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Overlord ability to explode like a zeppelin

Discussion in 'Zerg' started by Raylito, May 21, 2009.

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What are your views on this overlod ability?

  1. Keep the overlord as it is.

    65.0%
  2. Allow the overlord to mine vespene gas.

    10.0%
  3. Allow mining vespene gas and explode when killed.

    5.0%
  4. Allow mining vespene gas and explode when killed and self-explode.

    20.0%

Overlord ability to explode like a zeppelin

Discussion in 'Zerg' started by Raylito, May 21, 2009.

  1. freedom23

    freedom23 New Member

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    No way! That's too much for an overlord ability and it would definitely sabotage resource functions. Giving the overlord that ability is just as much ridiculous giving all other transport units that mechanic. And definitely it should not explode like plague. Hell, if that would happen then what's the point of having support units like Overseers and Infestors if I could just use a 100 mineral unit to spread 300 damage of plague AoE.

    One thing for sure, the overlord sux! But since the new age of gameplay requires massive zerg nerfing, they surely did a good job on limiting almost every zerg strengths from brood war, namely: transport, detection, stacking, darkswarm, scourge suicide.

    Wow, could you look at how much crucial those mechanics were for the zerg? I'm not saying that the zerg nowadays are a much weaker, but I definitely feel that the zerg aren't as competitive as they were especially with the introduction of the resource mechanics. That hurt zerg the most.
     
  2. alex1

    alex1 New Member

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    Both Z and P have been nerfed to the benefit of the T, for those who haven't noticed yet :p

    In any case, I think the Overlord should get back to its native detector ability.
    Giving it an ability to steal ennemy"s gas woulc be nice, but shouldnt be allowed to be overused, because drones on gas + Ovi stealing gas = tactic that could be abused to get gas too fast.
     
  3. temper

    temper New Member

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    If the Overlord is killed while transporting Banelings they should 'splode in the air :)
     
  4. Raylito

    Raylito New Member

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    The overlord already has tentacles and other weird appendages hanging from its belly. It would be very logical for it to have tubes in order to feed. All Zerg species have been assimilated and modified by the Zerg to serve the Overmind. The Overlord would have had to feed using some kind of tube. The most likely food source for something that floats and looks like a Zeppelin would be gas.. It could lower a sucking tube (1 second to deploy) and then gather gas up to 300 units in 10 seconds. It would then be armed. An enemy could shoot it and cause it to explode over its own base, or the Overlord could drift back to its own base and deposit the gas.

    So it would only be explosive if filled with gas.

    Then there is the option of having it explode only if carrying banelings. I think lets go with the gas explosion option.

    Think of the tactical advantage (difference) it would offer Zerg:
    1. Stealing enemy gas.
    2. Only one Overlord per geyser.
    3. Killing a gas-filled overlord on friend or foe would wreak damage.
    4. It would allow more Zerg workers to mine minerals instead of gas.
    5. It would allow the harvesting of gas from hard to reach locations on the map.
    6. Killing your own Overlords would cause problems in your control.
    7. Enemy forces would be afraid of coming too close to a puffed up Overlord.

    Should the Overlord be allowed to self-detonate? i.e. use a similar method that the banelings use? Or can it only detonate if killed by friend or foe?
     
  5. Gardian_Defender

    Gardian_Defender New Member

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    make it only explode with banelings, but you have to be careful cuz of there's one banelings and some lings the lings will die too.
     
  6. alex1

    alex1 New Member

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    With such options, the overlord would be likely to cost more than a mere 100 minerals, which would seriously handicap Z ability to augment its supply limit compared to the other races. Making these evolutions a researchable ability would be nice then.
     
  7. Ballistixz

    Ballistixz New Member

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    i think the overlord should have this toxic mist aoe (maybe called poison cloud or something) that spreads on the battlefield simmilar to dark swarm. but instead of giving protection from ranged units, this mists dmges anyone that is under it for 200 dmg over a period of time as long as they stay under the cloud.

    the enemies can simply avoid the cloud or move from under the cloud so they wont take dmg. the cloud stays on the field for 1 min and deals 4 dmg per second under the cloud. only ground units are affected by the clouds and air units will be unaffected.
     
  8. Gardian_Defender

    Gardian_Defender New Member

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    sounds like a slightly nerfed form of Psi storm
    and it sounds like a non moving razor swarm that they removed shortly after being out.
    or plague that plagues units while there in its visinity.

