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[D] HotS: Zerg detection - Page 10

Forum Index > SC2 General
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Prev 1 8 9 10 11 Next All
ELA
Profile Joined April 2010
Denmark4608 Posts
November 07 2011 03:03 GMT
#181
Does anyone know if there will be some kind of visual give-away for the opponent, that the unit has the detection cast on it?
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
LazinCajun
Profile Joined July 2011
United States294 Posts
November 07 2011 03:24 GMT
#182
That was answered a couple times, including with a video, on page 1

Yes.
ELA
Profile Joined April 2010
Denmark4608 Posts
November 07 2011 03:25 GMT
#183
Ach.. How did I miss that

That's a pretty big eye.. If it dosn't scale, it would look pretty dumb when cast on a zergling
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Playguuu
Profile Joined April 2010
United States926 Posts
November 07 2011 03:34 GMT
#184
Still don't understand why they took detection away from overlords instead of trying to do cute things with overseers and now the viper. I understand it kind of takes away from other races using their cloaked units, but you could still chase away overlords with air units; You just had to work a little harder for it in BW instead of instantly GGing a zerg if you happened to slip some DTs past your defense.

I think zergs biggest issues are the incredibly slow units without upgrades and the lack of viable early-mid game scouting. Protoss could use some work too but hallucinate isn't the worst.
I used to be just like you, then I took a sweetroll to the knee.
Yorke
Profile Joined November 2010
England881 Posts
November 07 2011 03:40 GMT
#185
Overlord should just have detection, there's no good reason it shouldn't.
@YorkeSC - RIP MIT Police Officer Sean Collier, BW fan
BeauTaplin
Profile Joined June 2011
Australia6 Posts
November 07 2011 05:06 GMT
#186
Confused on why cloaked units are allowed to be a threat to everyone but Zerg, Overlords with detection makes for less interesting play.
I get laid & play video games. win/win.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
Last Edited: 2011-11-07 05:17:35
November 07 2011 05:16 GMT
#187
On November 07 2011 12:03 ELA wrote:
Does anyone know if there will be some kind of visual give-away for the opponent, that the unit has the detection cast on it?

There's a little overseer on the top of the unit

And i've try the viper with the HotS Ums and i miss my overseer for the fast detection . Don't get me wrong i love 100x more the viper but if your opponent get you pants down you're fuck :\. I hope this is a misunderstand and you can cast more than one occular thing but you can only have 1 unit per viper. That mean if you cast it a second time, the first unit lost his detection.
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Chicane
Profile Joined November 2010
United States7875 Posts
November 07 2011 05:20 GMT
#188
I would really like it if they just kept the overseer in, and even possibly removed its spells (and therefore also made it cheaper if they did that) so that it isn't considered a caster unit or anything like that, but simply as an overlord with detection. In other words, it would be similar to in BW where overlords were detection, but in SC2 you would just have to pay to give it detection.
benefluence
Profile Joined January 2010
United States158 Posts
November 07 2011 05:24 GMT
#189
On November 07 2011 12:34 Playguuu wrote:

I think zergs biggest issues are the incredibly slow units without upgrades and the lack of viable early-mid game scouting. Protoss could use some work too but hallucinate isn't the worst.


Zerg units are at worst average speed without their upgrades, and every ground combat unit has one except the hydra (the ultra's you no longer have to pay for), plus they have creep. Move speed is not their problem.

I do think viper detection will be really wonky to balance. Having a caster as the mobile detector works for terran because of scans. 150 extra gas + extra build time for detection is going to hurt zerg quite a bit
DARKHYDRA
Profile Joined September 2006
United States303 Posts
November 07 2011 16:51 GMT
#190
On November 07 2011 14:06 BeauTaplin wrote:
Confused on why cloaked units are allowed to be a threat to everyone but Zerg, Overlords with detection makes for less interesting play.


Because that is part of zerg gameplay, just like how terran gets building lift off for no apperant reason. Besides having OL detection only makes stealth obsolete in theory, in practice shit happens.
CycoDude
Profile Joined November 2010
United States326 Posts
November 07 2011 19:00 GMT
#191
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
November 07 2011 19:05 GMT
#192
On November 08 2011 04:00 CycoDude wrote:
Show nested quote +
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.

