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[G] Superior Creep Spreading Philosophy - Page 4

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Harbinger631
Profile Joined September 2010
United States376 Posts
March 29 2012 22:05 GMT
#61
OP has a great idea. I frequently lose my creep-spreading queen to pushes, so having a back-up tumor to continue my creep spreads would be very helpful. I also have played many many games in which my creep push has been denied, and I can't quickly replace the tumors because I drafted my creep queen into inject duty.
Render
Profile Blog Joined May 2009
United States249 Posts
March 29 2012 22:40 GMT
#62
I don't understand why players never use this creep strategy either. Ideally you would have a wide avenue of creep with "ready to go" tumors off to the side of the main path. That way when scans carve out the middle, you can fill back in after the fight and regrow your creep almost immediately. Obviously it depends on the game situation and the map, but creep spread is definitely the most unrefined and autopilot of normal zerg upkeep; it's disappointing.
Rose my color is and white, pretty mouth and green my eyes.
NrG.ZaM
Profile Joined March 2008
United States267 Posts
Last Edited: 2012-03-29 22:53:04
March 29 2012 22:47 GMT
#63
I like it, but it might be kinda difficult to put into practice. From what I've seen, a lot of players will lay a ton of creep tumors, and to spread they control-click or box every tumor on-screen and spam out the tumors on the edge of creep, this needs a lot more finesse to pull off since you're deliberately excluding certain tumors from your spread. Otherwise I don't see an issue with the method, it's not as though missing 1 tumor from the front will hamper your spread that much, it actually isn't that common to perfectly nail your creep tumor timing and actually NEED a ton out front to facilitate full spreading speed.

Edit: read the spoilered part, and that takes care of the mechanics of putting this directly into play in a pretty simple and easy way, no reason to really NOT do this now.
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
March 29 2012 23:03 GMT
#64
Good idea in theory, but seems like actions that aren't really needed.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Grohg
Profile Joined March 2011
United States243 Posts
March 29 2012 23:08 GMT
#65
If you have a dedicated creep spread queen, you should be able to throw a tumor down further up the creep before it's gone. I would argue that having creep farther out on the map would be better since any Terran will scan where the creep starts anyway. A screen like the one in the OP is only possible with 2 queens dedicated to that task so you should have the ability to lay down new tumors immediately anyway. Instead of waiting for the new creep to push back out to the original location, you can restart creep from a higher position on the map. The idea isn't bad but I think the only reason it would be better to do is if you don't plan on touching a queen again after your first few sets of tumors are down. It's not really a superior way to spread, it's just a variation on the method. I would also argue that although creep is important throughout the whole game, early game creep is by far more crucial. The farther you can spread it the more you increase your ability to hold early aggression. It also forces earlier scans in ZvT which affect their economy way more than a later scan. Not a terrible idea but it's a lot more management. The idea of more creep tumors at once is much more useful as you move away from your base. You will start to expand in multiple directions and that high tumor concentration allows you to move out on many fronts at once without sacrificing speed.

I will agree that if you are trying to make a straight path towards your opponents base that you should leave a tumor behind every now and then. That is a smart idea but ideally you should be covering the whole map, not just a single highway to their front door. Divergence of pathways will inevitably slow your creep progress without those extra tumors at the front line.
You can't spell slaughter without laughter.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
Last Edited: 2012-03-30 00:56:23
March 30 2012 00:52 GMT
#66
On March 30 2012 07:47 NrG.ZaM wrote:

Edit: read the spoilered part, and that takes care of the mechanics of putting this directly into play in a pretty simple and easy way, no reason to really NOT do this now.


the reason not to do it is that it is retarded. You will have less creep tumors overall if you do this, especially if you are actually good at spreading creep on cooldown. Losing your creep queen, and not defending the edge of your creep, is not an excuse to have bad mechanics on purpose so you can catch up later. Maybe try having some units to defend the creep, and vision on the map beyond the creep, instead of letting 2 marines scan and clear it out.

Once the midgame and lategame hit, creep spread is easy to repair because chances are, you'll build up 25 spare energy on a queen at some point, even the best korean zergs do because once you've got 4-5 hatcheries you don't need perfect injects anymore, especially when making high cost, low larva units like infestors, brood lords, ultralisks etc. So you will HAVE extra energy on your queens to repair any damage to your creep spread, and you will have overlords to assist you catching up if you really think you need it.

