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
This is precisely what I envision myself doing for my mobile detection, and on my queens for my in-base detection.
On October 23 2011 23:05 Jayjay54 wrote: 1. it is pretty much comfirmed that this is lair only. no spire needed
also, it is def NOT a detector by default. as u can see in this vid
this hovering eye is the detector, I also think it can't be casted on themselves
edit: @swiftspear:
zerg will still not really force detection. burrow baneling is hive tech and the swarm lord doesnt really force detection immediately.
imo it will be even easier to snipe "the overseer" now. it will be an overlord or an attacking unit with a huge hovering eye on it. I still can't think of any example where the viper detection should be any better than the overseer. maybe u guys can help me.
Burrow roach already forces detection and they can come out around the same time as DT. Infestors too. Late game I think you'll have to either have detection or be screwed, baneling bombs that can move are terrifying for any opponent.
Did u really just compare burrow roach to dark templar? Gtfo
If u have an army and no detection vs burrow roachs? np, vs just 1 dark templar? Yea gl with that.
U don't really need detection vs anything zerg has, atleast not in the same way u do vs dt or banshee, with those two your getting punished every second that goes by without detection, with burrow roach or infested terran you just need to know the opponent has the tech and then you can just keep your army in your base to fight it until you get detection np.
Also, the detection parasite spell is available immediately, and it's very low energy cost, and the parasite lasts forever. You just put it on a couple units, I really dont think the whole 'babysit a random roach" is an issue. You just put detection on everything lol, its not a problem.
man you post like u read it all, but fail to read that the detection spell is a one use only spell.
so unless you invest like 1000 gas, you'll have to babysit the roach
man u post like u know something because you read it all, but you aware that I said in my post I actually PLAYED the new stuff at blizzcon right? And then there was the whole panel that talked about it for hours...
You are wrong, and I was right. The detection spell can be used as much as you want. You can only cast it once on the unit of choice, but obviously that is because it lasts forever.
It costs 25 energy. If you have 200 energy on the viper, you can put it on 8 units. So you don't have to babysit anything, you just cast it on multiple units.
I don't know if u REALLY played that unit or just talking shit. can someone confirm this? if you're right, then I'm sorry.
I kind of feel that u didn't actually test it and just talk aggressively for no reason.
Great. I'm sure there's lots of wrong information out there. I don't know if the playable HOTS wasn't completely 'correct', or if there are planned changes yet to be implemented, but I'm telling you what I played. I even double checked on sunday.
The viper can cast ocular parasite as many times as it has energy. I played the game quite a few times, and I specifically checked that a single viper could cast it multiple times. Maybe what is being confused is that you can only do it once to another unit, as once it has the eye you can't cast the spell on it again, but practically that doesn't mean anything.
Its great you know how to read, but I actually played hots at blizzcon.
The Viper spawns with energy energy to cast Ocular Eye, but not enough for Blinding Cloud or Abduct. Abduct costs a lot of energy, I believe 100. Blinding Cloud I believe was 75, and Eye at 50 since you only had enough energy to cast it once when viper spawned. There is nowhere to research anything for vipers since it already comes with the ability to do all it's spells and there's no additional things for it (extra energy when spawned, etc).
Also, the Viper is NOT a detector.
I can confirm what this man has said.
Guys, what you have read on the new hots units can be wrong. At Blizzcon we were testing a build that had been updated since all of the new unit info was written down.
1) Ocular Eye is energy based and can be cast as many times as you feel like it. I remember turning more than half my army into detectors with only 2-4 vipers.
2) Vipers are not detectors, however, you can use one viper to make another a detector.
I know that sometimes the devs can make mistakes. However, as evidenced by all the pitch fork waving going around on every sc2 related forum, I'm pretty confident that they already spotted and fixed this problem by the time that we got to play the game at blizzcon.
OP is flat out wrong, the viper is available at lair without another building, making it the fastest mobile detection to produce.
Uh, that's actually slower (than any other race), and SIGNIFICANTLY slower than what it is now.
I suspect Viper will have a morph time of 40-50 seconds, while the overseer is 17 seconds; and the viper will cost an additional 150 gas (more than the overseer).
Think of it this way:
Right now, DT rushes are viable strats. Not to common, but they can easily give you a bunch of games on ladder, especially in the lower leagues (bronze-plat, and even diamond).
With vipers, it will take 150 gas longer (meaning you better cut even more drones and keep mining gas) and ~25 more seconds to get that precious detection, which will also not be available in two places (like said before, with a banshee or a DT at each base), which will cost you extra (a lot).
On October 31 2011 04:28 Sveet wrote: OP is flat out wrong, the viper is available at lair without another building, making it the fastest mobile detection to produce.
Also, i dont think zerg really has detection issues.
i guess it doesn't hurt, but there's almost no reason to discuss something like this. the game is going to change SO much that it probably won't be an issue. nothing is final and i'm sure something like this would be addressed before release.
the viper is not a detector - the viper is actually usefull because of his skills. I dont think of the viper as something to build because i need detection vs banshees or dts but rather because its a good spellcaster that can detect if needed.
On October 31 2011 04:28 Sveet wrote: OP is flat out wrong, the viper is available at lair without another building, making it the fastest mobile detection to produce.
