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Thread: Overseer Spore Cloud and Detection

  1. #11

    Default Re: Overseer Spore Cloud and Detection

    I think zergs inability to get detection as easy could run into some issues with Phoenix/DT raids, specially since most players will try to skim on the overseers and spore colony's...hehe its basically like sair/DT but much stronger since phoenix can attack ground via grav special and less detection.

    But since the queen can heal single units, keeping ure overseers alive shall be perhaps doable.


    The Fog skill is pretty cool, I wonder if it could hide buildings? Scout probe makes it into ure base! hide your ultra cavern haha....hell even hide entire expansions while there building( or to try trick them into thinking there building) assuming they can indeed hide line of sight of the buildings under the fog.

  2. #12

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Aldrius View Post
    That actually wouldn't work, though. The SCVs would provide them with sight.
    Oh yeah, huh? Damn. Well, the other ideas in this thread still work. Also, rather than saying burrow is "better" (you don't know that...sigh), how about using burrow in conjunction with spore cloud? There's lots of uses, one i mentioned above.


  3. #13

    Default Re: Overseer Spore Cloud and Detection

    I wonder if it stops splash, or prevents attacks entirely; I think it would do the latter.
    It doesn't stop anything. It blocks line-of-sight. That's all.
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  4. #14

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Islandsnake View Post
    I think zergs inability to get detection as easy could run into some issues with Phoenix/DT raids, specially since most players will try to skim on the overseers and spore colony's...hehe its basically like sair/DT but much stronger since phoenix can attack ground via grav special and less detection.

    But since the queen can heal single units, keeping ure overseers alive shall be perhaps doable.
    I think the Zergs new powerful ATA unit and the fact that Overseers are naturally fast (I think...?) will make up for that at least.

    The Fog skill is pretty cool, I wonder if it could hide buildings? Scout probe makes it into ure base! hide your ultra cavern haha..
    Of course you can hide them, but it wouldn't do a HUGE amount of good. The Probe can just walk into the cloud.

    Also, rather than saying burrow is "better" (you don't know that...sigh),
    I do know that. I don't need to play the game to know that an instant energy-free cloak is better than an LOS-blocker for hiding your units.

    There are definitely situations where the LoS-blocker is better. (Especially with ranged attackers) But if you just want to hide your units out in the open... burrow>spore cloud.

    how about using burrow in conjunction with spore cloud? There's lots of uses, one i mentioned above.
    Useful sometimes, but generally redundant theoretically anyway.
    Last edited by Aldrius; 07-01-2009 at 03:58 PM.


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  5. #15

    Default Re: Overseer Spore Cloud and Detection

    What if you cast it on the siege tanks? They cant shoot overseers so this could break siege lines.



    Wasnt someone proposing an ability like this for the mothership a while ago?

  6. #16

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by Islandsnake View Post
    I think zergs inability to get detection as easy could run into some issues with Phoenix/DT raids, specially since most players will try to skim on the overseers and spore colony's...hehe its basically like sair/DT but much stronger since phoenix can attack ground via grav special and less detection.

    But since the queen can heal single units, keeping ure overseers alive shall be perhaps doable.


    The Fog skill is pretty cool, I wonder if it could hide buildings? Scout probe makes it into ure base! hide your ultra cavern haha....hell even hide entire expansions while there building( or to try trick them into thinking there building) assuming they can indeed hide line of sight of the buildings under the fog.

    Yeah, but to be fair, it was pretty weird that Zerg just started the game with detection in SC1. There was really no need for it that early. Depending on overseer cost, I think it will end up making a lot of sense for the later detection for Zerg.

    Also, I think it definitely works on buildings, since it simply blocks LoS: "Hmmm...there's SOME building in that spore cloud I saw before my probe died...wonder what it could be???" Lol..


  7. #17

    Default Re: Overseer Spore Cloud and Detection

    Ah yes I forgot about that detail, though I guess it could still have its uses in that regard...spam it all over your spine crawlers so that there not sure how many you have until they send in a unit to find out..



    Yeah, but to be fair, it was pretty weird that Zerg just started the game with detection in SC1. There was really no need for it that early. Depending on overseer cost, I think it will end up making a lot of sense for the later detection for Zerg.


    I agree, it was weird it did however work out pretty well! I think its a good addition into the depth of the game, and its a fair trade off since its your "farm" unit... and now it has skills!
    Last edited by Islandsnake; 07-01-2009 at 04:00 PM.

  8. #18

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by ArcherofAiur View Post
    What if you cast it on the siege tanks? They cant shoot overseers so this could break siege lines.



    Wasnt someone proposing an ability like this for the mothership a while ago?
    Oh, yeah, I didn't think about the direct offensive application like that...almost like a Zerg Disruption web!

    I love this spell!


  9. #19

    Default Re: Overseer Spore Cloud and Detection

    Detection isnīt that bad, expecially since it doesnīt seem to be later than the other factions mobile detection and once it opens up you STILL have boatloads of Overloards for conversion. Zerg actually have the same "detectoriffic" potentional, it just isnīt "free" anymore.

    Elevation doesnīt help. Air units are a hard counter though. Scan is also begging to be used (wasted?) on it. So are observers, they though are by themselves detected by the Overseer and you probably combine him with Mutalisks (since sight doesnīt discriminate between ground and air in the "being seen" department Mutas would work REALLY well with this.)

  10. #20

    Default Re: Overseer Spore Cloud and Detection

    Quote Originally Posted by unentschieden View Post
    Detection isnīt that bad, expecially since it doesnīt seem to be later than the other factions mobile detection and once it opens up you STILL have boatloads of Overloards for conversion. Zerg actually have the same "detectoriffic" potentional, it just isnīt "free" anymore.

    Elevation doesnīt help. Air units are a hard counter though. Scan is also begging to be used (wasted?) on it. So are observers, they though are by themselves detected by the Overseer and you probably combine him with Mutalisks (since sight doesnīt discriminate between ground and air in the "being seen" department Mutas would work REALLY well with this.)
    I agree, later mineral cost detection is simply fixing something that was weird with Zerg in SC1.


    Also, good call on the Mutas! It's like an observer graveyard in there. hehe


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