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Thread: Things that may have been overlooked.

  1. #21
    Junior Member
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    Default Re: Things that may have been overlooked.

    What is the range on making a new creep tumor? It would be cool if it could be used at any range as long as it was connected by creep.

    People don't understand how good creep tumor is. If a terran player is going bio, a player could make a quarter of the map filled with creep. If he comes to attack, the zerg player could simply attack with banelings. The terran player doesn't even have time to react. A zerg in the platinum league used this strat and it absolutely raped.

    Creep makes retreating impossible.

    With 4 creep tumors, a player can cover the entire map in creep if they had good apm. Building an extra queen for those tumors isn't a massive sacrifice.

    Creep tumors all over the map gives unprecedented vision of the map. Nothing would be hidden. Puttting creep tumors of every expansion would allow you to wipe out expansions as soon as they try to put one up.


    I'm sure I am only skimming the surface of the strategies creep tumors allow.



    EDIT: To Blazur above me, I have seen a few streams where a nydus worm made creep in a terran base. He couldn't land buildings or make them in the area the nydus worm came out.

    I'm debating with myself if creep rush into an enemy base would ever work... protoss can't get detection for a while.
    Last edited by Kraziliak; 02-19-2010 at 12:41 PM.

  2. #22

    Default Re: Things that may have been overlooked.

    Quote Originally Posted by DemolitionSquid View Post
    If I miss it once, I lose. Its bullshit.
    There is absolutly no way this statement is true.

  3. #23

    Default Re: Things that may have been overlooked.

    Quote Originally Posted by Kraziliak View Post
    I'm debating with myself if creep rush into an enemy base would ever work... protoss can't get detection for a while.
    There's certainly value in it. If you punch a worm through an enemies base, giving it the opportunity to exude creep around it...you may as well pass your queen along with any other units. From there you can quickly drop a tumor and retreat to your base, securing that patch of creep until the player gets detection. Last I heard tumors are invisible to players.

  4. #24

    Default Re: Things that may have been overlooked.

    Quote Originally Posted by ArcherofAiur View Post
    But were talking about the ability itself.
    And why would we do that? The Queen is what's important.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  5. #25

    Default Re: Things that may have been overlooked.

    New overlooked thing:

    Units that have damage bonuses add their damage modifier into their bonus damage for +1 upgrades.

    So the humble Reaper gets 5 +6 vs. Light x2 damage. With +1 this becomes 6 +7 vs. Light x2. They effectively get +4 against their preferred target from one upgrade.

    When an expansion is created, it's a no brainer for Zerg players to connect them with creep to speed passage between.
    It does take time. And if you don't have much APM to begin with, spending it on leap-frogging creep isn't the most important thing you could be doing.

    What is the range on making a new creep tumor? It would be cool if it could be used at any range as long as it was connected by creep.
    I'm not sure to be honest. I'll check when I get home.

    I know it's not "arbitrary location", because I tried and failed to reach a patch of isolated creep made by my Overlord.
    Last edited by Nicol Bolas; 02-19-2010 at 02:01 PM.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  6. #26

    Default Re: Things that may have been overlooked.

    Could you check the armor upgrades, i'm just wondering if it increases by 1 for every unit or 2 for some? All units now start with either 1 or 2 basic armor, which made me wonder

  7. #27

    Default Re: Things that may have been overlooked.

    All units now start with either 1 or 2 basic armor
    No, they do not. Certainly not if you're Zerg.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  8. #28
    Member
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    Default Re: Things that may have been overlooked.

    Quote Originally Posted by Nicol Bolas View Post
    New overlooked thing:

    Units that have damage bonuses add their damage modifier into their bonus damage for +1 upgrades.

    So the humble Reaper gets 5 +6 vs. Light x2 damage. With +1 this becomes 6 +7 vs. Light x2. They effectively get +4 against their preferred target from one upgrade.
    Wow, no wonder units seem to just melt away in SC2 - weapon upgrades shoot damage through the roof.

  9. #29

    Default Re: Things that may have been overlooked.

    Quote Originally Posted by Nicol Bolas View Post
    No, they do not. Certainly not if you're Zerg.
    Uh i meant with either 1 or 2 or none
    But not with 3 like some units in sc1.

  10. #30

    Default Re: Things that may have been overlooked.

    The thing to do to make Spawn Larva compete with Creep

    1. Stop this "Creep Tumors" From Creep Tumors...make ALL Creep tumors have to come from the Queen

    2. Make Creep tumors Cheap... say 3-7 energy per creep tumor (possibly make them neutral as well, or at least reduce their sight)

    3. Limit the Creep from Hatcheries/Lairs/Hives (give them a shorter range just slightly more than needed for a Spawning pool ie 3-5), and to some degree from Overlords as well (slightly bigger but not pylon-sized)

    4. Allow 'Inactive' Creep tumors to be placed off the Creep... when they get covered by creep they become Active. (so the Queen can 'prebuild' that Creep bridge, and have it slowly get filled in)


    There is the Bigger problem of how to solve the fact that you can just make more Queens.

    Best one I can think of.... Give the Queen a version of Drain Life... but she can only use it on friendly buildings...but she can use it on Multiple friendly buildings at once.

    Then eliminate the Queen's natural energy regeneration.

    This way the Zerg player has to build more buildings if they want to have more energy for Transfusion/Spawn Larva/Creep Tumors.
    Last edited by Krikkitone; 02-19-2010 at 04:58 PM.

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