I will admit for a very long time I couldnt give a crap about them and never made them unless I needed mobile detection but now I think theyre absolutely crucial for scouting. I feel like if the changeling gets spotted right away, you'll always be able to see unit composition, upgrades, natural saturation, potential tech.
The Overseer and Zerg Scouting - Page 2
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Angelbelow
United States3728 Posts
I will admit for a very long time I couldnt give a crap about them and never made them unless I needed mobile detection but now I think theyre absolutely crucial for scouting. I feel like if the changeling gets spotted right away, you'll always be able to see unit composition, upgrades, natural saturation, potential tech. | ||
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latan
740 Posts
And I also think the queen's parasite in SC1 was way cooler than what they're proposing now with the viper. | ||
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iDONTrush
United States23 Posts
On November 10 2011 07:39 darkscream wrote: if it granted vision of that unit and made it a detector for you, like queens could do in brood war. Ah I see. So they protect YOUR detector. That's nifty. | ||
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SnowK
United States245 Posts
1. Overlord speed upgrade will be Hatchery tech. I would definitely want this, but I'm curious if it'd be too strong in the early game. If a player is careful enough, Zerg overlord scouting goes from a potluck and sacrifice to very little risk, with plenty of coverage. Few stuff early on can really chase them down, and marines won't (shouldn't) stim to kill an overlord because medivacs won't be out that early. You might have to be wary of stalkers, but queens and marines become a non-issue with early overlord speed. Even if the speed ovie does end up dying, it covered significantly more than slow ovies and had a much higher chance of providing key intel, making that 100 minerals worth so much more. | ||
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iDONTrush
United States23 Posts
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canikizu
4860 Posts
jk aside though, the game isn't even in beta yet, the problem will show itself in alpha, beta and stuff, so it will be solved pretty easily when the game actually comes out. | ||
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iDONTrush
United States23 Posts
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zhurai
United States5660 Posts
On November 10 2011 07:28 ruhrohraggy wrote: I've been thinking the same thing! On one hand it seems like they are convinced to remove the Overseer and make it much more difficult for Zerg to get detection in order to buff DTs, which cannot do much once scouted. On the other hand, it removes Zergs race specific scouting unit - undoubtedly this will have to change. I wouldn't worry because it is very apparent that there will need to be some change before HotS release. Things are going to change a lot in the beta. Some thoughts I have had is that maybe: 1. Overlord speed upgrade will be Hatchery tech. 2. Another unit gets the ability to cast Changelings (possibly Overlords, although making all Overlords have energy could have unintended side effects). 3. Vipers are fast (not as fast as Mutas obviously :D) 4. Viper detection ability is usable on enemy units (maybe an energy decrease on the ability as well to allow for scouting more). This brings it's own problems as well - it would practically require every Zerg player to make Vipers, and in ZvP a Protoss player can destroy a Zergs offensive/defensive capabilities by using Feedback. Those are just some random thoughts I had, would be interesting to see what other people think! TL;DR - Don't worry, things will change in beta if it's not balanced. would be interesting if that "detection ability on enemy units" could instead function similar to a parasite from the queen in BW :S | ||
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SpaceYeti
United States723 Posts
The bigger problem, however, is that given it's necessity for detection, the Viper will be an ESSENTIAL unit. This makes balancing its costs and the strength of its other abilities problematic because Blizzard intends the Viper to be a powerful siege-breaking caster. I can't imagine the developers finding a good balance between making the Viper affordable enough to get every game when you need them and at the same time powerful enough to allow the Zerg player to crush entrenched positions with Blinding Cloud and snipe essential units with Abduct. I really hope that they revert their decision to cut the overseer, leaving it in as just a detector, without Changeling or Contaminate. That would allow them to remove the detection role from the Viper and balance it strictly as a powerful support unit. We'll see what happens.... | ||
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HowardRoark
1146 Posts
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iDONTrush
United States23 Posts
On November 10 2011 07:49 SpaceYeti wrote: I'm glad other people are thinking about this as well. The major problem I see with what we do know about HotS is that removing the overseer and moving detection onto the Viper as a castable buff delays both scouting AND detection for the Zerg player. Overseers allowed you to scout effectively almost immediately after the Lair was done, as well as having multiple mobile detectors. The Viper means you will have only 1 mobile detector, slightly delayed after your Lair, and have to wait for ovie speed to finish before you can effectively scout your opponent. It's a small, but very significant delay to having adequate intel and detection. The bigger problem, however, is that given it's necessity for detection, the Viper will be an ESSENTIAL unit. This makes balancing its costs and the strength of its other abilities problematic because Blizzard intends the Viper to be a powerful siege-breaking caster. I can't imagine the developers finding a good balance between making the Viper affordable enough to get every game when you need them and at the same time powerful enough to allow the Zerg player to crush entrenched positions with Blinding Cloud and snipe essential units with Abduct. I really hope that they revert their decision to cut the overseer, leaving it in as just a detector, without Changeling or Contaminate. That would allow them to remove the detection role from the Viper and balance it strictly as a powerful support unit. We'll see what happens.... I agree entirely. It would make no sense to have a siege breaker that you have to make every single game. | ||
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jimbob615
Uruguay455 Posts
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TheDougler
Canada8307 Posts
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FeyFey
Germany10114 Posts
So if you want to prepare (which is a bit pointless tbh) do it like a zerg, 6 lings and overlords ^^. And why is the viper essential, spores work just fine even offensive. Moving spine and spore line, the horror for any observer, luckily there are no more lurkers, that would be to op xD | ||
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iDONTrush
United States23 Posts
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iDONTrush
United States23 Posts
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El Caz
Panama48 Posts
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Stropheum
United States1124 Posts
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envisioN .
United States552 Posts
As a terran I always envy that Zerg has flying supply depots that can scout. | ||
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envisioN .
United States552 Posts
On November 10 2011 08:14 El Caz wrote: Terrans spend energy (which translates into less mining speed) for their scouting and detection and it costs them zero units. Protoss can send in hallucinations at the risk of losing zero units, costing only sentry energy (and the upgrade). Zerg will lose it's "zero cost" unit. Having any unit be a detector has all sorts of cool gimmicks and tricks tied to it (I wonder if a ground unit gets turned into a detector, does it still detect while burrowed?) but I guess we'll have to wait and see if all these new possibilities compensates the loss of a scouting ability that only costs energy. A scan from the Orbital is one less MULE which translates to about 270 minerals. Hallucination costs 100/100 (the same as overlord speed hmmmm). Get overlord speed. Its useful. | ||
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