although, I expect blizzard to patch this out. but imo, it shouldn't be patched out unless there is some unstoppable bullshit it does. (which doesn't seem to be the case)
[D] Poorkid's Proxy Tumors - Page 4
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CharlieMurphy
United States22895 Posts
although, I expect blizzard to patch this out. but imo, it shouldn't be patched out unless there is some unstoppable bullshit it does. (which doesn't seem to be the case) | ||
StarBrift
Sweden1761 Posts
I'm gonna try this on the ladder later (1600~ platinum EU) and see if there is some way I can do this 1v1. I'm thinking terrans could have trouble with this if it goes unscouted. Maybe vs a passive port build this could work. I find the notion of saving up 300 mins early vs terran extremely risky as they have 5-6 harassment builds that will crush you if your build is not spot on. Anyway I don't think the offensive spine crawlers makes as much sense as just blocking expansions but it could be useful. | ||
codewarrior
United States52 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120187 | ||
P00RKID
United States424 Posts
Here is a replay that includes an inbase hatch-cancel crawler + ling harass transitioning to baneling / crawler bust via queen proxy tumors. | ||
FuryX
Australia495 Posts
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Plexa
Aotearoa39261 Posts
![]() Discuss! On April 18 2010 21:27 CharlieMurphy wrote: pretty sure this is a solid counter to the nazgul build and other forward gate zealot aggressor strats that follow up with FE. although, I expect blizzard to patch this out. but imo, it shouldn't be patched out unless there is some unstoppable bullshit it does. (which doesn't seem to be the case) They won't patch it out, since the Hatch requires the creep underneath it to not lose health. They would have to program it so that the hatchery doesn't "burn" when there is no creep. | ||
Zulufox
United States22 Posts
I mean, they help travel times, but does that help in battles? | ||
FuryX
Australia495 Posts
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Kezzer
United States1268 Posts
On April 20 2010 22:53 Zulufox wrote: How much does being of creep actually help in combat? I mean, they help travel times, but does that help in battles? Yes very much so, it helps units replace the spot of others that have died and helps immensely with melee/roach surrounds. | ||
Highwayman
United States181 Posts
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57005
6 Posts
they are slow as hell, but the queen is also, and without the need of building them near the opponent the harrass could start right away even if he sees the queen. only putting down the creep tumor might still be problem | ||
FSP.Siggy
Canada138 Posts
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Funchucks
Canada2113 Posts
On April 20 2010 22:11 Plexa wrote: They won't patch it out, since the Hatch requires the creep underneath it to not lose health. They would have to program it so that the hatchery doesn't "burn" when there is no creep. I guarantee you they could make this change in about 10 seconds if they wanted to. They would probably have to change one or two lines of code. The hatchery is a creep producer. There is no reason for it to ever suffer damage from lack of creep, thus there is no need to include it in the class of creep-dependent buildings. There's nothing tricky about this kind of programming. It's just a rule. There's no problem solving involved in implementing it. You just decide what you want and put in a flag or conditional. Easiest thing in the world to change. | ||
Obstikal
616 Posts
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MindRush
Romania916 Posts
On April 17 2010 20:48 Makica wrote: Do you bring an overlord to spew creep on top after? Don't zerg structures slowly die without a hatchery nearby? overlords can spit creep only after you get a lair | ||
Hasudk
Denmark78 Posts
How is it so much worse than proxy cannons or bunker-rushes, which are FAR easier to do? If sunkens were ultra overpowered I guess there would be a problem, but then the problem wouldn't be about proxy-sunkens, but simply about sunkens in general. I short: There is no problem in this, it's just a cheese. Lrn2LiveWithIt. | ||
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