Then use fast overlord ??
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Shadrak
Profile Joined August 2010
United States490 Posts
Last Edited: 2011-11-07 19:10:47
November 07 2011 19:09 GMT
#193
On November 08 2011 04:05 StoLiVe wrote:
Show nested quote +
On November 08 2011 04:00 CycoDude wrote:
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.

Then use fast overlord ??


Overlord speed takes much longer to research and is more expensive than morphing an overseer, which means the ability to scout will be pushed back significantly.

On top of that you will now have to spend money on a separate unit (viper) to get detection instead of getting a scout and detection together.
Tschis
Profile Joined November 2010
Brazil1511 Posts
November 07 2011 19:11 GMT
#194
It would be good to define "near" in "need viper near the unit"
"A coward is not someone that runs from a battle knowing he will lose. A coward is someone who challenges a weak knowing he will win."
DARKHYDRA
Profile Joined September 2006
United States303 Posts
Last Edited: 2011-11-07 19:25:28
November 07 2011 19:11 GMT
#195
On November 08 2011 04:00 CycoDude wrote:
Show nested quote +
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.


Well OL speed upgrade cost 100m 100g so that's only 50 gas more than overseer, the main differance would in upgrade vs morph time. You yeah its a slight nerf to zerg scouting and I think we could all agree that that's the last thing that needed a nerf.

Edit: damn typos!
Toads
Profile Blog Joined February 2009
Canada1795 Posts
November 07 2011 19:14 GMT
#196
On November 08 2011 04:09 Shadrak wrote:
Show nested quote +
On November 08 2011 04:05 StoLiVe wrote:
On November 08 2011 04:00 CycoDude wrote:
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.

Then use fast overlord ??


Overlord speed takes much longer to research and is more expensive than morphing an overseer, which means the ability to scout will be pushed back significantly.

On top of that you will now have to spend money on a separate unit (viper) to get detection instead of getting a scout and detection together.

Ok it will push back but this is not like we don't have anythig to scout anymore.
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Shadrak
Profile Joined August 2010
United States490 Posts
November 07 2011 19:16 GMT
#197
On November 08 2011 04:14 StoLiVe wrote:
Show nested quote +
On November 08 2011 04:09 Shadrak wrote:
On November 08 2011 04:05 StoLiVe wrote:
On November 08 2011 04:00 CycoDude wrote:
On October 25 2011 18:46 Ganseng wrote:
i wouldn't be concerned about detection, i would be concerned about scouting. i mean overseer is 50 gas and 200 hp, viper is 200 gas and 120 hp... feel the difference.
how are zergies supposed to scout? slow ovis? fast ovis (200 gas)?

this times a 1000, why is nobody bringing this up??? zerg uses overseers to SCOUT most of the time; what will zerg do now? protoss have cheap, fast-building observers, terran can use scans, zerg............................................you get the idea. no overseer means zerg has no good way to scout. slow overlords will just die before getting to see anything.

Then use fast overlord ??


Overlord speed takes much longer to research and is more expensive than morphing an overseer, which means the ability to scout will be pushed back significantly.

On top of that you will now have to spend money on a separate unit (viper) to get detection instead of getting a scout and detection together.

Ok it will push back but this is not like we don't have anythig to scout anymore.


Agreed. Its just that it really didn't need to be pushed back later than it already is.
Hypatio
Profile Joined September 2010
549 Posts
November 07 2011 19:45 GMT
#198
I don't mind the ocular parasite mechanic, it is interesting. But if you can only use it once it is very very stupid in my opinion.

The viper should have detection originally, and then be able to transfer detection to other units when it reaches some amount of energy (100-150), losing detection itself, then when it gets that amount of energy it should be able to become a detector again and be able to cast.
terranmoccasin
Profile Joined February 2011
United States74 Posts
November 07 2011 20:15 GMT
#199
What if you cast the spell on a unit and then burrow it? I could imagine that being very powerful for zergs and confusing for opponents.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
November 07 2011 20:28 GMT
#200
On November 08 2011 05:15 terranmoccasin wrote:
What if you cast the spell on a unit and then burrow it? I could imagine that being very powerful for zergs and confusing for opponents.

Hahaha xD A burrow mouvement roach detector. it could be nice
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
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