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[D] Zerg Detection - Page 26

Forum Index > SC2 General
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Tishe
Profile Joined October 2011
Singapore17 Posts
October 24 2011 03:03 GMT
#501
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...
DamNoam
Profile Joined August 2011
Singapore19 Posts
October 24 2011 03:14 GMT
#502
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
Profile Blog Joined May 2010
United States337 Posts
October 24 2011 03:17 GMT
#503
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
Profile Joined March 2011
Australia89 Posts
October 24 2011 03:22 GMT
#504
On October 24 2011 12:17 Omegalisk wrote:
Show nested quote +
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.


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
Profile Blog Joined March 2009
Canada1909 Posts
October 24 2011 03:24 GMT
#505
On October 24 2011 12:22 Unnamed Player wrote:
Show nested quote +
On October 24 2011 12:17 Omegalisk wrote:
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.


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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
October 24 2011 04:17 GMT
#506
I really don't like the removal of the overseer. Contaminate and changeling where useful (however limited) spells on a cheap detector that most importantly makes it easy to detect things. I don't like the idea of static detection and micro spell based detection being the only options.

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.
http://shroomspiration.blogspot.com/
hesho89
Profile Joined August 2011
Canada106 Posts
October 24 2011 04:18 GMT
#507
the way i see this is....

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.
eh?
Steel
Profile Blog Joined April 2010
Japan2283 Posts
October 24 2011 04:20 GMT
#508
IMO to compensate for overseer, make overlord speed have detection too. All the overlords had detection in BW, and that was fine.
Try another route paperboy.
skindin
Profile Joined March 2011
Canada8 Posts
October 24 2011 04:25 GMT
#509
with the overseer gone, im just curious but are zerg now back to using only overlords for scouting mid-late game? its not like someone will be willing to scout with their viper so where does that leave zergs ability to scout an opponents base in heart of the swarm? pleas let me know i play protoss but am still curious.
shockaslim
Profile Joined December 2010
United States1104 Posts
October 24 2011 04:28 GMT
#510
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.
Dirty Deeds...DONE DIRT CHEAP!!!
nitdkim
Profile Blog Joined March 2010
1264 Posts
October 24 2011 04:31 GMT
#511
On October 24 2011 13:28 shockaslim wrote:
Show nested quote +
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.

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.
PM me if you want random korean images translated.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-10-24 04:39:23
October 24 2011 04:35 GMT
#512
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:
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.
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.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
shockaslim
Profile Joined December 2010
United States1104 Posts
Last Edited: 2011-10-24 04:37:00
October 24 2011 04:36 GMT
#513
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.
Dirty Deeds...DONE DIRT CHEAP!!!
Doctor.Ownage
Profile Blog Joined September 2011
United States39 Posts
October 24 2011 04:37 GMT
#514
I was thinking the samething when i heard the overseer was deleted. "where is the mobile detection going to come from?".

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
Profile Blog Joined August 2009
United States263 Posts
Last Edited: 2011-10-24 04:47:47
October 24 2011 04:47 GMT
#515
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.
Liquid'HerO fan for LIFE.
Eviscerador
Profile Joined October 2011
Spain286 Posts
October 24 2011 07:49 GMT
#516
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.
A victorious warrior wins first, then goes to war. A defeated warrior goes to war and then seeks to win.
DARKHYDRA
Profile Joined September 2006
United States303 Posts
October 24 2011 08:09 GMT
#517
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
Profile Joined September 2006
United States303 Posts
October 24 2011 08:15 GMT
#518
On October 24 2011 13:36 shockaslim wrote:
Show nested quote +
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.


This was no different in scbw, for zerg it was about having your overlords in the right place or keeping them alive.
gruff
Profile Joined September 2010
Sweden2276 Posts
October 24 2011 08:22 GMT
#519
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
Profile Blog Joined July 2010
Netherlands845 Posts
October 24 2011 08:59 GMT
#520
I may be completely insane, but what about a 25/50 energy spell for the Queen that allows for 90 seconds of detection once you reach Lair tech? That would solve this stuff; make an extra creepqueen, save some energy upon lair, and your safe too?
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
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