06-19-2009, 12:11 PM
#81
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06-19-2009, 12:14 PM
#82
06-19-2009, 12:19 PM
#83
Like the most of you, I'm getting worried that all the Zerg tactics that have been shown off and talked about how cool they are would be useless if there was a single detector out on the field. ughhhh
MAGIKARP USE A SPLASH ATTACK!
06-19-2009, 12:24 PM
#84
I don't think that's true actually. We haven't seen any solid Nydus/overseer activity. I'm also curious how easy observers will be to pick off from a zerg standpoint. Those are two solid counterpoints. We'll see how it goes in beta.
Another angle, I wonder if 1+ expansion for zerg is still equal, If that is the case than the zerg was essentially low on production/econ all game. It will be interesting to see how queens and high yeild minerals effect that.
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06-19-2009, 12:28 PM
#85
You know I never considered this until now. Much of the Zerg's defining strength and characteristics is dependent on burrowing: burrow micro, infestor, lurker, roach micro. With detection made more widely attained this puts Zerg at a great disadvantage.
Imagine if the Zerg had a new ability which somehow negated detection? It would be devastating, but just might work in an interesting fashion if they could balance it. Perhaps if they put the ability on the Queen who is slow and costly to use, so there's risk in bringing her into the front lines.
...OR...
Imagine if the Zerg had an upgrade to their burrow ability which allowed the units to burrow deeper into the ground without suffocating? In order to detect deeply burrowed Zerg the player would need a double level of detection. Anotherwords, one observer isn't enough to spot the burrowed units, but if two of them overlapped the combined strength is enough to locate them. You'd also have to scan an area twice, or do it once while 1 Raven is present. A wacky idea, I realize, but a good way to extend the potential of this unique mechanic.
Deep burrowing takes longer to complete, leaving the unit more vulnerable during the process. This is especially important for lurkers who can easily be picked off before the submerge.
06-19-2009, 12:30 PM
#86
force field should be destroyable.
06-19-2009, 12:33 PM
#87
In comment to what Blazur said, Maybe the Overseer should get an ability kind of like ensnare which, when used on detectors, negates their detection abilities for a period of time.
MAGIKARP USE A SPLASH ATTACK!
06-19-2009, 12:46 PM
#88
out of 3 battle reports, i noticed that there aren't really any big battles like we see in broodwar. its pretty much back and forth between small squads of units. im wondering if this game's balance and how its played will allow the 80+ armies we see in broodwar.
great game though.
06-19-2009, 12:50 PM
#89
Well, in the game we saw, he would not have been able to attack the Observers at all unless he brought his Queens into the battle...or produced Corrupters, which would have been pretty useless against DK's ground army.Interesting, but I think the "overlapping detectors" is a little too complicated.This option sounds much more plausible - I would actually support an AoE full blinding ability (temporary of course) that only works on detector units - that way you don't have to be able to see observers to use it (although I guess you would be able to see it since it's on the Overseer...).
The Spider Brigade has disabled your radio gauge
06-19-2009, 12:51 PM
#90