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counters 3 - detection

About detection as a counter—I didn’t find much to say. Get it when you need it, or that is, when you expect to need it (react to the future).

I do have a few general observations. Each race has invisible stuff that’s valuable even when the opponent can detect it. Invisibility is a force multiplier, but wraiths, spider mines, dark templar, and lurkers can remain strong when seen.

Also, detecting invisible stuff is not the only way to cope with it. The area spells nuke, storm, maelstrom, stasis, ensnare, and plague do not care whether units in their area of effect are detected. Maelstrom, stasis, ensnare and plague make cloaked units visible. Only nuke and storm affect underground units. Walling or physically blocking with units can keep dark templar from crossing a choke—they’ll have to fight their way through, gaining time to get detection. Terran spider mines can defend against dark templar without needing to detect them.

how to detect

Every race gets a static early detector (that also provides air defense) plus a flying detector. I assume that the combination static detector + air defense design is intended to balance wraith cloaking.

terran
turretearly
comsatmidgame
science vessellate

Because terran’s mobile detector is late, terrans get comsat for midgame detection. It’s part of the terran “low tech but adaptable” theme. Good opponents know how to exploit terran’s limited comsat energy: For example, dark templar can provoke scans at different places and times and eventually become able to get free hits. The more scans terran spends on cloaked units, the fewer are left to examine your base and your army composition and location.

protoss
cannonearly
observermidgame

The protoss twist is that observers both provide detection and are cloaked.

zerg
overlordearly
spore colonyearly

Zerg gets detection for free with overlords, so the main detection issue is usually whether and when to get overlord speed. For detection purposes, it’s a matter of weighing the safety of overlords and the ability to pre-position them where they may be needed. Whether and when you want to get drop also matters.

what needs detecting

terran
spider minesmidgame
cloaked wraithsmidgame
cloaked ghostslate

Spider mines are so numerous that opponents often don’t try to detect them but force them or sacrifice units to clear them in a hurry.

protoss
dark templarmidgame
observersmidgame
stuff cloaked by arbiterslate

Permanent arbiter cloaking more or less forces terran to get vessels and protoss to bring observers. Zerg usually has overlords all over anyway and doesn’t have much trouble.

zerg
burrowed unitsearly
lurkersmidgame

Burrow traps are rare because they don’t often work, but we do see burrowed hydralisk traps sometimes versus corsair-reaver strategies. And burrowed zerglings for map vision and to delay expansions do appear in human play.

Apparently I have no deep insights into detection, but it was a request so I tried. Maybe it will be of use to bot authors who haven’t mastered the game yet.

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Comments

LetaBot on :

A lot of bots still struggle with this. My bot builds a turret near the ramp in case of a Dark Templar rush, but most bots will lose to a DT rush all the time.

Jay Scott on :

Good point. Maybe I should have concentrated on when to get detection and how to use it rather than on what it is. I watched a game a while ago where a protoss base was under attack by DTs. There was a robo fac, there was an observatory. Is an observer making? Yes! An observer popped out! The observer immediately flew across the map to scout bases and see if the opponent was expanding....

Paul Goodman on :

I noticed you didn't include Ghosts here. Was that an oversight or just that they're more about spellcasting then damage output so they don't fit the same framework?

Jay Scott on :

Oversight! Lemme fix that.

Jay Scott on :

Thanks! I fixed the table. I hope people will let me know about errors, because there are sure to be more hiding in one post or another.

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