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On October 23 2011 06:20 Keyz1 wrote:Show nested quote +On October 23 2011 06:13 springtree wrote:On October 23 2011 06:11 Keyz1 wrote: Does this mean Zerg doesn't have detection until an Infestation Pit? Because waiting until lair was already painful. This seems pretty messed up and I don't think this is gonna stick, because if it does, how the hell are we going to have detection if we want to make a timing push? We're expected to have a Viper and spend 200 gas?
It just doesn't add up. Viper is lair. Here's what you need to do: 1. Morph a hatchery to a lair. 2. Build a viper. No infestation pit. Edit: and ho foo those burrowed banelings move fast. No, that won't make it a week in beta.. ![](/mirror/smilies/puh2.gif) Ah, must of mixed it up with the Swarm Host. So from Lair > 50min/50 gas overseer, -> Lair, 100min/200 gas Viper, then cast the detection spell on a unit I have. I'm just thinking about this, if I'm using a normal unit like a zergling or a roach as the detector, it can die faster than overseer hovering in the back I assume. All other units are T2, so like........I'm hoping Vipers can cast it on themselves? Because I don't see myself casting it on any other unit, maybe an overlord (but then I'd need to invest in a speed upgrade before moving out for another 100 gas). Yeah I can't think of which unit I would cast the detection spell on that's reliable. You can only use the spell once sooooooooo, unless you can't selfcast it on the Viper, it's pretty fucked up. Where do you get the ressourse cost of the viper, i really want to know that for each unit
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Do you have to use occular parasite for detection?
Or is the viper a detector on its own and can give the ability to a different unit by using that skill? Does anybody know?
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On October 23 2011 06:23 Keyz1 wrote:Show nested quote +On October 23 2011 06:22 springtree wrote:On October 23 2011 06:20 Keyz1 wrote: Yeah I can't think of which unit I would cast the detection spell on that's reliable. You can only use the spell once sooooooooo, unless you can't selfcast it on the Viper, it's pretty fucked up.
How about a queen, for starters? Them ladies are meaty. Edit: or a speed-enabled overlord? High vision is nice. Yeah I'll stick it on a Queen that moves slower than my grandmother off creep. She'll just wave in the back and let us know she'll be right there.
I would imagine it is self castable, or after beta they will realize they need to do that.
In terms of late game play, the ideal unit to put this on is the Defiler, its not a unit your gonna mass, and should always be 'far' enough away from getting out right focus fired.
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On October 23 2011 06:22 Keyz1 wrote: Well, the only other viable option I see is that they make overlords detectors again. There's no way I'll be forced to get a lair, spend 200 gas and then another 100 gas, just to stick it on one of my overlords. That's WORSE than Overseers.
No way will they do that. They decided from day 1 that zerg overlords being detectors ruined a good chunk of the viable paths players could go in a vZ MU. "You want detection, work for it" mentality.
This is most definitely a nerf to Zerg in terms of detection. Which is so incredibly odd, because Blizz have said they want to deal with the early game cheese fest that is WoL. Maybe we're missing something. Until we figure that out, prepare for DT / banshee hell, zerg players! XD
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Im watching the video on the zerg units
They mention that the Ultralisk was too bulky and always got stuck behind your own units This got me thinking If the Ultralisk is a massive unit, and realistically would be taller and walking over the lings and roaches of your army
why didnt they just incorporate that awesome IK system that they have with the colossus so that the ultralisk would just walk over and through your units towards the enemy...
This way we wouldnt have a wierd looking charge...zerg units have such wierd and peculiar looking animations including the spine craler attack and this new Viper grabber thing =/
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On October 23 2011 06:23 Keyz1 wrote: Yeah I'll stick it on a Queen that moves slower than my grandmother off creep. She'll just wave in the back and let us know she'll be right there.
LOL!! Well, at least it stops eco harass, right? That's what I think is the biggest danger in the early game until you have had enough time to get the obligatory viper count (whatever that ends up being). I'd guess speed-upgraded overlords due to their sight range but I'm sure people will figure the ultimate unit to give detection out.
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I wonder what units zergs will end up using occular parrasite on the most. Queens seem like the best, as they have more health than the average unit, but a zergling would be really nice given the speed (and provided that you can keep the zergling somewhat safe).
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Queens early game, Defilers Late Game.
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Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments?
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On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments?
All protoss units are great to replicate.
HT- drop the twilight, replicate 2 HT before starting storm and using your warp gates. The HT will already have storm and max energy im pretty sure. You have 4 storms now without even starting storm or warping in any units. This will make HT usefull on 2 bases, currently its too gas intensive to really use HT effectively, but this will help that out.
