• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:49
CEST 22:49
KST 05:49
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!28Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)94
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Reynor: GSL Loss Wasn't About Preparation Format What's the best tug of war? Clem: "I don't have that much hope in Blizzard"
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games screpdb: new Starcraft reporting tool ASL22 General Discussion
Tourneys
[Megathread] Daily Proleagues Star Con San Diego 2026 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! General RTS Discussion Thread Nintendo Switch Thread Path of Exile Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5242 users

[D] HotS: Zerg detection - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 11 Next All
g.Sagan
Profile Joined September 2010
36 Posts
November 06 2011 04:42 GMT
#101
A lot of people are suggesting casting it on a burrowed unit like a roach with tunneling claws. The problem is that a lot of borrowable units lose sight range while burrowed, roaches probably more so then any other unit. So your detection range will probably be changed as well, as it would be pretty weird for a unit to detect something it can't even see yet. So if you want to cast it on mobile burrowed units (roach/ HotS baneling) your "Zerg observer" will probably only have a range of 3-4.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
November 06 2011 04:46 GMT
#102
I doubt it will be a problem at all as most zerg use spores as detection a lot more than anything, overseers are rarely ever used except to scout opponent's base, the only instance I can think of where it was crucial to have overseers in ur army is when someone got mothership late game...
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-11-06 04:55:27
November 06 2011 04:51 GMT
#103
For anyone that's played hots beta custom map* and played some games as Z, it feels weird as hell to have to build a viper each time u want 1 detector unit.

I don't know about others that main Zerg and have tried it, but it feel awkward as hell to give 1 random unit detection and then it dies and you have to rebuild a 200 gas viper. To me it's the same as the shredder. People that haven't played with it think it's amazing, but it's just terrible lol.

Don't get me wrong, the spells are powerful, but having to build 1 to get detection each time is just bad.
Sup
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 06 2011 04:53 GMT
#104
On November 06 2011 13:51 avilo wrote:
For anyone that's played hots beta and played some games as Z, it feels weird as hell to have to build a viper each time u want 1 detector unit.

I don't know about others that main Zerg and have tried it, but it feel awkward as hell to give 1 random unit detection and then it dies and you have to rebuild a 200 gas viper. To me it's the same as the shredder. People that haven't played with it think it's amazing, but it's just terrible lol.

Don't get me wrong, the spells are powerful, but having to build 1 to get detection each time is just bad.


MVP didn't seem to think the shredder sucked as him vs nestea looked gross :D.

But yes it already sounds weird and hopefully gets changed because that's stupid to have to do 200 gas to get detection on 1 unit that if sniped you are boned detetion wise -_-...
When I think of something else, something will go here
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
November 06 2011 04:55 GMT
#105
why would you need detection that badly though? zergs always defend banshees and DTs with spores... mothership is going to be removed...

I'm pretty sure zerg is going to be perfectly fine
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 06 2011 04:57 GMT
#106
On November 06 2011 13:53 blade55555 wrote:
Show nested quote +
On November 06 2011 13:51 avilo wrote:
For anyone that's played hots beta and played some games as Z, it feels weird as hell to have to build a viper each time u want 1 detector unit.

I don't know about others that main Zerg and have tried it, but it feel awkward as hell to give 1 random unit detection and then it dies and you have to rebuild a 200 gas viper. To me it's the same as the shredder. People that haven't played with it think it's amazing, but it's just terrible lol.

Don't get me wrong, the spells are powerful, but having to build 1 to get detection each time is just bad.


MVP didn't seem to think the shredder sucked as him vs nestea looked gross :D.

But yes it already sounds weird and hopefully gets changed because that's stupid to have to do 200 gas to get detection on 1 unit that if sniped you are boned detetion wise -_-...


Two players who dunno wtf they are doing and are just messing with the new units doesn't mean jack shit. When you first try new game you end up trying to "use" the new units instead of just playing good lol so don't make much of that video.

