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Active: 1774 users

[D] Why not use generate creep nonstop?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Lurker87
Profile Blog Joined October 2009
United States172 Posts
February 26 2010 07:06 GMT
#1
I was just thinking about how overlords can leave generate creep on, nonstop. Why would one ever turn this off, or not turn it on right at start of battle? Sure, they may become overseers later, but otherwise, shouldn't it just be on all the time? The only disadvantage I could see it having really is if you are a zerg air vs a zerg ground. Otherwise, its uses could be quite a few.

As I've seen in one thread, a user proposed getting up some spine crawlers for a contain using the ability. Only problem is that spine crawlers aren't really worth the time, when lings could be used instead.

However, against something like toss, it could perhaps be utilized if you get some lings into their base. Your lings will get a speed boost from the small radius of each, but the increase of speed could make microing around zeals and other defenses a bit easier.

Perhaps there'd need to be more overlords to increase the area covered, and since most don't usually send multiple overlords to scout the same spot, it'd have to be planned. Still, I could perhaps see it in a pro-game for a slight edge in a harassment.

My main point is, is there ever a reason to have this skill, which is continuous, turned off?
Ecrilon
Profile Blog Joined October 2009
501 Posts
February 26 2010 07:09 GMT
#2
Wait, it's continuous? Could you go to a protoss base with your first overlord and start creeping all over their pylon power area?
There is but one truth.
Biribiri
Profile Joined February 2010
Canada21 Posts
February 26 2010 07:12 GMT
#3
No reason to turn it off. Makes it possible for zergs to proxy tech.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-26 07:13:20
February 26 2010 07:13 GMT
#4
On February 26 2010 16:09 Ecrilon wrote:
Wait, it's continuous? Could you go to a protoss base with your first overlord and start creeping all over their pylon power area?

yes you can, but your overlord won't be there in time. Most toss like to get cybercore really fast too, so it's not gonna work.

The creep tumors and the creep dhiarea are so good, Earlier today I placed two crawlers behind tall grass on steps and owned the shit out of this pressuring toss.
..and then I would, ya know, check em'. (Aka SpoR)
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-02-26 07:15:36
February 26 2010 07:13 GMT
#5
Something I saw in a replay earlier was a player spreading his Overlords to literally every single expansion and just spreading creep.

Creeping over pylon area is only viable if they can't kill your overlord; chances are, they'll have at least a Core and Gate to get at least one Stalker out. Unless, of course, it's a map where you're relatively close to each other, and they opted for a second Gate before Core.

Oh, and using Overlords to lay out a creep-path is viable, too. Spread creep straight to your enemy base, and abuse the speed bonus and effectively negate the Zerg-Away disadvantage (which would be that they don't HAVE creep to speed up on, normally :D)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2010 07:14 GMT
#6
On February 26 2010 16:12 Biribiri wrote:
No reason to turn it off. Makes it possible for zergs to proxy tech.

if the ooze dies, the buildings slowly 'burn' like terran in low hp but from full life.
..and then I would, ya know, check em'. (Aka SpoR)
Biribiri
Profile Joined February 2010
Canada21 Posts
Last Edited: 2010-02-26 07:18:05
February 26 2010 07:15 GMT
#7
Yea just dont move that ol. Plenty of games where ol just sit there and do nothing. And if you want to move the ol, just run a queen over and stick a tumor on it
Malambis
Profile Joined August 2007
United States20 Posts
February 26 2010 07:23 GMT
#8
On February 26 2010 16:09 Ecrilon wrote:
Wait, it's continuous? Could you go to a protoss base with your first overlord and start creeping all over their pylon power area?

The ability requires a Lair to use.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
February 26 2010 07:28 GMT
#9
too much apm for them probably
Writerptrk
Lurker87
Profile Blog Joined October 2009
United States172 Posts
Last Edited: 2010-02-26 07:44:06
February 26 2010 07:30 GMT
#10
So basically, there isn't a reason to not have it going all the time? Perhaps it should invoke a 1 armor penalty, or slow the overlord down to have it on continuously... there needs to be some sort of negative effect to having it on at all times....

On February 26 2010 16:09 Ecrilon wrote:
Wait, it's continuous? Could you go to a protoss base with your first overlord and start creeping all over their pylon power area?


The ability icon itself can be set to continuous, so that whenever the overlord stops, it will resume creating creep. In essence, it is an auto-cast that just has to be activated once.

On February 26 2010 16:13 Zeke50100 wrote:
[spoiler]Something I saw in a replay earlier was a player spreading his Overlords to literally every single expansion and just spreading creep.


I was thinking of that. Made sense to me, but by the time you can have so many overlords, most often the enemy will have some form of anti-air. Still... they wouldn't see them until they need the expo...

Also, I was considering a form of rushing using the queen's creep tumor and the generate creep, as many have said. I think it could be refined of course, but has a possibility of being a good secret weapon if done right. Perhaps the timing on it would be too inefficient, but I think it is worth looking into.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 26 2010 07:39 GMT
#11
On February 26 2010 16:13 Zeke50100 wrote:
Something I saw in a replay earlier was a player spreading his Overlords to literally every single expansion and just spreading creep.