VR- Make 1 stargate, if super super late game you spot some tech switch (broods for instance) you can make 1 vr out of the stargate, and pump like 4 from replicate because its soo fast. So its a good 'oh shit i need this unit now spell' as well.
Terran- Tank, Ghost, Banshee, Raven, Medivac all good. Zerg- Broodlord, couple infestors, couple defilers.
It has a shit ton of uses imo.
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On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments?
think a replicated medivac will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts..
the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does...
I really dislike the Replicant. It just seems like a really lazily designed unit.
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I'm pretty sure 100% of zerg players will rather put down a Spore crawler than waste detection on the queen itself.
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On October 23 2011 06:37 Quotidian wrote:Show nested quote +On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments? think a replicated will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts.. the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does... I really dislike the Replicant. It just seems like a really lazily designed unit.
lol you could replicate a colossus to get one for 100 minerals less =p
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On October 23 2011 06:38 midoriiro wrote:Show nested quote +On October 23 2011 06:37 Quotidian wrote:On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments? think a replicated will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts.. the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does... I really dislike the Replicant. It just seems like a really lazily designed unit. lol you could replicate a colossus to get one for 100 minerals less =p
or, you could realize that colossus are massive, so you can't replicate them
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On October 23 2011 06:38 midoriiro wrote:Show nested quote +On October 23 2011 06:37 Quotidian wrote:On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments? think a replicated will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts.. the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does... I really dislike the Replicant. It just seems like a really lazily designed unit. lol you could replicate a colossus to get one for 100 minerals less =p I'd tell you that you can't replicate massive units, but i'm sure 5 to 10 other ppl are going to tell you that by the time I've typed this out.
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On October 23 2011 06:38 midoriiro wrote:Show nested quote +On October 23 2011 06:37 Quotidian wrote:On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments? think a replicated will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts.. the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does... I really dislike the Replicant. It just seems like a really lazily designed unit. lol you could replicate a colossus to get one for 100 minerals less =p You can't replicate massive units. No brood lords, no collosi, no tempests, no thors, etc.
And I'm almost 100% positive that the replicated unit will have all upgrades, energy or not. Hopefully it'll start with a decent chunk of energy as well
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On October 23 2011 06:40 Keyz1 wrote:Show nested quote +On October 23 2011 06:38 midoriiro wrote:On October 23 2011 06:37 Quotidian wrote:On October 23 2011 06:30 TALegion wrote: Im trying to think of units worth replicating (not to be 100% cost efficient, but something that could reasonably happen).
Medivacs for zealots? SCV's for repair on mechanical units? Even 1 could make a decent difference if it stay live long enough Siege tanks, obviously Banshees would be a cheeky snag Ghosts for EMP?
Infestors for Fungal or NP (which they'll always have) Viper Swarm Host
Void Rays Templar Archon Immortals
Any comments? think a replicated will come with the +25 energy upgrade? Same question goes for other unit like ravens or ghosts.. the 200/200/4 cost of the Replicant doesn't seem so prohibitive if it does... I really dislike the Replicant. It just seems like a really lazily designed unit. lol you could replicate a colossus to get one for 100 minerals less =p I'd tell you that you can't replicate massive units, but i'm sure 5 to 10 other ppl are going to tell you that by the time I've typed this out.
lol you win.
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On October 23 2011 06:37 Keyz1 wrote: I'm pretty sure 100% of zerg players will rather put down a Spore crawler than waste detection on the queen itself.
But if they go DT + Oracle rush the Oracle'll disable the spore crawler. Possibly.
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On October 23 2011 06:41 springtree wrote:Show nested quote +On October 23 2011 06:37 Keyz1 wrote: I'm pretty sure 100% of zerg players will rather put down a Spore crawler than waste detection on the queen itself. But if they go DT + Oracle rush the Oracle'll disable the spore crawler. Possibly.
Going DT + Oracle rush is like saying its possible to go VR + DT rush. Its not possible to rush this. They can be used together, but it will be nothing short of cheesy if done before 2 bases, the gas just isn't possible. Youd only have a few zealots.
Like Day9 says, if they try some funky shit like that, just go kill em
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Sounds like they are 'close' to releasing the beta (according to gamespy:
On the subject of the upcoming Heart of the Swarm beta, lead producer Chris Sigaty promised that "we're coming up to it pretty quickly. I don't have a specific date, but certainly months – not years or anything like that."
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