Although, on that point, it seems like the shredder in the blizzcon videos is different from the one in the custom map because the custom map one has less radius or something, so that could be why. As is, in the hots custom map they're pointless.
Sup
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
November 06 2011 05:00 GMT
#107
I just.... this... what?
I facepalmed so hard hearing that zerg would HAVE to make a viper for detection. That kinda means the only form of detection that would get up in time for banshees would be spore crawlers, unless you teched up really fast as zerg. I think having the ability work on enemy units and having it the same as the SC1 queen's parasite would have been far, far better, even though it's not really good that way anyways.
As a terran player who was thinking of switching to Z, I'm reconsidering. Nexus recall/Mech terran sounds like more fun than swarm host/viper... though moving burrowed banelings would bring me such joy.
HFcinfinity
Profile Joined December 2010
United States29 Posts
November 06 2011 05:04 GMT
#108
I think the Viper could cripple Zerg detection. On one hand you have spore crawlers which are amazing, but don't really work as mobile detection. Then you have the overseer, which is too expensive to have at every base but is there for the "OH SHIT" moments but has absolutely no utility in battles except for being a mobile detector. The problem with giving a mobile detector unit battle abilities that can be used in combat and can be winning or losing is that you have to make it slow to get, weak, or expensive. If you make it slow to get, it has no use for "Oh shit" detection, if you make it weak it's only use is "Oh shit" detection, but if you make it expensive, it's too hard for Zerg to get by the time the opponent has stealth units. Another Problem of this unit is how it is going to be balanced, it can turn the tides of games, between winning and losing and will take a long time to figure out what needs to happen to it. In conclusion I feel as though the overseer would be fine to stay, it should be used as a primary source of detection while the Viper could be used as a secondary form and it's primary use would be a caster in battles.
www.Youtube.com/hfcinfinity I am a Caster and starcraft streamer
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
November 06 2011 07:24 GMT
#109
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Unnamed Player
Profile Joined March 2011
Australia89 Posts
November 06 2011 07:37 GMT
#110
On November 06 2011 16:24 Jrocker152 wrote:
Show nested quote +
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.
aksfjh
Profile Joined November 2010
United States4853 Posts
November 06 2011 08:46 GMT
#111
On November 06 2011 16:37 Unnamed Player wrote:
Show nested quote +
On November 06 2011 16:24 Jrocker152 wrote:
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.

It's all those people playing that terrible HotS map mod. The thing is grossly inaccurate and doesn't even fairly represent alpha standards from Blizz. I can't count how many times I've seen people say, "_____ feels bad on the HotS custom map because of ______." Most of the time, the thing they're complaining about is broken on the mod or the unit/abilities are just flat wrong.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 06 2011 09:26 GMT
#112
On November 06 2011 13:55 ReignFayth wrote:
why would you need detection that badly though? zergs always defend banshees and DTs with spores... mothership is going to be removed...

I'm pretty sure zerg is going to be perfectly fine

You serious?
And how are Zergs supposed to defend against cloaked Ghosts, Banshee and DT in the middle of the map or in the opponent base? No, fungal is not good enough or reliable enough. Why don't we just remove Scan from terran then...

How are Zergs supposed to defend against burrowed Roaches or new Burrow move banelings?
Supamang
Profile Joined June 2010
United States2298 Posts
November 06 2011 09:32 GMT
#113
On November 06 2011 16:37 Unnamed Player wrote:
Show nested quote +
On November 06 2011 16:24 Jrocker152 wrote:
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.

The guy needs to edit his OP to put that at the top of the thread so people will stop responding without being informed. That or I hope a mod can pop a warning or some red text to tell people how it is. Or maybe it doesnt matter because we dont even know if Blizzards gonna change it by the time beta comes out.

If it is true that the Viper can cast it as many times as it has energy for, then I still think keeping a Viper for designated detector creation on OLs would be an incredibly good alternative to Overseers.
Unnamed Player
Profile Joined March 2011
Australia89 Posts
November 06 2011 09:35 GMT
#114
On November 06 2011 17:46 aksfjh wrote:
Show nested quote +
On November 06 2011 16:37 Unnamed Player wrote:
On November 06 2011 16:24 Jrocker152 wrote:
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.

