[D] Zerg Detection - Page 26
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Tishe
Singapore17 Posts
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DamNoam
Singapore19 Posts
On October 24 2011 11:52 Ktk wrote: You can burrow a detector zergling, or even better if you're there in tech, a roach or infestor. Honestly? Deal with it. You guys talk as if Spores don't exist. DTs aren't the problem here... The problem is ghosts; sniping a unit with a giant eye on it is going to be no problem. You could make 5 infestors 50/50 x5 no supply, right? Now it costs 100/200/2? x5, and would probably be on an overlords (most hp zerg unit non massive that is really accessible - it being on a brood lord is laughable given its speed). The only zerg mobile detection is alluvasudden very vulnerable and in limited supply. This will be reworked before release of course no point crying over it now. I would imagine zerg players will spam the spell on like half a dozen units if cloaked units like ghosts were a threat. Imagine seeing the eye on two ultralisks and four more over a swarm of zerglings. With the way units clump in sc2 and the movement speed of the lings, I think it will be quite hard to pick out which four individual lings are the ones with detection. And with that, the kill priority on the detector ultras will lower. This is all speculation of course, and as you said there's no need to get too worked up over it. | ||
Omegalisk
United States337 Posts
On October 24 2011 12:03 Tishe wrote: Imagine casting it on a bunch of lings and burrowing them all over the map... Say goodbye to DTs walking around. Might force more warp prism play though... You need a Viper for every Zergling, and Vipers cost 200 gas each. That's some costly detection to spread all over the map. | ||
Unnamed Player
Australia89 Posts
On October 24 2011 12:17 Omegalisk wrote: You need a Viper for every Zergling, and Vipers cost 200 gas each. That's some costly detection to spread all over the map. Not according to two guys who played HOTS at Blizzcon. They have both said it is a repeat spell but there is conflicting information elsewhere. | ||
Khalleb
Canada1909 Posts
On October 24 2011 12:22 Unnamed Player wrote: Not according to two guys who played HOTS at Blizzcon. They have both said it is a repeat spell but there is conflicting information elsewhere. you can repeat the spell, but it will remove the effect on the othe dude | ||
Treemonkeys
United States2082 Posts
Terran has scan, missile turret, raven, emp. Protoss has, observer, canon. (could use more, especially with the problems of robo dependency, but that is not for this thread) Zerg will have fungal, viper, and spore crawler. | ||
hesho89
Canada106 Posts
if ocular parasite is a 1 time only spell, it's USELESS because it tells your opponent which unit has ocular parasite. If it's infinite use, then it's a bit better then since you would be casting it on multiple units. | ||
Steel
Japan2283 Posts
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skindin
Canada8 Posts
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shockaslim
United States1104 Posts
On October 24 2011 13:20 Steel wrote: IMO to compensate for overseer, make overlord speed have detection too. All the overlords had detection in BW, and that was fine. I think making all overlords have detection would mess up a lot of late game tactics that protoss depend on to try and get ahead. | ||
nitdkim
1264 Posts
On October 24 2011 13:28 shockaslim wrote: I think making all overlords have detection would mess up a lot of late game tactics that protoss depend on to try and get ahead. Why would they use the same tactics if all overlords had detection. They'd use something else that would work even when overlords have detection. I think overlords just having detection is fine. There's really no reason why they shouldn't have detection, imo. | ||
Xapti
Canada2473 Posts
On October 24 2011 08:30 Saraf wrote: My biggest concern with the removal of the overseer (not so much the viper but that it replaces the overseer) is that our mobile detection will now cost 200 gas instead of 50 (formerly 100) and that our scouting ability is reduced accordingly (forcing us back into 100/100 for overlord speed to get a reasonable scout or pay 200 gas for the viper). Yeah I was going to say the same thing Overseer was just 50 gas, and you could get it like 17 seconds after lair. Vipers are freaking 200 gas, and probably take like 50+ seconds to build after lair. I don't see it working out sufficiently to deal with fast DTs or cloaked Banshees or burrowed roaches. Aside from detection, overseers were used for zerg to scout early on. Now zerg needs to wait about an extra minute before they are able to scout as well. Not only that, but due to the loss of changeling, the scouting of a speed overlord still isn't as good as a [unupgraded] overseer. Zerg used to be able to get reasonable-timed scouting as well as detection for just 50/50, or 100/100, but now they need 200/300/400 gas to both scout fast and detect early, and neither are as fast as before (loss/loss). my suggestion to rectify this would be On October 23 2011 17:42 Xapti wrote: It won't do much, but it's better than nothing. Queens could get the ability instead of lairs too, if that makes it any better.How about giving the lair the changeling ability, and making changelings detectors? That way changelings can be used as early game detection, but not really viable late-game, which is where the viper comes in. | ||
shockaslim
United States1104 Posts
Why would they use the same tactics if all overlords had detection. They'd use something else that would work even when overlords have detection. I think overlords just having detection is fine. There's really no reason why they shouldn't have detection, imo. Because in SC2 the battle for detection is pretty important...this would take away any other races chance of catching a zerg with their pants down. | ||
Doctor.Ownage
United States39 Posts
I guess getting a Viper is the new mobile detection. But it seems like a hell of an investment for mobile detection. This as a clear flaw, how is Zerg going to take a quick 3rd? Cloaked banshees and quick Dark Templar will ensure those hatcheries dont get built. | ||
[uci] Fizik
United States263 Posts
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Eviscerador
Spain286 Posts
On October 24 2011 13:47 [uci] Fizik wrote: Let's be honest zerg, you always have an excess of gas. You get Dark Swarm back and then complain about losing overseers... all you need is lair tech for viper and as far as gas it just means we might see zerg getting second gas a little earlier then they have been. Wait what? Zerg units and tech are very expensive in gas due to the zerg getting easy expansions. Indeed, Zerg is the only race you will see in late game, taking expansions just for gas. I don't know about this new detection spell, but paying 200 gas for a mobile detection seems pretty ankward for me, how can you be a reactive race if you need 1 min just to field detecction after lair. Let's see what happens. | ||
DARKHYDRA
United States303 Posts
On October 24 2011 13:20 Steel wrote: IMO to compensate for overseer, make overlord speed have detection too. All the overlords had detection in BW, and that was fine. IMO it needs to go back to this. Overlord detection was one of the perks of playing zerg. | ||
DARKHYDRA
United States303 Posts
On October 24 2011 13:36 shockaslim wrote: Because in SC2 the battle for detection is pretty important...this would take away any other races chance of catching a zerg with their pants down. This was no different in scbw, for zerg it was about having your overlords in the right place or keeping them alive. | ||
gruff
Sweden2276 Posts
On October 24 2011 13:47 [uci] Fizik wrote: Let's be honest zerg, you always have an excess of gas. You get Dark Swarm back and then complain about losing overseers... all you need is lair tech for viper and as far as gas it just means we might see zerg getting second gas a little earlier then they have been. Wut? Zergs don't have excess of gas, what are you talking about? On topic, why does the viper have to be 200 in gas? I'm sure blizzard can figure out to make them cheaper in gas for easier early detection and compensate in making upgrades for them more gas heavy or something. | ||
ToastieNL
Netherlands845 Posts
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