• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:34
CEST 05:34
KST 12:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL S6 finale at Blizzcon Oliveira Would Have Returned If EWC Continued Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is effort ? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8293 users

[D] HotS: Zerg detection - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 9 10 11 Next All
silentblob
Profile Joined June 2011
Great Britain40 Posts
October 25 2011 11:21 GMT
#21
lul vid post as soon as I say you might not be able to see the ocular parasited unit
SnoWhiTe
Profile Joined January 2011
France121 Posts
Last Edited: 2011-10-25 11:23:53
October 25 2011 11:22 GMT
#22
Yeah it's true that detection will be quite delay.

But your opponent doesn't know if you have detection or not. It's quite good against cloacked ghost or banshee.
I mean if a ghost come to EMP your infestor, the Terran can't see if one of your units is a detector. Same thing for obs, banshee, burrowed zergs, DTs.

In an offensive point of view, this ability can be very usefull. However, in defense you'll have to make spore I guess. And if you want to get uppgrade you have to build a evolution chamber so... And remember that the sporecrawler cost only 75 minerals (well + 50 for the drone) but that's all. And in the mid or late game, player like Stephano spend a lot of minerals on spinecrawler and sporecrawler. So that's it. You'll have to get a quick evolution chamber against cloacked rush, but you already do that in WoL, except if you're already on lair

Edit : Just watch the video, okay a giant flotaing orb... Well it's still less obvious that an overseer over your army
silentblob
Profile Joined June 2011
Great Britain40 Posts
October 25 2011 11:24 GMT
#23
On October 25 2011 20:11 Treble557 wrote:
Show nested quote +
On October 25 2011 20:09 silentblob wrote:
my advice is to wait till the game ships before you worry about the balance, thats meant in a nice way


Try to remember that DB put all this stuff out there because he wants our community feedback on these ideas to know if they're worth finalizing or not for the beta.

So we'd actually be doing a bad thing by just going "ooo how snazzy" and then waiting till the beta to say anything at all.



haha, you are right, but I've heard already in interviews that he's concerned about vision for Zerg, because they removed the overseeer, and them saying they have learnt their lesson from when WoL came out not to overlook something that was already a problem.. Because for a while people were struggling with cloak banshees vs zerg, I just figured they'd know not to mess something like that up! but, after seeing ur post i put down my thoughts...
Slipspace
Profile Joined May 2010
United States381 Posts
October 25 2011 11:27 GMT
#24
maybe overlords will evolve again and regain the ability to see stealthed units

i honestly don't know why this change in the first place
Pixel.
Profile Joined April 2010
Netherlands287 Posts
October 25 2011 11:27 GMT
#25
Can u give the creep tumors detection ?
Member of KnightS* www.Ks-gaming.com Pixel.323
NeonFox
Profile Joined January 2011
2373 Posts
October 25 2011 11:32 GMT
#26
I've said this before in other threads but there also is another problem, scouting. Right now as soon as lair is finished I pay 50/50 and morph and overseer and scout.
In hots as it is now, we would have to pay 100/100 for overlord speed and wait until it's finished to scout.
I don't now about you I'm not sending my 200 gas viper into the opponents base to scout oO
DarkPlasmaBall
Profile Blog Joined March 2010
United States46060 Posts
October 25 2011 11:34 GMT
#27
OP:

On October 25 2011 18:38 grs wrote:
Don't get me wrong, the viper sounds really good as a spell caster unit, but given that you can "only" make one unit a detector with the viper: what happens if you lose that unit? You have to build a new viper, infect a unit (and have a resonable good one close to the viper).


I'm pretty sure this is wrong. I'm pretty sure you can make as many detectors as you want with a single Viper (you just need enough energy to cast the spell each time), but you can't cast the buff on the same unit more than once (and why would you? the redundancy of becoming a double-detector would have no effect).

And if this is the case, then it would surely put your mind at ease

Can someone confirm?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Lumi
Profile Blog Joined August 2009
United States1616 Posts
October 25 2011 11:47 GMT
#28
Yeah this concerns me a lot as zerg as well - they patch overseers to lower the cost, but then use the expansion to nerf them to high hell and make us settle for one eye per build cost and build time of a viper, to put on a worse unit for the job? Comparing this directly to the raven is a joke and that doesn't include scan availability. And comparing it to the observer price for what you get is also hilarious. Blizz needs to stop playing fast and loose with their zerg creativity, this is a sloppy mistake that prevents us from being able to aggress or protect new hatcheries as they build, and having to pay an arm and a leg just to try. Also really vulnerable to late game ZvT with high ghost count endgame - it's already extremely costly to keep enough overseers alive to see ghosts despite mass snipe availability. This also means that detection includes the cost of unit supply now as we have to sign up for one of these to get a detector, which means that from a reactionary circumstance, you may be supply blocked and unable to even st art building your mobile detection.
twitter.com/lumigaming - DongRaeGu is the One True Dong - /r/onetruedong
grs
Profile Blog Joined April 2011
Germany2339 Posts
October 25 2011 12:06 GMT
#29
On October 25 2011 20:34 DarkPlasmaBall wrote:
OP:

Show nested quote +
On October 25 2011 18:38 grs wrote:
Don't get me wrong, the viper sounds really good as a spell caster unit, but given that you can "only" make one unit a detector with the viper: what happens if you lose that unit? You have to build a new viper, infect a unit (and have a resonable good one close to the viper).


