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Thread: Zerg building without creep ?

  1. #21

    Default Re: Zerg building without creep ?

    Quote Originally Posted by pure.Wasted View Post
    Unless you also killed the nearby creep production buildings, the creep would come back in 30 seconds. The Zerg buildings would suffer, what, 100 damage tops?

    And if you killed the creep construction buildings, then the creep would disappear anyway.

    It might be a "nice touch," but it wouldn't affect the gameplay either way.
    That 100 damage plus the initial blast of the nuke might be all it needs to fell some buildings under certain circumstances

  2. #22
    Pandonetho's Avatar SC:L Addict
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    Default Re: Zerg building without creep ?

    That 100 damage plus the initial blast of the nuke might be all it needs to fell some buildings under certain circumstances
    What if nukes did over 9000 damage? I think that'd be pretty sweet, and would add a nice touch too.

  3. #23
    horror's Avatar Junior Member
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    Default Re: Zerg building without creep ?

    Quote Originally Posted by pure.Wasted View Post
    Unless you also killed the nearby creep production buildings, the creep would come back in 30 seconds. The Zerg buildings would suffer, what, 100 damage tops?

    And if you killed the creep construction buildings, then the creep would disappear anyway.

    It might be a "nice touch," but it wouldn't affect the gameplay either way.
    it could be the difference between tech buildings bleeding to death or not.

    Todie's idea of attacking creep suppliers is slightly viable, and I say slightly with emphasis. In sc1, the smart Protoss player would give every building they cared about at least 2-3 pylons in range. that would most likely be the playstyle of Zerg in sc2, where there are more than a few creep tumors and the like nearby.
    If, however, the player is rushing the building sequence, or for any other reason only has 1-2 creep tumors in range, attacking them would be more viable than attacking 5 or so tech buildings (numbers for the sake of numbers, nothing relative :P).

    So, if a Terran player takes out the creep tumors around (detection coming from CC), the creep is going to hang around for a while so the Zerg player has a chance replacing tumors. A nuke dropped in the right place, while doing damage to buildings, would also take away creep. That creep wouldn't be coming back in 30 seconds...
    the result is, Zerg buildings losing the last of their health without the Terran having to pay attention to. While it may not sound effective (and i haven't really played beta that much, so i shouldn't know), it would be very similar to the mechanic where Terran buildings die off on low health.
    Yep.



    On another note, if a Zerg building was dieing from lack of creep, too car away to create tumors in time, would it be viable to create nydus worms next to it?

  4. #24
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    Default Re: Zerg building without creep ?

    The creep-generating ability of overlord should be more viable in that situation.
    Btw, considering nuke usage is to be encouraged, should protoss pylon be disabled (as a result of anormaly generated by the nuke) for, say, 10s if it is within the effective range of the nuke?

  5. #25
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    Default Re: Zerg building without creep ?

    If a pylon is with the effective range of the nuke it's dead already (the nuke does 200 +300 vs buildings).

  6. #26
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    Default Re: Zerg building without creep ?

    Yes, but that's only for the center of the nuke. Pylons at the rear probably lost just 100 shield

  7. #27
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    Default Re: Zerg building without creep ?

    Then it won't happen because you're basically making a special condition to disadvantage a single race.

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