It's all those people playing that terrible HotS map mod. The thing is grossly inaccurate and doesn't even fairly represent alpha standards from Blizz. I can't count how many times I've seen people say, "_____ feels bad on the HotS custom map because of ______." Most of the time, the thing they're complaining about is broken on the mod or the unit/abilities are just flat wrong.



Did you miss the part where i said "This has been confirmed by multiple players that used it at Blizzcon, on this and other forums"

Here is just one example of the original thread, which is where the Op should have made his post as there is heaps of information in there

Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=216712&currentpage=All

Blizzcon player:


On October 22 2011 18:53 Belial88 wrote:


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.

Edit: Wow, it sounds like a LOT of people simply don't understand the new units. I don't know if the info hasn't been posted or people don't read, but I was at blizzcon and I'll clear some things up:

1. Viper is available as soon as lair done. It's very slow, and hatches from larva. It builds fairly quickly. There is a concern that, because of the 200 gas cost and having to hatch it, you can't scout in the early midgame with a prepositioned overlord. No idea what they plan to do about it, but right now zerg has no midgame scouting options. Flying an extremely slow viper of 200 gas over the opponents base is really dumb, and you'd have to slowly fly across the whole map. I get that overseer is bad, but they shouldn't completely remove the role, they should replace it. it DOES NOT need spire.

2. Burrow move banes are hivetech. Just like hydra speed. While these changes are super cool, it's not going to change the game dynamics. The viper, for example, may force ghosts, different play styles, more bunkers, et cetera. But hive tech is super late game, it gives options to zerg but this stuff comes too late to alter the course of a game, it only makes them more dynamic in end-game.

Which was never an issue. While I guess Ultra vs BL may be bland, Zerg's late game is mostly fine.

What I think Zerg needs:

1. As evidenced in Nestea vs MVP final game, zerg needs a way to deal with drops once mutas become less viable (thors, aoe, crazy lategame armies, need to have t3 units instead of t2, etc) and zerg is less mobile. Spines just absolutely don't cut it. I really hope we see something like what protoss got with the nexus (i've 'nexus-cannon' rushed so many people. You make a gateway like normal, then get a far pylon. Then make another pylon closer. You can now cannon rush witohut a forge rofl).

2. Lair tech. Zerg's problem is early and mid-game diversity and options (like what terran has i suppose), not end game. Make the hive stuff lair tech (obviously nerfs necessary) or make new stuff. I don't have any suggestions, it's just weird late game was buffed when late game z isn't the prob
aksfjh
Profile Joined November 2010
United States4853 Posts
November 06 2011 09:55 GMT
#115
On November 06 2011 18:35 Unnamed Player wrote:
Show nested quote +
On November 06 2011 17:46 aksfjh wrote:
On November 06 2011 16:37 Unnamed Player wrote:
On November 06 2011 16:24 Jrocker152 wrote:
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.

It's all those people playing that terrible HotS map mod. The thing is grossly inaccurate and doesn't even fairly represent alpha standards from Blizz. I can't count how many times I've seen people say, "_____ feels bad on the HotS custom map because of ______." Most of the time, the thing they're complaining about is broken on the mod or the unit/abilities are just flat wrong.



Did you miss the part where i said "This has been confirmed by multiple players that used it at Blizzcon, on this and other forums"

Here is just one example of the original thread, which is where the Op should have made his post as there is heaps of information in there

Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=216712&currentpage=All

Blizzcon player:


Show nested quote +
On October 22 2011 18:53 Belial88 wrote:


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.

Edit: Wow, it sounds like a LOT of people simply don't understand the new units. I don't know if the info hasn't been posted or people don't read, but I was at blizzcon and I'll clear some things up:

1. Viper is available as soon as lair done. It's very slow, and hatches from larva. It builds fairly quickly. There is a concern that, because of the 200 gas cost and having to hatch it, you can't scout in the early midgame with a prepositioned overlord. No idea what they plan to do about it, but right now zerg has no midgame scouting options. Flying an extremely slow viper of 200 gas over the opponents base is really dumb, and you'd have to slowly fly across the whole map. I get that overseer is bad, but they shouldn't completely remove the role, they should replace it. it DOES NOT need spire.