I'm pretty sure this is wrong. I'm pretty sure you can make as many detectors as you want with a single Viper (you just need enough energy to cast the spell each time), but you can't cast the buff on the same unit more than once (and why would you? the redundancy of becoming a double-detector would have no effect).

And if this is the case, then it would surely put your mind at ease

Can someone confirm?


http://wiki.teamliquid.net/starcraft2/Viper

Read the last sentence in the Official Blizzard description: Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector.
Xenomorph
Profile Joined May 2010
United States137 Posts
October 25 2011 12:09 GMT
#30
Consider the following. Cast on an armored burrow unit (like roach) during an engagement burrow said unit. The enemy now has to focus on your burrowed unit to get rid of detection but your army is swarming on top of it.
Intrepid Traveler
aebriol
Profile Joined April 2010
Norway2066 Posts
October 25 2011 12:16 GMT
#31
It is retarded. Because now zerg have no mobile or range detection unless they go for whatever tech path gives you the viper. And no way of getting it quickly to your army.

So in essence, on lair tech, if you ever want to be offensive and not face auto loss, you have to make vipers AND whatever other tech you would like to use. In essence removing the ability to pick a tech path other than the viper on lair tech unless your opponent is dumb and lets you see his entire base so you are certain that cloaked units isn't an issue.

Right now if you are going roach hydra, and the opponent goes DT's into chargelot archon, you can morph a few overseers and attack before he changes his tech.

With this, he can go DT and expand behind it and be 100% completely safe - because it is impossible for you to mount any offense with your ground army, because you have no mobile detection.

In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
October 25 2011 12:34 GMT
#32
On October 25 2011 21:16 aebriol wrote:
It is retarded. Because now zerg have no mobile or range detection unless they go for whatever tech path gives you the viper. And no way of getting it quickly to your army.

So in essence, on lair tech, if you ever want to be offensive and not face auto loss, you have to make vipers AND whatever other tech you would like to use. In essence removing the ability to pick a tech path other than the viper on lair tech unless your opponent is dumb and lets you see his entire base so you are certain that cloaked units isn't an issue.

Right now if you are going roach hydra, and the opponent goes DT's into chargelot archon, you can morph a few overseers and attack before he changes his tech.

With this, he can go DT and expand behind it and be 100% completely safe - because it is impossible for you to mount any offense with your ground army, because you have no mobile detection.

In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.


Didn't they mention that the Viper will be a separate build from the hatchery? So it doesn't sue larvae?

They'll probably end up just being constructed when you have your lair up, like the Overseer.
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 25 2011 12:42 GMT
#33
On October 25 2011 21:16 aebriol wrote:
In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.


welcome to the world of PvT - where going observer first for detection is obligatory

not that I like that blizz also does this to zerg, but maybe it helps zerg-players to understand PvT-problems a little bit better
"You see....YOU SEE..." © 2010 Sen
aebriol
Profile Joined April 2010
Norway2066 Posts
Last Edited: 2011-10-25 12:47:55
October 25 2011 12:47 GMT
#34
On October 25 2011 21:42 sleepingdog wrote:
Show nested quote +
On October 25 2011 21:16 aebriol wrote:
In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.


welcome to the world of PvT - where going observer first for detection is obligatory

not that I like that blizz also does this to zerg, but maybe it helps zerg-players to understand PvT-problems a little bit better

Uh, I think it is equally stupid there ... remove scan from the game would make it equal I guess ...
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
Last Edited: 2011-10-25 12:59:22
October 25 2011 12:51 GMT
#35
Question:

Do we know if range of detection is only extended as far as unit vision for any unit "parasited" by the Viper? Or is it like scanning, where a scan seems to detect a little on the fringe of its vision, and likewise with turrets. Maybe I'm confused.

The reason I'm asking is because it would be useful to put detection on a burrowed unit, like say a burrowed roach or infestor. It would not be useful, however, if the unit's detection is limited to its current sight range (when burrowed, ~1ish).

On October 25 2011 21:16 aebriol wrote:
It is retarded. Because now zerg have no mobile or range detection unless they go for whatever tech path gives you the viper. And no way of getting it quickly to your army.

So in essence, on lair tech, if you ever want to be offensive and not face auto loss, you have to make vipers AND whatever other tech you would like to use. In essence removing the ability to pick a tech path other than the viper on lair tech unless your opponent is dumb and lets you see his entire base so you are certain that cloaked units isn't an issue.

