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Overseer

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The Overseers are flying Zerg units, mutated from the Overlord breed, which provide control, as well as efficient scouting and detection.


Contents

[edit] Background

StarCraft II Unit [e]
Overseer
Race: Zerg
Role: Detector, Controller
Unit Statistics
Size: Large
Type: Flying, Biological
Speed: Normal
Transport Slots: N/A
Hit Points: 200
Plasma Shields: N/A
Energy Points: N/A
Offence
Armament: N/A
Ground Attack: N/A
Air Attack: N/A
Range: N/A
Defence
Armor: 1 (Armored)
Sight: x
Cooldown: N/A
Special Abilities
Detection
Passive
Allows the unit to see Cloaked and Burrowed units.
Infest Resource
Covers mineral or gas node with creep that hardens to a shell. Needs to be removed before node can be used.
Generate Creep
While stationary, can generate creep like a Creep Tumor anywhere.
Production
Hotkey: O
Supply: Image:Control_SC1.png 8*
Resources: class="infobox" 100 class="infobox" 0
Build Time: 25
Produced by: Overlord
Prerequisite: Evolve Overseer

The Zerg incorporated Overlords into the Swarm by assimilating the giant space-faring and semi-intelligent Gargantis proximae and used them to help Cerebrates control and coordinate their Broods, as well as taking the role of scouts, using their enhanced senses. The Overlords have been used for scouting, detection, and transportation in the past, but the Zerg has let a genetic strain of the Overlord develop independently, creating the Overseer, which has specialized in scouting and detection, combating the increased advancement for cloaking enemies.

Overseers will also be able to increase the fine-tuning of their senses if they have time to concentrate, increasing their effective sight range. Their ability to detect units will remain more limited, but the Zerg still take great advantage of this increased ability to notice incoming opponents long before they notice the Swarm.

Overseers use the same type of flying and movement as Overlords using helium-filled gas sacs combined with a weak telekinetic psi-ability for lift and movement.

[edit] Game Unit

This unit is only available in StarCraft II
*Adds to the value, does not use any.
The Overseers continues to help with the basic demand for "supply" for the Zerg after they mutated from Overlords. Each Overseer adds 8 to the value of total "Controlled" units.

If an Overseer is left stationary, their line of sight will slowly increase to a great distance. The detection range will not increase with it though, it is a set range. As soon as the unit moves, the sight radius becomes standard. The Overseers are the main source of detection for the Zerg, besides the Shriekers.

[edit] Abilities

[edit] Upgrades


[edit] Overseer Breeds

[edit] Development

The main reason why Overseers got the detection from Overlords in StarCraft II is that Blizzard wanted the gameplay value of Cloaking to be a bit higher. All the Zerg Overlords would make that hard, so they introduced the Overseer mutation, added the extra ability with far sight to it, and gave the Overlord a few other new abilities.

Dustin Browder told Gunnar Petzall of IncGamers when he was there, on multiple occasions, that they were not sure if the Overseer was strong enough to be an independent unit, or use a "slot", and it might be cut before release, or replaced by some other mechanic.



[edit] Gallery