2. Burrow move banes are hivetech. Just like hydra speed. While these changes are super cool, it's not going to change the game dynamics. The viper, for example, may force ghosts, different play styles, more bunkers, et cetera. But hive tech is super late game, it gives options to zerg but this stuff comes too late to alter the course of a game, it only makes them more dynamic in end-game.

Which was never an issue. While I guess Ultra vs BL may be bland, Zerg's late game is mostly fine.

What I think Zerg needs:

1. As evidenced in Nestea vs MVP final game, zerg needs a way to deal with drops once mutas become less viable (thors, aoe, crazy lategame armies, need to have t3 units instead of t2, etc) and zerg is less mobile. Spines just absolutely don't cut it. I really hope we see something like what protoss got with the nexus (i've 'nexus-cannon' rushed so many people. You make a gateway like normal, then get a far pylon. Then make another pylon closer. You can now cannon rush witohut a forge rofl).

2. Lair tech. Zerg's problem is early and mid-game diversity and options (like what terran has i suppose), not end game. Make the hive stuff lair tech (obviously nerfs necessary) or make new stuff. I don't have any suggestions, it's just weird late game was buffed when late game z isn't the prob

I was agreeing with you. I'm saying a lot of the misinformation is being spread by that mod that popped up on NA. It has a lot of things wrong, and iirc, the Viper detection spell is one of them. The information you posted is correct. -_-
Unnamed Player
Profile Joined March 2011
Australia89 Posts
November 06 2011 10:03 GMT
#116
On November 06 2011 18:55 aksfjh wrote:
Show nested quote +
On November 06 2011 18:35 Unnamed Player wrote:
On November 06 2011 17:46 aksfjh wrote:
On November 06 2011 16:37 Unnamed Player wrote:
On November 06 2011 16:24 Jrocker152 wrote:
On October 25 2011 20:34 DarkPlasmaBall wrote:
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?

I can deny. You are wrong. Test mod proof, somewhere, I'll try to find it and post rep.


It's already been answered numerous times especially in the original thread that the Ocular Parasite can be cast as many times as you have the energy for it on as many units as you want.

This has been confirmed by multiple players that used it at Blizzcon, on this and other forums.

The amount of misinformation in these HOTS threads is ridiculous.

It's all those people playing that terrible HotS map mod. The thing is grossly inaccurate and doesn't even fairly represent alpha standards from Blizz. I can't count how many times I've seen people say, "_____ feels bad on the HotS custom map because of ______." Most of the time, the thing they're complaining about is broken on the mod or the unit/abilities are just flat wrong.



Did you miss the part where i said "This has been confirmed by multiple players that used it at Blizzcon, on this and other forums"

Here is just one example of the original thread, which is where the Op should have made his post as there is heaps of information in there

Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=216712&currentpage=All

Blizzcon player:


On October 22 2011 18:53 Belial88 wrote:


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.

Edit: Wow, it sounds like a LOT of people simply don't understand the new units. I don't know if the info hasn't been posted or people don't read, but I was at blizzcon and I'll clear some things up:

1. Viper is available as soon as lair done. It's very slow, and hatches from larva. It builds fairly quickly. There is a concern that, because of the 200 gas cost and having to hatch it, you can't scout in the early midgame with a prepositioned overlord. No idea what they plan to do about it, but right now zerg has no midgame scouting options. Flying an extremely slow viper of 200 gas over the opponents base is really dumb, and you'd have to slowly fly across the whole map. I get that overseer is bad, but they shouldn't completely remove the role, they should replace it. it DOES NOT need spire.

2. Burrow move banes are hivetech. Just like hydra speed. While these changes are super cool, it's not going to change the game dynamics. The viper, for example, may force ghosts, different play styles, more bunkers, et cetera. But hive tech is super late game, it gives options to zerg but this stuff comes too late to alter the course of a game, it only makes them more dynamic in end-game.

Which was never an issue. While I guess Ultra vs BL may be bland, Zerg's late game is mostly fine.