Right now if you are going roach hydra, and the opponent goes DT's into chargelot archon, you can morph a few overseers and attack before he changes his tech.

With this, he can go DT and expand behind it and be 100% completely safe - because it is impossible for you to mount any offense with your ground army, because you have no mobile detection.

In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.


Just to entertain the idea... So what if you have to make vipers? Assuming the Viper keeps its other abilities too (you're assuming that things will change in the game due to the Viper as currently defined), they'll be QUITE the complement to ANY Zerg composition. You WANT the Viper in your army comp. You WANT to be able to render deathballs helpless and to capture and kill special units (re: collosi). How do you know being "forced" to have these units is detrimental? You might have a couple less infestors or mutas, but you can easily make up for it by USING the Viper's other abilities....
Treble557
Profile Joined August 2010
United States221 Posts
October 25 2011 12:59 GMT
#36
On October 25 2011 20:32 NeonFox wrote:
I've said this before in other threads but there also is another problem, scouting. Right now as soon as lair is finished I pay 50/50 and morph and overseer and scout.
In hots as it is now, we would have to pay 100/100 for overlord speed and wait until it's finished to scout.
I don't now about you I'm not sending my 200 gas viper into the opponents base to scout oO


This. Scouting timings are very important and very precise for Zerg players above plat these days. We just can't afford a blow like that to our scouting atm. :<

Maybe if they made OL speed a hatch tech upgrade tho that only took a spawning pool or evo to start, then this kinda change wouldn't really step on anyones toes.

bgx
Profile Joined August 2010
Poland6595 Posts
October 25 2011 13:03 GMT
#37
On October 25 2011 21:42 sleepingdog wrote:
Show nested quote +
On October 25 2011 21:16 aebriol wrote:
In essence this should force zerg to always make go for viper tech first, regardless of what style they want to play.


welcome to the world of PvT - where going observer first for detection is obligatory

not that I like that blizz also does this to zerg, but maybe it helps zerg-players to understand PvT-problems a little bit better

why would zerg need to understand pvt problems ? :o it has nothing to do with them, not to say let other suffer so they know your pain is bad justification for anything
Stork[gm]
aebriol
Profile Joined April 2010
Norway2066 Posts
October 25 2011 13:04 GMT
#38
On October 25 2011 21:51 FallDownMarigold wrote:
Just to entertain the idea... So what if you have to make vipers? Assuming the Viper keeps its other abilities too (you're assuming that things will change in the game due to the Viper as currently defined), they'll be QUITE the complement to ANY Zerg composition.

Well, I don't like 'having' to go for a tech path once I hit lair, I prefer being able to chose what I want to make.

Now if viper is made from a hatchery my fear is too high ... if I need to make a tech building to get it, I think it's dumb
baba44713
Profile Joined October 2011
83 Posts
October 25 2011 13:54 GMT
#39
On October 25 2011 21:09 Xenomorph wrote:
Consider the following. Cast on an armored burrow unit (like roach) during an engagement burrow said unit. The enemy now has to focus on your burrowed unit to get rid of detection but your army is swarming on top of it.


It's still hell of a techy and APM intensive way to have detection during battle. Not to even mention the orb which telegraphs "burrowed detection unit here".

Compare this to flying cloaked observer following the army or two-three saved up scans in the pocket and it's kinda laughable.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2011-10-25 13:58:27
October 25 2011 13:57 GMT
#40
On October 25 2011 22:04 aebriol wrote:
Show nested quote +
On October 25 2011 21:51 FallDownMarigold wrote:
Just to entertain the idea... So what if you have to make vipers? Assuming the Viper keeps its other abilities too (you're assuming that things will change in the game due to the Viper as currently defined), they'll be QUITE the complement to ANY Zerg composition.

Well, I don't like 'having' to go for a tech path once I hit lair, I prefer being able to chose what I want to make.

Now if viper is made from a hatchery my fear is too high ... if I need to make a tech building to get it, I think it's dumb

Do you also dislike "having" to make queens?

It's just part of the zerg race. If you want to survive, you need to do it. I don't expect there'll be a tech building for it.

Also I would think the orb wouldn't be visible if a unit is burrowed.
Prev 1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 160
ProTech92
StarCraft: Brood War
Rain 4947
GuemChi 3439
Mind 90
NaDa 44
Sexy 41
Dota 2
LuMiX1
League of Legends
JimRising 917
Super Smash Bros
hungrybox515
Other Games
summit1g12305
WinterStarcraft422
Day[9].tv421
Maynarde109
ViBE44
Mew2King24
Organizations
Other Games
gamesdonequick660
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 87
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1201
Other Games
• Day9tv421
Upcoming Events
Wardi Open
7h 26m
OSC
20h 26m
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
OSC
3 days
CranKy Ducklings
4 days
BSL22 NKC (BSL vs China)
5 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
BSL22 NKC (BSL vs China)
6 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Liquipedia Results

Completed

Acropolis #4 - GSB
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.