Why does every map have vision spots for overlords?

Hallucinations for free, cheaper robotics, shield batteries. The allin would be stronger now if it weren’t for the maps

https ://drop.sc/replay/12336775
14 stalkers blinking a wall at once.

This map does not have that dead zone. Stalkers can only do that in a small area It’s not like old maps where stalkers could blink where they wanted. You could have a bunker blocking the entrance to your third which makes it harder for the stalkers to get there without you knowing it

No, thats my entire point. It has the wall the stops reapers from jumping unless they go to that specific point on the wall, yet stalkers are free to blink in from anywhere still. Meaning this map design change affects solely reapers.

But on old maps it was practically impossible to cover the area where the stalkers could blink. I remember a professional game in which the terran makes 3 buker in his main and still lose, although I don’t remember the details

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Ironic,they stopped putting strategic xelnaga towers on the maps because they gave toss and terran too much vission but they ended giving a ton of spots for overlords.

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Blink all ins in 2013 i mean
After the vision change plus maps blink all in wasnt an issue
I didnt play from 2016 so correct me if blink all ins made a return

Stalkers had many spots to blink because the main bases were huge ‘islands’
They still only had like 2-3 reaper spots tho

while(1){
call terran.whine();
};

your reaper is for scouting, not drone kills

Teach me how to continuously scout to the effect of an idle overlord after 3:30.

Overlords spots? I use them for observers.

Just play zerg and have it ez.

You can just play another game and have it ez.

Enjoy new coming Nightshade LE with its 20 pervert pylons. = )

that’s better
(20 char)

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I too personally don’t understand why “every” map needs 1-2 built in hiding places for overlords, particularly with the changes in overlord speed recently. At the very least even with the reaper ledge, many maps let you wall it off entirely so the reaper can’t use it. I like things like that because it lets people make strategic decisions in what should be a “strategic” game.

Reapers can’t jump over workers, but can easily jump a cliff.

That’s a problem fo shor.

Well, you don’t have to rush air units. The only time you need to rush is if you are going for some tom foolery. Having an overlord is not any different than a reaper out on the map or an oracle flying around. That’s zergs scouting method. Every race has them.

Reaper jumps are not about this topic, because it should be natural that reapers can pass any terrain…

It’s even the way around: The “reaper” ledges are there to limit the actual all-space that should be there to jump up. Of course not air distance.