What I think Zerg needs:

1. As evidenced in Nestea vs MVP final game, zerg needs a way to deal with drops once mutas become less viable (thors, aoe, crazy lategame armies, need to have t3 units instead of t2, etc) and zerg is less mobile. Spines just absolutely don't cut it. I really hope we see something like what protoss got with the nexus (i've 'nexus-cannon' rushed so many people. You make a gateway like normal, then get a far pylon. Then make another pylon closer. You can now cannon rush witohut a forge rofl).

2. Lair tech. Zerg's problem is early and mid-game diversity and options (like what terran has i suppose), not end game. Make the hive stuff lair tech (obviously nerfs necessary) or make new stuff. I don't have any suggestions, it's just weird late game was buffed when late game z isn't the prob

I was agreeing with you. I'm saying a lot of the misinformation is being spread by that mod that popped up on NA. It has a lot of things wrong, and iirc, the Viper detection spell is one of them. The information you posted is correct. -_-


Apologies, i thought you were saying the guys from Blizzcon were getting there info from that mod.


Grend
Profile Blog Joined April 2010
1600 Posts
November 06 2011 10:05 GMT
#117
I think Blizzard will be forced to change this in time.
It just does not seem to be viable, or at least it forces Viper tech so much.
The low tier players will have so many problems with this
Banshee + DT will crush them.

I think they should just add a 200\200 upgrade to overlords that grants detection.
♞ Against the Wind - Bob Seger ♞
Grend
Profile Blog Joined April 2010
1600 Posts
November 06 2011 10:09 GMT
#118
On November 06 2011 12:31 SpaceYeti wrote:
They need to remove the detection function from the Viper and bring back the Overseer, just stripped of its abilities. I cannot see how they are going to be able to balance the Viper when it is simultaneously a necessity given it's detection role, but also a powerful caster unit and siege breaker that single-handedly changes the tides of a specific battle. These roles are in direct conflict and pose major complications when it comes to determining the costs and tech-requirements of the Viper as a unit.

I really hope they see this problem and resolve it. I also don't like that they have make Zerg early game scouting even worse than it currently is.


Would be neat if they made overseer like really cheap and just made it detect too yeah.
Like 50/25 or something.
♞ Against the Wind - Bob Seger ♞
chaynesore
Profile Joined October 2011
Australia175 Posts
November 06 2011 10:09 GMT
#119
I'm concerned because I play the spanishiwa style a lot and that relies on spending the gas to morph an overseeer next to the enemy's base immediately after lair tech. This won't be as viable anymore because overlords are just too slow. Gonna have to figure something else out
"When things get weird, I'm in my element." - Liquid`TLO
Leviance
Profile Joined November 2009
Germany4079 Posts
November 06 2011 11:39 GMT
#120
I'm not fond of that visual clue, a giant orb oO imagine that on the top of a zergling. Also, it should be only visible for the opponent by detection.
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Prev 1 4 5 6 7 8 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub133
ProTech105
StarCraft: Brood War
Free 53
Shine 20
yabsab 14
NaDa 14
firebathero 0
Dota 2
monkeys_forever300
League of Legends
Doublelift4258
JimRising 262
Counter-Strike
fl0m2771
minikerr51
Heroes of the Storm
Khaldor351
Other Games
Grubby3122
Beastyqt705
Mlord474
C9.Mang0189
ArmadaUGS136
ROOTCatZ117
Livibee84
Mew2King36
SteadfastSC13
Organizations
Other Games
gamesdonequick1750
StarCraft 2
angryscii 32
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• RyuSc2 13
• Reevou 10
• musti20045 7
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 47
• FirePhoenix13
• Pr0nogo 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2168
League of Legends
• TFBlade703
• Shiphtur470
Upcoming Events
WardiTV Weekly
14h 11m
Sparkling Tuna Cup
1d 13h
INu's Battles
1d 14h
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
Patches Events
2 days
Replay Cast
3 days
CrankTV Team League
3 days
OSC
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
Afreeca Starleague
5 days
RSL Revival
5 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
5 days
Afreeca Starleague
6 days
RSL Revival
6 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

ASL S22 SEASON OPEN Day 2
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Proleague 2026-07-26
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 Finale
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.