouting is delayed (overlord speed takes 60 secs, morphing an overseer takes 17 secs)
3) Overlord speed is 100/100 (required in order to get a scout). Infestation pit is 100/100 (required for a Viper), and then you add the cost of the Viper. Now you have the equivalent of an overseer, and it's only cost you 4x the minerals and 4x the gas, PLUS the cost of a Viper.

So, what's the problem? All of the above.
Zerg already has on the edge detection, and they already have problems when it comes to scouting, and this change makes BOTH bigger problems due to the above.
HOLY CHECK!
ggahSoO
Profile Blog Joined May 2011
United States191 Posts
October 22 2011 18:56 GMT
#460
On October 23 2011 03:50 EnclaveUSA wrote:
What the problem? Terran lose mule (270 minerals later), protoss only from photons and from Robotics Bay. Why not zerg can't get it from spire?

But I want it from separate building.


Terran does not lose a mule by scanning though... There was a huge debate about this in the beta.
firebathero x bisu
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