Brilliant!
Stupid Idea.
09-29-2010, 09:43 PM
#21
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09-29-2010, 10:50 PM
#22
Sorry Demo, but I don't think this is a very good idea.
IMO, if Zerg early scouting is a problem, then I'd make the Overseer buildable at tier 1 but with Contaminate only activated at Tier 2 (sorta like how Overlords cant poop creep until Lair).
That way, you can more reliably snoop around. And also, because the Overseer wouldn't have the speed upgrade so early in the game, it can still get outrun quite easily by Stalkers and can't do a straight flyby over a Terran's base without getting killed.
09-30-2010, 01:19 AM
#23
09-30-2010, 03:16 AM
#24
Even under the assumption that Zerg need better scouting (a different debate we can watch Nicol monolouge about) this would be overkill.
Scouting as Gameplay mechanic is supposed to be a challenge/puzzle where you make investments into intelligence against your opponents efforts to remain unknown.
The combination of Overlord and Creeptumors are already strong and supercheap intelligence tools for the Zerg.
"But Scans..." arenīt free. They arenīt even 300 Minerals. They cost 50 Energy on an Orbital Command which, what many apparently forget, is a limited resource. Scanning not only weakens a Terrans economy but also makes him more vulnerable to Stealthunits.
09-30-2010, 03:37 AM
#25
I like the idea but I think it would be too difficult to balance/find a nice comfortable role for... But it's a good start in the right direction.
This is what I'd rather see. It gives zerg players the option to provide that tier 1 detection offered in SC1 but at a major price difference. Firstly, you have to morph each overlord individually, unlike sc1; and, each morphing would cost 50/100. Plus, it would solve the at-hand scouting issue if the zerg player is willing to take that risk/sacrafice.
09-30-2010, 08:11 AM
#26
I was just about to suggest moving morph to overseer to tier 1 as well. I think this would solve the problem without upsetting balance at all. Keep contaminate where it is at t2 and alls right with the world.
I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet.
09-30-2010, 08:22 AM
#27
Just shorten the changeling's lifetime and we already get our balance. Like, for every cooldown period, two changelings would die.
It is as if changelings are hard to spot.
09-30-2010, 03:07 PM
#28
09-30-2010, 04:33 PM
#29
This is why overseer has the ability. Let's put this way: You can have an overlord with energy to be hit with feedback, to be able to drop a changeling that will be killed (as the enemy knows it isn't their's so early on). This changeling also gets a shorter life span due to an 'attempt' to keep the balance. Or leave the changeling where it is, and wait 17 extra seconds to drop a changeling that can last longer get all the scouting that is needed done. With much smaller chance of it being killed. Which do you prefer? A weak early changeling or a useful mid game changeling?
get your own starcraft 2 signature at sc2sig.com
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09-30-2010, 05:08 PM
#30
To much scoutability...basicly terran can scan and see yer whole base well zerg can just spam changelings (midish game u would have like 12 overlords+ assuming) even with a 2 minute cool down if u do it ever 10 seconds on each overlord then u can just spam them and be able to make them to fast...imagine in a big battle u r fighting and u put yer overlords over the fighiting army and mass 10ish changelings...the other person wouldnt know whats theres and whats not and would be way to confused to micro properly...even with an observer the changelings would stop their units from moving up properly or making it so less could attack due to it would take up room and they would have to acually att it to kill it.