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[D] Poorkid's Proxy Tumors - Page 4

Forum Index > StarCraft 2 Strategy
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-04-18 12:28:19
April 18 2010 12:27 GMT
#61
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)
..and then I would, ya know, check em'. (Aka SpoR)
StarBrift
Profile Joined January 2008
Sweden1761 Posts
April 18 2010 12:37 GMT
#62
I just tried this in an FFA game on LT. Did the normal 14 pool 16 hatch double queen opening. Spawned larvae once with the first queen and then sent it out on the map towards one of the players. Unfortunately all the players expanded before I could block it so instead I decided to fill up the middle with creep. It was filled before I got lair and sure it may have cost quite a bit since I got 3 queens (the one in the middle I later used on gold base hatch).

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
Profile Joined April 2010
United States52 Posts
Last Edited: 2010-04-18 18:06:57
April 18 2010 18:06 GMT
#63
Hammer, meet nail.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=120187
P00RKID
Profile Joined December 2009
United States424 Posts
April 20 2010 10:01 GMT
#64
http://screplays.com/replays/p00rkid/1191#comment-327

Here is a replay that includes an inbase hatch-cancel crawler + ling harass transitioning to baneling / crawler bust via queen proxy tumors.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
FuryX
Profile Joined April 2010
Australia495 Posts
April 20 2010 12:33 GMT
#65
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-04-20 13:15:40
April 20 2010 13:11 GMT
#66
[image loading]
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.
Administrator~ Spirit will set you free ~
Zulufox
Profile Joined April 2010
United States22 Posts
April 20 2010 13:53 GMT
#67
How much does being of creep actually help in combat?

I mean, they help travel times, but does that help in battles?
FuryX
Profile Joined April 2010
Australia495 Posts
April 20 2010 14:02 GMT
#68
hell yea...creep is awesome!!!...is so...creepy...

Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 20 2010 14:02 GMT
#69
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
Profile Joined March 2010
United States181 Posts
April 20 2010 14:30 GMT
#70
This seems like a bug.
57005
Profile Joined April 2010
6 Posts
Last Edited: 2010-04-20 14:44:53
April 20 2010 14:43 GMT
#71
I don't have a key so i can't test, but wouldn't it be a good idea to not only send queen+drone but also 1 or 2 uprooted spine crawlers?
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
Profile Joined March 2010
Canada138 Posts
April 20 2010 16:05 GMT
#72
Is it that much faster to go for the queen and running her across the map than to just skip the queen and go for an early lair?
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 20 2010 17:36 GMT
#73
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.
I serve my houseguests slices of butter.
Obstikal
Profile Blog Joined April 2010
616 Posts
Last Edited: 2010-04-20 17:42:18
April 20 2010 17:36 GMT
#74
very interesting thought these are the type of strats i love to see in play because they are so out of the ordinary... but i do see this being a little difficult to pull off because i think this can be destroyed fairly easy... its like the zerg version of a bunker rush or cannon rush or since this is sc2 were talking about, a pylon proxy and just like those rushes they can be defended against with decent micro or better yet scouting but yeah i can def see this being pulled off seems more difficult then a simple bunker though..
MindRush
Profile Joined April 2010
Romania916 Posts
April 22 2010 13:50 GMT
#75
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
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Hasudk
Profile Joined October 2009
Denmark78 Posts
April 22 2010 14:17 GMT
#76
I dont really understand why this is problem that should be "patched out" in the first place.
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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