Also, i dont think zerg really has detection issues.
our mobile detector costs 200 gas in hots...
You can make any unit a detector is the point though, so theoretically keeping the first one alive is 200 gas for any unit you decide to be your detection.
I prefer the usage of DT's in BW, and I support detection on overlords from the start. Why would an overlord devolve anyway? Makes no sense :D
You use air to contain Zerg detection (Phoenix), while using Dt's to contain the Zerg from taking a third. At the same time you macro up and crush him with a superior army. If you are lucky and snipe some overlords at the natural, you can take Dt's in to shut that down as well.
I personally don't like the idea, that the Zerg has lost the game and have very small chances of making a comeback, if they fail to get detection in time. Instead I prefer, an approach where DT's will contain you, but the defending player is given an opportunity to make a comeback.
On October 31 2011 03:43 justinpal wrote: 300 Gas for detection? Why do Zerg need to be nearly 2x as much a Protoss? And 5x more than a Terran to detect DTs, Banshees, etc?
300 gas for infinite super versatile detection.... really must suck to be you... XD
OP is flat out wrong, the viper is available at lair without another building, making it the fastest mobile detection to produce.
Uh, that's actually slower (than any other race), and SIGNIFICANTLY slower than what it is now.
I suspect Viper will have a morph time of 40-50 seconds, while the overseer is 17 seconds; and the viper will cost an additional 150 gas (more than the overseer).
Think of it this way:
Right now, DT rushes are viable strats. Not to common, but they can easily give you a bunch of games on ladder, especially in the lower leagues (bronze-plat, and even diamond).
With vipers, it will take 150 gas longer (meaning you better cut even more drones and keep mining gas) and ~25 more seconds to get that precious detection, which will also not be available in two places (like said before, with a banshee or a DT at each base), which will cost you extra (a lot).
Since when have has any zerg player used anything OTHER than a spore to stop 7:30 DT rushes? I for one would never get a lair that early.
If you're going to argue against a unit which comes out with lair tech (a la overseer), and has a host of new abilities (one of which is the ability to make ANY UNIT a detector as many times as desired) in addition to mobile detection and fulfills dual roles, use a different example than an early dt rush. There is NO reason why I cannot hold off a DT rush with three spores and be fine. I understand where you are coming from, though.
It's probably like, what, 50 energy for the ocular eye spell? One viper can go around and make each queen a detector, and you can easily make spores. I think there won't be that much of a gap at all. Also, even if you were to get early viper, that's only 100 more gas. Whoopty doo?
to be honest i think this will be an improvement to zerg detection, early detection is solvable with spores if needed, but viper is much better than overseer that its actually a good unit to have around, and you have the option for detection if u need one next to 2 other super cool spells, and i seriously doubt zergs will skip this unit often. I am really looking forward to integrating this cool unit in my games.
OP is flat out wrong, the viper is available at lair without another building, making it the fastest mobile detection to produce.
Uh, that's actually slower (than any other race), and SIGNIFICANTLY slower than what it is now.
I suspect Viper will have a morph time of 40-50 seconds, while the overseer is 17 seconds; and the viper will cost an additional 150 gas (more than the overseer).
Think of it this way:
Right now, DT rushes are viable strats. Not to common, but they can easily give you a bunch of games on ladder, especially in the lower leagues (bronze-plat, and even diamond).
With vipers, it will take 150 gas longer (meaning you better cut even more drones and keep mining gas) and ~25 more seconds to get that precious detection, which will also not be available in two places (like said before, with a banshee or a DT at each base), which will cost you extra (a lot).
Since when have has any zerg player used anything OTHER than a spore to stop 7:30 DT rushes? I for one would never get a lair that early.
If you're going to argue against a unit which comes out with lair tech (a la overseer), and has a host of new abilities (one of which is the ability to make ANY UNIT a detector as many times as desired) in addition to mobile detection and fulfills dual roles, use a different example than an early dt rush. There is NO reason why I cannot hold off a DT rush with three spores and be fine. I understand where you are coming from, though.
It's probably like, what, 50 energy for the ocular eye spell? One viper can go around and make each queen a detector, and you can easily make spores. I think there won't be that much of a gap at all. Also, even if you were to get early viper, that's only 100 more gas. Whoopty doo?
Pretty sure viper can only make one unit a detector..
And I DO get lair extremely early vs protoss for overseers for scouting purposes, which can then double as my detector. So let's say we're on 3 base, make 3 queens your detectors. That's only 500 more gas. Whoopty doo?
On October 25 2011 16:03 Giantt wrote: I wouldnt mind to see some redundancy and have both viper and overseer as an option. Cant really understand blizzard's notion that overseer is not cool - I consider it one of the cleaverly thought zerg units. Both changelings and contaminate are spells that have their application most of the games and it would be unfortunate to loose them. If the issue is only detection - that both viper and overseer are going to have it - I would be quite happy to see overseer's detection replaced by something else and keep him in the game.
Agreed. Now I can see "maybe" why they wanted to remove Carrier (Carrier + Tempest army might become some crazy death ball... a flying death ball!) but I don't think removing Overseer is needed.