Overlord Slime

Discussion in 'Zerg' started by furrer, Mar 25, 2008.

Overlord Slime

Discussion in 'Zerg' started by furrer, Mar 25, 2008.

  1. furrer

    furrer New Member

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    As we know the Overlord now has 2 new abbilities:
    Generate creep, that generates creep at a target location and
    Slime, that "should block a mineral patch"

    But this site Starcraft.org, says something different:
    Slime allows an Overlord to slime a detector preventing it from doing its job.
    http://www.starcraft.org/starcraft2/editorials/4

    Ofc. this abbility could be different from build to build, but this variation is IMO a good one!
    So now Zerg has an good option on how to kill/blind those nasty observers that always detect your lurkers. It can perhaps also be used at a Radar Dome / cannon, so that you will be able to get an infestor inside their base.

    It seems like the Korean build did not have this abbility, but the 1) Slime: allows the Overlord to disable resource nodes and neutral observatories.
    as stated here:
    http://www.sc2blog.com/2008/03/11/blizzards-rush-36-hours-of-zerg/
     
  2. Light

    Light Guest

    Sound a bit like sc medic's 'optical flare' ability. Makes units blind.
     
  3. furrer

    furrer New Member

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    Yeah, but it does not make them blind (they still have sight range I think), it only makes them non-detectors.
    At least this abbility sounds more "fair" or balanced then the other slime abbility.
     
  4. EonMaster

    EonMaster Eeveelution Master

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    I'm not sure how useful the ability would be however. You would most likely lose your overlord in the process, possibly losing it before it even gets to the detector. Thus, by blinding one detector, you now have to buy another overlord for 100 minerals, and have 8 less supply until a new one is made.

    It might be useful early game, but late game, large armies pose too great a threat from overlords not defended by a large force.

    Sure you would use it with your main force, but it would be focus fired on when trying to slime a detector, and you now lose supply, making it harder to rebuild your forces.
     
  5. Gasmaskguy

    Gasmaskguy New Member

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    We don't know the range of the spell yet Eon.
     
  6. Smokiehunter

    Smokiehunter New Member

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    I don't know I think I like the Korean build's ability better. it gives them a harass ability to get back at the tos and their corsair (who is currently not in the build).
     
  7. Darktemplar_L

    Darktemplar_L New Member

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    I think this might be a good idea, but since we don't know the extent of the ability, I won't judge it yet.
     
  8. afterburner

    afterburner New Member

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    You know what would be a better idea?

    If you brought your ovies, say 3 of them, to an expansion that you are probably not going to get, so your opponents expansion. And the overlords lowered their tentacles into the vespene gas geysers and started sucking up gas...100 gas per overlord, like those butterflies with nectar, you know?

    What are they gonna do with this gas? They are not gonna get high, are they?
    No.

    They are going to bring it back to the zerg base, and the drones are gonna harvest it by sucking on the overlords, nipples...I mean tentacles. JUSTIFICATION: zerg always need more resources, and therefore stealing it in the above-mentioned way, is perfectly legitimate. Mind you, this will have to be upgraded for a reasonable price. Perhaps it will cost gas, so that you would have to make two trips, or RISK, risk ladies and gentlemen, risk at least two overlords for a stunt like this. FURTHERMORE, this will become like a ...you have to watch out for that zerg character, cuz he will STEAL your gas if your playing like a noob"...
     
  9. furrer

    furrer New Member

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    That idea sound so mega OP, even more then the new Tauron Marines....
     
  10. Aside)-

    Aside)- New Member

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    The overlord should have an air to air attack that can kill workers in 5 hits.
     
  11. Wlck742

    Wlck742 New Member

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    Damn, yet another site that stole my translation.

    I gotta demand royalties.
     
  12. BirdofPrey

    BirdofPrey New Member

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    How exactly would that work?

    What don't you believe in the freedom, of information?
    Meanie
     
  13. gusgusthegreat

    gusgusthegreat New Member

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    Hmm. Seems rather pointless now that Overlords themselves have lost detection.
     
  14. EonMaster

    EonMaster Eeveelution Master

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    All you need to do is upgrade a few to the Overseer.

    They are making it so the zerg are more seceptable to cloaked units. To counter it, the zerg have more units that have cloaking properties. The nydus worm is cloaked while moving, and the infestor can move while underground. Plus, all zerg units can burrow to ambush enemies like groups of cloaked units can.
     
  15. CannonFodder

    CannonFodder New Member

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    i like the new overlords with detection. In SC1 zerg was way too hard to use invisible units against do to the large number of detectors.
     
  16. Darktemplar_L

    Darktemplar_L New Member

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    I don't like the Overseers, kind of a waste because now you have to evolve just to detect.
     
  17. CannonFodder

    CannonFodder New Member

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    i think it makes the zerg more balanced as you can now sneak cloaked units into their base without masses of overlords seeing your every move.
     
  18. KacherMB

    KacherMB New Member

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    I wonder if this could play a factor in zvz matches. The two zerg trying sliming eachothers detectors so lurkers can do their work.
     
  19. VANCOPOWER

    VANCOPOWER New Member

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    The overlord should have ability to consume smaller enemy units and puke them out mutated and under the zerg player control, also it can not consume other zerg even if they are enemy....
     
  20. CannonFodder

    CannonFodder New Member

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    that would kinda overpowering as the overlord could be sent to someone's base in the beginning of the game and mutate all of his workers.