    I would have to say if there was something like this, good bye plague and hello poison swarm, a swarm that can be moved around and lasts 1 minute and deals damge to ANY unit under it (that includes you're own) maybe plagues any units under it when it starts as well or something. I think the time would be nerfed though. like 30 sec?
     
    Last edited: Dec 13, 2009
  9. AlphaCentarui1

    AlphaCentarui1 New Member

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    Seems like a massive, glorified scourge. That turns extractors red. That could be used for control. That makes overlord hunting overly frustrating. The metagame will not welcome this.

    Lorewise, it could just be a chemical combustion reaction. Or fission. Etc.

    Edit: Plus, if overlords still retained their dropship status, it would basically put the enemy in a loose-loose situation. Either they have over9000 lings on them or they take the blast of a nuke.
     
    Last edited: Jan 18, 2010
  10. Gardian_Defender

    Gardian_Defender New Member

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    then as a last dich effort skill for the queen then?
     
  11. Raylito

    Raylito New Member

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    With the coming additional add-on packs for SC2, focusing on Protoss and then Zerg, do you think they will introduce even more units like they did from SC1 to SC1 Broodwar?

    If so, perhaps they will consider the mining of Vespene gas by the overlords?
     
  12. Raww

    Raww New Member

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    Oh yeah they will introduce more units. I definitely don't seem them considering the last part though. That is a little far fetched for Blizzard, but you never know.

    I'm sure Zerg are going to get new units and abilities, I've heard them say several times that they have a lot in mind for the Ultralisk as well.
     
  13. Prawn108

    Prawn108 New Member

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    cost more than 100 minerals? well, they cost 300 gas as well. that is quite a bit. I'm sure it would be from extractor'd geysers only, of course. how badass would it be to make the extractor on the enemy's natural?

    hmm... maybe even have the overlord attach tubes to a creep tumor and you return gas to it like a wc3 lumber mill, which is used for the exploding? 1 damage per gas to a max of 300. then it isn't like an instant 300 damage and 300 drain on the enemy, you gotta work for it.
     
  14. SavageBeast

    SavageBeast Guest

    Cheapest thing ever -_-; just load a few overlords with gas from the start and send them to the enemy base self explode all of them on the workers and nexus/hive/ command centre and boom gameover...
     
  15. DarkCommander

    DarkCommander New Member

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    if the overlord sucks gas then you can say bye bye to the usual zerg expansions just to have more gas and almsot ignore the minerals. they will put overlords on the gas and have twice as much gas. and they have banelings to exlode, why the heck should overlords explode?

    and it will break the whole thing that people liked from sc1 to sc2. Suddenly overlords mine gas and explode. WOW well thought
     
    Last edited: Sep 4, 2010
  16. GrimZ

    GrimZ New Member

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    The only reason why I think Overlords should do some type of damage when killed is because they are the zerg's main units for scouting and also supply. So, when you have OLs lining the routes to all of your expansions and your main spreading creep, they're just sitting there asking to get taken out with no repercussions for the enemy, and supply blocking you. Now, I know toss and terran's supply buildings have no self defense, but they also aren't in harm's way all the time.
     
  17. originmarine

    originmarine Guest

    how about as detectors like in sc1?
     
  18. GrimZ

    GrimZ New Member

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    ^It would make things like cloaked banshees, DTs, and burrowed units nearly useless against zerg
     
  19. TastyTreat

    TastyTreat New Member

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    How about a research which allows overseers to change apperance cause changlings are stupid. Gets tiring when i lose 3 overseers to a stalker/DT mixup cause they just concentrate fire on my detector.
     
  20. GrimZ

    GrimZ New Member

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    I think changelings are awesome and are really underused. Generally my first OL I'll send to the outskirts of an enemy base, and either use it to A. gain vision for a nydus worm or B. morph to an overseer once I get my lair and drop a changeling in there. Chances are, unless the other player sees the changling being dropped, who is really going to notice a zergling, marine, or zealot? I mean at first I normally don't scout around, I'll just go to where their units are pooled so it looks like that unit was just created, and from that alone you know their unit comp, army size, when they're moving out, and once you have that info you can scout around to see their tech.

    As for the overseers being killed, I don't run into this problem all that much but I would assume that if you have speed upgrade and keep the overseer behind your army, it should still give vision to the units in front fighting the DTs and should be out of stalker range, and even if it isn't, if they're focus firing on your detector is means they aren't firing on your army, so you should have an advantage. Just keep another overseer close but not in firing range just in case the first one gets killed if you encounter this problem a lot so you can bring it up just in case.