Please make this thread go away; its pretty bad advice. A lot of the people supporting this are saying things like "Yeah this is great when my creep queen is AFK in the middle of the map and they kill it and then kill all my creep!", when that should never happen, just like you should never have idle active creep tumors.. because if you were playing like a perfect mechanics robot, you would just have creep covering half the map with 50+ tumors and you wouldn't feel the need to have secret backup tumors in case you lost some. And it would be a serious commitment for your opponent to remove, rather than trivial because you actually produced the correct amount of tumors instead of stifling your production.

edit: this is similar logic to protoss having more gateways than they can actually utilize, so that they don't have to use it on cooldown. Think 5gates off 1base or something like that. Makes up for your lack of multitasking, but not efficient at all.
KhAmun
Profile Blog Joined September 2010
United States1005 Posts
Last Edited: 2012-03-30 03:03:51
March 30 2012 02:51 GMT
#67
On March 30 2012 09:52 darkscream wrote:
Show nested quote +
On March 30 2012 07:47 NrG.ZaM wrote:

Edit: read the spoilered part, and that takes care of the mechanics of putting this directly into play in a pretty simple and easy way, no reason to really NOT do this now.


the reason not to do it is that it is retarded. You will have less creep tumors overall if you do this, especially if you are actually good at spreading creep on cooldown. Losing your creep queen, and not defending the edge of your creep, is not an excuse to have bad mechanics on purpose so you can catch up later. Maybe try having some units to defend the creep, and vision on the map beyond the creep, instead of letting 2 marines scan and clear it out.

Once the midgame and lategame hit, creep spread is easy to repair because chances are, you'll build up 25 spare energy on a queen at some point, even the best korean zergs do because once you've got 4-5 hatcheries you don't need perfect injects anymore, especially when making high cost, low larva units like infestors, brood lords, ultralisks etc. So you will HAVE extra energy on your queens to repair any damage to your creep spread, and you will have overlords to assist you catching up if you really think you need it.

Please make this thread go away; its pretty bad advice. A lot of the people supporting this are saying things like "Yeah this is great when my creep queen is AFK in the middle of the map and they kill it and then kill all my creep!", when that should never happen, just like you should never have idle active creep tumors.. because if you were playing like a perfect mechanics robot, you would just have creep covering half the map with 50+ tumors and you wouldn't feel the need to have secret backup tumors in case you lost some. And it would be a serious commitment for your opponent to remove, rather than trivial because you actually produced the correct amount of tumors instead of stifling your production.

edit: this is similar logic to protoss having more gateways than they can actually utilize, so that they don't have to use it on cooldown. Think 5gates off 1base or something like that. Makes up for your lack of multitasking, but not efficient at all.


First of all, you're saying that players should be better at spreading creep on cooldown, only to later say that you can lay them down with queen energy later because top koreans miss injects.
Guess what buddy, top Koreans miss creep cooldowns too, especially in the later game.
I don't think anyone is arguing that this is something that should be implemented in the early game, as obviously early creep spread is extremely important.
But later in the game, when you already have creep in critical places, and I promise you that you're missing cooldowns, having a fast way to keep creep in important areas is quite useful.

You can't use "defend the edge of your creep" as no zerg who is trying to go along with their own build is running into the middle of the map to meet a timing push. They're trying to delay engaging as long as possible, making defending the edge of your creep a terrible argument.

And it's not about "queen being afk in the middle of the map" it's about already having a creep tumor completely ready to pop up and replace creep the second that the stimmed marines run backward. Your last few points are actually commentary to exactly why you SHOULD do this.
You're going to miss cooldowns, therefor your creep spread is not limited by lack of forward tumors. Laying 3 more forward tumors is great and all, but when it's idling at as far as it can go because you haven't spread, those extra tumors become completely irrelevant. Now if you had those tumors in places near key locations, when it inevitably gets scanned, you can replace it immediately at first opportunity.

Doesn't seem "retarded" to me.


EDIT: I forgot to address your edit, I'm not sure if you're saying that the parallel is when you're using backup tumors, or not using backup tumors, because the latter would be correct.
Again, same point as before, you're not hitting your cooldowns, adding tumors would be an attempt to make up for your inefficiency, while having them in strategic locations just shows foresight.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
March 30 2012 03:03 GMT
#68
Poor sensationalised post:
The OP claims many pro's are inferior creep spreaders when there is 0 practical field experience proof. Convince some pros to use the method, show the results then make your claims. Calling these pros out based on some reasoning is just poor.

I wouldn't mind if the post was a [D] thread asking people to investigate the technique.
Crackensan
Profile Joined August 2010
United States479 Posts
March 30 2012 03:21 GMT
#69
I seriously doubt the validity of this idea.

I mean, if your scanning and killing creep tumors, you don't discriminate which ones are "active" and which ones are "spent". You murder every tumor you see.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
ETisME
Profile Blog Joined April 2011
12384 Posts
March 30 2012 03:37 GMT
#70
On March 30 2012 07:40 thatdontmakecent wrote:
I don't understand why players never use this creep strategy either. Ideally you would have a wide avenue of creep with "ready to go" tumors off to the side of the main path. That way when scans carve out the middle, you can fill back in after the fight and regrow your creep almost immediately. Obviously it depends on the game situation and the map, but creep spread is definitely the most unrefined and autopilot of normal zerg upkeep; it's disappointing.

because why won't the active creep tumor be killed as well?
and for example, why would you have the chance to recreep when the terran is trying to be offensive?
You only really get that chance when you denied the push. which means you could do that with the creep spreading queen as well.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
March 30 2012 04:04 GMT
#71
This falls far short of the standards for strategy guides on TL. You jump to far too many conclusions and you do very little analysis to prove your hypothesis.
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