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The Overseer and Zerg Scouting - Page 3

Forum Index > SC2 General
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Ridiculisk
Profile Joined November 2010
Australia191 Posts
November 10 2011 01:04 GMT
#41
I would like to see perhaps the changeling kept, but moved to the Overlord at Lair tech.

Then we can replace the Overseer with the Viper, which is multiple times better, and still get the sneaky scouting info with Speed OL's and changelings.
TAhackdZ.379 - Sc2sea.com Article Writer
Conquerer67
Profile Joined May 2011
United States605 Posts
November 10 2011 02:18 GMT
#42
On November 10 2011 10:04 Ridiculisk wrote:
I would like to see perhaps the changeling kept, but moved to the Overlord at Lair tech.

Then we can replace the Overseer with the Viper, which is multiple times better, and still get the sneaky scouting info with Speed OL's and changelings.


Actually a good idea, imo. So it would be like creep spread is, except it would spawn a changeling.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 10 2011 02:26 GMT
#43
Overlords are a seriously underrated tool by mid level players. Speed overlords can basically give you entire map vision and slow down your opponent from taking expansions, etc. Utilizing overlords will make you feel like you have a lot more control over what's going on in the game, rather than "wtf, he has 5 bases?"
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Insomni7
Profile Joined June 2011
667 Posts
Last Edited: 2011-11-10 02:33:57
November 10 2011 02:30 GMT
#44
I would just ask how often you find yourself using the overseer. Some people use it a ton, but I find the vast majority of players rarely do. I personally would lose very little scouting with the loss of the overseer. I'm more worried about cheap detection.

Overlords are a seriously underrated tool by mid level players. Speed overlords can basically give you entire map vision and slow down your opponent from taking expansions, etc. Utilizing overlords will make you feel like you have a lot more control over what's going on in the game, rather than "wtf, he has 5 bases?"
I absolutely agree, speed overlords are just as good as overseers and with the added bonus of dropping creep. I'm not so sure about map control outside of zvz. I find that lings provide less risky map control. I don't want to get supply blocked when protoss moves out cause his blink stalkers are faster than my speed overlords.
Never Forget.
PR4Y
Profile Joined November 2010
United States260 Posts
November 10 2011 02:42 GMT
#45
i just wanted to point out an inconsistency in your thread real quick... you say in a general ZvP for you, you morph the original overlord near the toss base into an overseer and send it in for a mid-game scout. cool, but you also said that you contaminate his robo bay AND facility? Firstly, you can't contaminate ANYTHING for like 2 minutes game-time after an overseer morphs, so I don't know where that is coming from... unless you are waiting a very long time to send in the scout?

if so, your best alternative is to just skip the overseer and get speed. trade off the cost of two overseers for being able to use ovvy scouts ALL GAME (not to mention the ovvy spread / creep highway / expo blocking potential)... speed is a very good mid-lategame upgrade, and even entering into the beginning of midgame when you just hit lair tech, getting ovvy speed right away isn't exactly make-or-break (unless you have already scouted a timing attack / allin - which would make speed pointless)
I'm your average Brotoss brother, weilding my brommortal, brothership, brolossus, bro ray, broenix... BROTHERHOOD OF BROTOSS
TBone-
Profile Blog Joined November 2010
United States2309 Posts
November 10 2011 02:46 GMT
#46
speed overlords seems completely reasonable thing to me.
Eve online FC, lover of all competition
DeltaX
Profile Joined August 2011
United States287 Posts
November 10 2011 02:53 GMT
#47
I think the best solution is to either move overlord speed to hatch tech or to keep the overseer after removing the spells it has.

Speed on hatch tech would open the option of scouting early if you wanted to invest the extra resources into it. You still have the option to hope you can see what you need if you don't want to spend it.

Removing the spells from the overseer is just admitting that it will not be a very interesting unit, but then you could just consider it an upgraded overlord. I find this unlikely, but it should be an option if nothing else works out.


I also really like the idea that was mentioned to allow the viper to cast the detection spell on enemy units for sight. It would need a decent range, but would allow zerg to scout pretty well if the opponent didn't want to kill the unit.
Nourek
Profile Joined February 2011
Germany188 Posts
November 10 2011 02:53 GMT
#48
The main difference between overlord speed and an overseer is that overseers morph in 17 seconds instead of speed which takes 60 seconds. And speed overseers are even better at 2.75 speed.