Creeping over pylon area is only viable if they can't kill your overlord; chances are, they'll have at least a Core and Gate to get at least one Stalker out. Unless, of course, it's a map where you're relatively close to each other, and they opted for a second Gate before Core.

Oh, and using Overlords to lay out a creep-path is viable, too. Spread creep straight to your enemy base, and abuse the speed bonus and effectively negate the Zerg-Away disadvantage (which would be that they don't HAVE creep to speed up on, normally :D)


I saw it too yesterday on YouTube, either overSky or KHB. Finally a replay which included Manner Creeping, epic.

I hope this doesn't get a cost in future patches, it's such a versatile ability!
Bankai - Correlation does not imply causation
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 07:41 GMT
#12
On February 26 2010 16:12 Biribiri wrote:
No reason to turn it off. Makes it possible for zergs to proxy tech.

except it would die if that overlord ever moved

zerg buildings die without creep and do not generat their own unless it's a hatch.

also it would be lair tech by then if they made generate creep a teir 1 ability then maybe.
Lurker87
Profile Blog Joined October 2009
United States172 Posts
Last Edited: 2010-02-26 07:44:11
February 26 2010 07:43 GMT
#13
On February 26 2010 16:14 CharlieMurphy wrote:
Show nested quote +
On February 26 2010 16:12 Biribiri wrote:
No reason to turn it off. Makes it possible for zergs to proxy tech.

if the ooze dies, the buildings slowly 'burn' like terran in low hp but from full life.


The queen could place a creep tumor to continue sustaining the creep, though I assume the creep tumor could just be taken out as well. Such a proxy would, indeed, be more vulnerable than other races' hidden techs, but it most certainly would be a lot less expected as a result.
semantics
Profile Blog Joined November 2009
10040 Posts
February 26 2010 07:49 GMT
#14
i don't see much suprise moments in zerg tech anyways besides going muta or not going muta
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 26 2010 08:23 GMT
#15
I have not confirmed this, but apparently the Creep tumor created by the Queen for 25 energy has an ability. It can create more creep tumors and is on a cooldown. So all you have to do is build 1 creep turmor with your queen and you can then slowly cover the entire map with creep without using a mullion overlords while in the process of doing your other macro. I'd love to see a replay of this.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
SBelmont
Profile Joined August 2008
United States122 Posts
February 26 2010 08:27 GMT
#16
OverSky does this in a lot of his games.

One huge thing I noticed was using it between his main and natural to move units out faster, which I find to be an extremely useful.. use for it.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 26 2010 08:27 GMT
#17
yes DeCoup i use this in about every game i can.
creep tumors are also invisible when they finish building as well

spreading creep around is so good and gives you nice map awareness/control
ModeratorBlame yourself or God
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 26 2010 08:31 GMT
#18
On February 26 2010 17:27 Zelniq wrote:
yes DeCoup i use this in about every game i can.
creep tumors are also invisible when they finish building as well

spreading creep around is so good and gives you nice map awareness/control

Can you give a couple more details on how the creep tumors work? Is there any limit to where a creep tumor can create a second tumor (radius around itself or anywhere in vision etc?).
Once you have created your second creep tumor do they both have separate cooldowns to create more or is it a shared cooldown? Also do they spawn with the cooldown ready or does it have to build up? How long is the cooldown?
Would you mind uploading a replay in which you have used them?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2010-02-26 09:09:43
February 26 2010 08:48 GMT
#19
Each tumor can only make 1 more tumor. So if you put down 1 tumor you can indefinitely extend that line of tumors after enough time as long as a tumor in progress isn't destroyed. Tumors are visible while building but burrowed when finished. The build time is very short.

Each new tumor has a pretty decent range, and the thing that actually slows the whole progress down is very slow creep expansion. If I have 1 tumor, I can throw a second one down and have it finished before the creep reaches the max range of the first tumor. Any creep gives you sight, but not past LOS blockers. The creep extends past the LOS but the sight does not. In order to get sight you must run a unit past the brush and put down a new tumor (from the old tumor on the other side of the brush).

Overlord creep generation only makes very small patches, but it's free and easy to use. There's no reason to not turn it on after lair. It probably takes ~20 overlords in a line to make a creep path to your opponent's base. I find it most useful to use overlords to creep connect my expansions in ZvT when dealing with drops.

Edit: Yes, it's the tumor giving sight not the creep.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 26 2010 08:54 GMT
#20
On February 26 2010 17:48 Tsagacity wrote:
. Any creep gives you sight, but not past LOS blockers. The creep extends past the LOS but the sight does not. In order to get sight you must run a unit past the brush and put down a new tumor (from the old tumor on the other side of the brush).


This would mean the tumors give you sight, not the creep itself, right?
Bankai - Correlation does not imply causation
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