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The Overseer and Zerg Scouting - Page 2

Forum Index > SC2 General
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Angelbelow
Profile Joined September 2010
United States3728 Posts
November 09 2011 22:40 GMT
#21
TBH, I was very sad when I heard about the overseer's removal for HoTS. I think its a great unit and I do think its a bit underused. I just reached 1v1 masters and Ive been using the overseer A TON. From changelings to the occasional contamination, its a really cool unit. Hopefully with the price reduction, more zergs will start using them and blizzard will see the statistics and the usage necessary to keep the unit it.

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.
You may delay, but time will not. Current Music obsession: Opeth
latan
Profile Joined July 2010
740 Posts
Last Edited: 2011-11-09 22:44:53
November 09 2011 22:40 GMT
#22
I hope they don't remove the overseer, I don't think adding new means for detection (viper) necessarily means they have to remove the old one. I actually like the overseer.

And I also think the queen's parasite in SC1 was way cooler than what they're proposing now with the viper.
iDONTrush
Profile Joined November 2011
United States23 Posts
November 09 2011 22:40 GMT
#23
On November 10 2011 07:39 darkscream wrote:
Show nested quote +
On November 10 2011 07:37 iDONTrush wrote:
Maybe I am missing something, but why would you want to make an enemy unit a detector? Does it drain it's energy or something.


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.
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
SnowK
Profile Joined June 2011
United States245 Posts
Last Edited: 2011-11-09 22:44:39
November 09 2011 22:40 GMT
#24
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.
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
iDONTrush
Profile Joined November 2011
United States23 Posts
November 09 2011 22:43 GMT
#25
You could potentially use that to force a stim and wipe them out with lings. But most players worth their salt wouldn't stim. I think that in lower level play the Overseer is definitely underused but like Angelbelow said, it is crucial.
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
canikizu
Profile Joined September 2010
4860 Posts
November 09 2011 22:45 GMT
#26
Why do u need to scout? Hydra will have the upgrade speed, so people will begin to make more hydralisks, and they counter everything as far as I know.


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.
iDONTrush
Profile Joined November 2011
United States23 Posts
November 09 2011 22:47 GMT
#27
I am very exited for beta (and I hope I can get involved). Does anyone remember how the beta for the SC1 expansions was tested? How did they get access? And also with the early game Ovie speed that will be pretty OP because you will practicly be able to continually pass with different overlords.
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
zhurai
Profile Blog Joined September 2010
United States5660 Posts
November 09 2011 22:48 GMT
#28
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
Twitter: @zhurai | Site: http://zhurai.com
SpaceYeti
Profile Joined June 2010
United States723 Posts
November 09 2011 22:49 GMT
#29
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....
Behavior is a function of its consequences.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
November 09 2011 22:51 GMT
#30
Blizzard will probably have to make overlord speed at hatch-tech or return the overlord to detector status again. But we can only guess, it is too early.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
iDONTrush
Profile Joined November 2011
United States23 Posts
November 09 2011 22:52 GMT
#31
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.
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
November 09 2011 22:53 GMT
#32
dude i HOPE they don't remove it! changelings are my favourite unit in the entire game! and they are critical for scouting T_T
TheDougler
Profile Joined April 2010
Canada8307 Posts
November 09 2011 23:04 GMT
#33
Holy cow, I just realized what a novelty the "meet the spy" achieve is gonna be in HoTS!
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 09 2011 23:06 GMT
#34
well overseer was pretty much imba mid game, despite not being used by most zerg. Lategame it was okay, but a really easy target (even if zergs didn't had it in front o their army). But they changed the mechanic so you don't really need the overseer anymore in HotS. Slow ovi scout is as good, just costs you 200 minerals and 2 larva, which is still cheaper then the scan and well toss scouting is more expensive, but its constantly there. Zerg just don't need something like the overseer mid game, either they have overlords or they have the map control. Overseer is just a ultra cheap scout that throws out free ground observers and has detection.

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
iDONTrush
Profile Joined November 2011
United States23 Posts
Last Edited: 2011-11-09 23:10:42
November 09 2011 23:06 GMT
#35
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
iDONTrush
Profile Joined November 2011
United States23 Posts
November 09 2011 23:08 GMT
#36
Zerg whines because they want the lurker. What does Blizzard do? Make it a ton better and give it to Terran. GENIUS!
"When I die, people will reflect upon my life and say 'He always did it....his way.' "
El Caz
Profile Joined April 2010
Panama48 Posts
November 09 2011 23:14 GMT
#37
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.
Stropheum
Profile Joined January 2010
United States1124 Posts
November 09 2011 23:20 GMT
#38
Thread already exists for this. You should use the search funtion
envisioN .
Profile Joined February 2011
United States552 Posts
November 09 2011 23:21 GMT
#39
Research Overlord Speed. It is just as fast as an Overseer pre-speed and you have a LOT of them. Overlords with speed can be used to deny expansions by pooping creep, can scout a base, and can be used for drops later in the game. It is slightly slower to tech to, seeing as an overseer morphs faster than Ovie Speed researches but it is definitely worth it.

As a terran I always envy that Zerg has flying supply depots that can scout.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
envisioN .
Profile Joined February 2011
United States552 Posts
November 09 2011 23:23 GMT
#40
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.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
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