I'm not too worried atm, especially at my own level, but I don't really understand why removing the overseer is planned.
FirstGear
Profile Joined June 2011
Australia185 Posts
November 10 2011 02:58 GMT
#49
Opening 14 gas, 14 pool into expo, the fastest you can get lair is 6.45 and the fastest overlord speed is completed is 7.45. Conversely a dt rush can get dts out at about 6.45. So invisible units are out a full minute before reliable scouting is available. This change opens up a whole range of 1 base all ins that aren't reliably scoutable anymore. I don't know how it will change things, but even if GM stayed the same it has the potential to change other leagues significantly.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
November 10 2011 03:09 GMT
#50
I already used overlord speed for all scouting personally, but that's mostly because I sack overlords pretty aggressively
RavenLoud
Profile Joined March 2011
Canada1100 Posts
November 10 2011 07:06 GMT
#51
Maybe it's a natural resistance to change, but HotS would be a lot better for me if they didn't remove any units, just need to modify them accordingly.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
Last Edited: 2011-11-10 07:29:44
November 10 2011 07:28 GMT
#52
i like the oversser, it's sad that it will be cut.
i don't see why viper should overtake his role.
PresenceSc2
Profile Joined February 2011
Australia4032 Posts
November 10 2011 07:39 GMT
#53
On November 10 2011 08:23 envisioN . wrote:
Show nested quote +
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.


A viking can chase down a overlord with speed T_T . imo they need to increase the upgraded speed or the base speed.
Stephano//HerO//TaeJa//Squirtle//Bomber
HystericaLaughter
Profile Joined September 2011
Australia720 Posts
November 10 2011 07:44 GMT
#54
On November 10 2011 11:58 FirstGear wrote:
Opening 14 gas, 14 pool into expo, the fastest you can get lair is 6.45 and the fastest overlord speed is completed is 7.45. Conversely a dt rush can get dts out at about 6.45. So invisible units are out a full minute before reliable scouting is available. This change opens up a whole range of 1 base all ins that aren't reliably scoutable anymore. I don't know how it will change things, but even if GM stayed the same it has the potential to change other leagues significantly.


That is such a poorly thought out post. How is this timing any different to what it was previously?

1 base dt will be no more difficult to scout without the overseer, because you scout 1 base dt with slow overlords, not overseers. Another point, although irrelevant, is that you can tell a dt/void ray rush by the sentry count of the Protoss player, you often don't need to actually see the tech structure.
My wife for hire! - Zealot
GloryOfAiur
Profile Joined October 2011
United States127 Posts
November 10 2011 07:48 GMT
#55
I agree with you in some situations, but on a map like Xel' Naga scouting with a speed overlord will show his entire main assuming under 5 Stalkers are there.
ALPINA
Profile Joined May 2010
3791 Posts
November 10 2011 07:51 GMT
#56
I hope they will just leave overseer in hots. I use it every game cause now it's quite cheap and i use changelings all the time to scout - i think it's cool.
You should never underestimate the predictability of stupidity
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
November 10 2011 07:54 GMT
#57
Stop with the HotS theorycrafting, jesus. The game isn't even in beta, stop worrying about the future and focus on your mechanics right now.
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Tippecanoe
Profile Joined May 2011
United States342 Posts
November 10 2011 07:54 GMT
#58
Vipers move at 3.75 speed and you can make them the same time you can make an overseer AND they are useful because they are real spell casters.

Why and where is the issue of scouting?
NeonFox
Profile Joined January 2011
2373 Posts
November 10 2011 08:01 GMT
#59
On November 10 2011 16:54 Tippecanoe wrote:
Vipers move at 3.75 speed and you can make them the same time you can make an overseer AND they are useful because they are real spell casters.

Why and where is the issue of scouting?


They cost 200 gas, you need 2 if you want to have a viper with detection, and you can't sacrifice a 200 gas unit to scout like you do with an overseer. People are not saying the viper is bad, it's all about timing. It delays scouting of the opponents base and increases the cost, and it delays mobile detection by a lot.
I don't see them keeping it like this.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2011-11-10 08:11:34
November 10 2011 08:10 GMT
#60
On November 10 2011 07:13 Emporio wrote:
Maybe you should wait for the game to come out before worrying about how you're going to scout.


uncalled for. he is asking a very legit question. and I do agree that not having the overseer (which i now love due to the low gas cost) is going to suck. I mean i fking love the viper (used it in HOTS custom) but i dont really give a shit about it's detect ability. it doesnt work well as a detector. imo, they should keep both the overseer and the viper.


On November 10 2011 16:54 Tippecanoe wrote:
Vipers move at 3.75 speed and you can make them the same time you can make an overseer AND they are useful because they are real spell casters.

Why and where is the issue of scouting?



lolwut? its like people dont even read the unit details. you really think paying 200 gas for a scout is okay?
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