It has a longer cooldown than most units do. The Mutalisk has a 3 second cooldown after it attacks. A roach has a 2 second cooldown. MOST units have about a 1 second cooldown, particularly at tier 1. But of course that varies.
A zealot does (8-a) x 2 x t damage.
Where a is the armor of the attacked unit and t is the amount of times it will attack in one second.
A roach does (16-a) x t.
In the roach's case, the t is 0.5. In the zealot's, it's 1. So in the zealot's case it's doing 4 attacks of 8 in two seconds. A roach is doing 1 attack of 16 in two seconds. Therefore a zealot has higher DPS. But because the roach does all of it's damage at once, immediately, that 16 damage it does is done instantly.
The zealots actually a bad example because it deals 16 damage initially as well. But it does so with two attacks, therefore any armor it deals with applies twice. Therefore against anything armored, the roach's damage won't be as inhibited by as much as the zealot's is.
I normally like your posts, but this is wrong. The Overlord was clearly intended as a way of spreading creep in a more mobile way. Just having a bunch of burrowed creep tumors outside of your enemies base isn't going to help you spread the creep very much. One sweep with a detector and they're all dead, and you'll need to start over again with your queens.The whole creep drop concept is there to act as a temporary fix until you have creep tumors up.
The overlord however, can just run back a bit, and once you regain control of the area you can fly them back in to drop it again. In a fight even this will be useful, if you MICRO your overlords well. You don't want to bring more than 3-5 of them. But if they try to focus them down, then yeah, you lose food, but Overlords are one of the cheapest and fastest units to replace. They also have more health than any other zerg unit except for the brood lord, overseer and ultralisk. So if they're shooting them, the overlords are basically acting as pretty good meatshields.
Honestly, I really do use them in every single game. You just need to be aware of when you might lose them (so you can quickly replace them before they die), and make sure to keep them safe with Hydralisks/Queens/Corruptors or even Mutalisks.They have weak points such as being attacked by AA and costing you food supply...so they really shouldn't be a common form of aggressive strategies.
They're fast enough with the speed upgrade to get out of a hotspot when things start going south.
What? This doesn't make any sense. Overseers are only a bit faster, Overseers only have one more armor point than the overlord does, and Overseers cost food if they're killed. Overseers ALSO cost 150/100/42 to replace. Rather than the 100/0/25 that Overlords do.The biggest issue is they cost food if killed, and lack true defenses to stay alive in a army vs army fight. Now if you want Overseers to have this creep drop move, then I can see more logic behind this, and the argument of how the game works with the creep drop.
So really, Overlords are a perfectly sensible option for moving with your army to spread the creep. And if you need detection, any of those overlords can become an overseer almost at the drop of a hat.





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