[D] HotS: Zerg detection - Page 3
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Inf-badguy
Canada171 Posts
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grs
Germany2339 Posts
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KAmaKAsa
Finland210 Posts
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Antisocialmunky
United States5912 Posts
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Steel
Japan2283 Posts
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ApBuLLet
United States604 Posts
However, the downfall is that you MUST build vipers in pretty much every game now, and not just one but many. The reason you need to build many is because each viper can only grant detection to a unit one time and that's it (that's what I've read anyway), so if that units dies you need a new viper to grant a new unit detection. Also, since the unit needs to be near the viper it kinda defeats the purpose of the spell. Why not just make the viper a detector then? If I could make all of my queens detectors and then bring my vipers along with my army and know that I am fairly safe from banshees or DTs, then that is a good spell. But having my viper leashed to a unit just so I can have detection is pretty cheap. Also, is there any way to tell if the viper is within range of that unit or not? Are one of those big rings (think siege tank range indicator) going to be placed around my detector unit at all times? I just don't quite understand how this is going to work. Personally, if the viper didn't have to be chained to the detector unit I would cast it on queens and maybe burrowed swarm hosts which I would leave defending (just one for DTs/drops/zergling counter attacks etc). As for having detection in my army itself, I'd probably cast it on other vipers since they are flying units and seem to be fairly fast. I don't like the idea of giving detection to a roach or zergling or something and having to keep track of it so that I can recast detection when it dies... | ||
RockIronrod
Australia1369 Posts
It's almost as if you've got no fucking clue what you're doing with your design choices. | ||
Avalain
Canada308 Posts
So yeah, don't worry about the detector thing. It won't be a problem. The only thing I worry about is the lack of early scouting. | ||
BronzeKnee
United States5212 Posts
On October 25 2011 23:43 Inf-badguy wrote: Give this ability to queens at lair tech for 25 energy. Problem solved. Good work, maybe 50 energy would be more fair, but this is the best solution. | ||
Klystron
United States99 Posts
On October 25 2011 23:49 grs wrote: Is there any evidence for the assumption that the Viper is build from the Lair itself instead from Larva and is there any evidence for the assumtion that is does not requite a tech building? It comes from larva. | ||
hellraiser1110
Croatia70 Posts
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Cyanocyst
2222 Posts
On October 26 2011 00:00 ApBuLLet wrote: However, the downfall is that you MUST build vipers in pretty much every game now, and not just one but many. The reason you need to build many is because each viper can only grant detection to a unit one time and that's it (that's what I've read anyway), so if that units dies you need a new viper to grant a new unit detection. Im pretty sure, it means that the Viper can use ocular parasite anytime it has 50 energy. It just can't use it on the exact same unit twice. Though their is no need to do so if that unit is still alive, it already has detection. | ||
ALPINA
3791 Posts
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Clonze
Canada281 Posts
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Durp
Canada3117 Posts
That way you don't break ZvZ, yet all early game zerg detection is taken care of . The evo is needed for spores either way - you're not making game breaking changes, and then you don't have to remove the overseer and screw with zerg detection. Really not a fan of the proposed viper detection change. | ||
grs
Germany2339 Posts
On October 26 2011 02:31 Clonze wrote: You don't need overseers to detect invisible units, you're being dumb. Terrans use mainly turrets against DTs... they don't wait for ravens, surely zergs can use spore crawlers to fend off any sort of Cheese... so an extra 10-20 seconds added to the old overseer but being a spellcaster. I'm really surprised that you found something to be 'worried' about without actually playing the new game. It's people like you... Lol. Hmm...not sure. I always thought it would be people that end their sentences with "lol", when they have no real point to make. Last time I checked, Terrans were using scan, because they don't have a missile turret in their backpack when their army moves out. Anyways, this was not about balance, it was to talk about our options for detection with the Overseer removed. I got some useful information and some others too I hope. | ||
Lurk
Germany359 Posts
On October 25 2011 23:43 Inf-badguy wrote: Give this ability to queens at lair tech for 25 energy. Problem solved. If it was temporary, for say, 10s, i'd agree on this. It would work similar to scan for terran as a means of emergency detection. However, if it was permanent, where would be the point of having cloak in game if detection is so cheap and readily available ? In WoL, zerg had the easiest time to get permanent, moving detection (i'm obviously ignoring scan here). Now it's going to be a little harder but getting a viper before banshees or DTs show up at your base shouldn't be a big problem. Maybe you'll have to face a contain until you get it and defend with spores in the meantime. | ||
pzea469
United States1520 Posts
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cHaNg-sTa
United States1058 Posts
On October 26 2011 02:31 Clonze wrote: You don't need overseers to detect invisible units, you're being dumb. Terrans use mainly turrets against DTs... they don't wait for ravens, surely zergs can use spore crawlers to fend off any sort of Cheese... so an extra 10-20 seconds added to the old overseer but being a spellcaster. I'm really surprised that you found something to be 'worried' about without actually playing the new game. It's people like you... Lol. ...scan It'll be impossible to do a midgame push against anyone that has cloaked units without a viper. It was convenient to bring an overseer in a midgame push in case there was a hidden DT in the army or a cloaked banshee. To ask for a 200 gas detection unit is a bit steep. | ||
Bagration
United States18282 Posts
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