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The Mechanics of Creep - Page 2

Forum Index > StarCraft 2 Strategy
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Prev 1 2 All
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
July 08 2010 10:51 GMT
#21
Thanks for the writeup! I wasn't completly aware about those mechanics and it will surely change how I'm gonna spread my creep around.

And I wasn't aware the hydra was the only exception for the speed bonus (aside from the obvious Queen). The hydra is really the only unit getting more than 30%? o.o They really are slow offcreep, but I don't get blizzard's reasoning behind it

On July 08 2010 10:16 Gralamin wrote:
One option that may make two optimal is using an overlord to generate the next creep area generation. This will allow you to use the ability every 15 seconds, while it is only partially grown. Whatever still needs to be generated would quickly be filled in by the time the new tumors finish. This strategy though, essentially uses 50 energy and 100 minerals. If 25 Energy is more important than 100 minerals (which it probably is early game, but late game queens have too much energy).

I'm not sure I understand correctly here, you are saying it would cost 100 minerals because of the overlord...? Because whenever you will be using overlords to generate creep mean you've got lair, and you will have overlords already around so it's not really costing you anything.


On July 08 2010 15:17 delayed reflex wrote:
Does this mean that if you have 34 overlords clustered they will instantly saturate the area (after the 2 second delay)?

From what I've understood, after the delay, yea they would instantly fill the area with creep. That makes sense with what I've observed too.
Jang Yoon Chul hwaiting!
kiritaku
Profile Joined June 2010
10 Posts
July 08 2010 12:15 GMT
#22
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
July 08 2010 12:55 GMT
#23
Great OP mate, interesting stuff.

You should add this to Liquipedia!
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 08 2010 13:22 GMT
#24
On July 08 2010 21:15 kiritaku wrote:
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.


It would appear that there has been an unlisted patch change (or bug) that causes the CD to be 30 seconds at the moment.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Loddigesia
Profile Joined April 2010
247 Posts
July 08 2010 20:08 GMT
#25
Very interesting post with all the numbers (and also because it helped me learn that creep does not increases health regeneration rate )

Maybe it will require an update if the 15 to 30 seconds cooldown change for creep tumors is confirmed.
aka gorfou
Gralamin
Profile Joined July 2010
Canada5 Posts
July 09 2010 01:23 GMT
#26
Good to see so many responses!

On July 08 2010 19:51 CynanMachae wrote:
Thanks for the writeup! I wasn't completly aware about those mechanics and it will surely change how I'm gonna spread my creep around.

And I wasn't aware the hydra was the only exception for the speed bonus (aside from the obvious Queen). The hydra is really the only unit getting more than 30%? o.o They really are slow offcreep, but I don't get blizzard's reasoning behind it

Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
One option that may make two optimal is using an overlord to generate the next creep area generation. This will allow you to use the ability every 15 seconds, while it is only partially grown. Whatever still needs to be generated would quickly be filled in by the time the new tumors finish. This strategy though, essentially uses 50 energy and 100 minerals. If 25 Energy is more important than 100 minerals (which it probably is early game, but late game queens have too much energy).

I'm not sure I understand correctly here, you are saying it would cost 100 minerals because of the overlord...? Because whenever you will be using overlords to generate creep mean you've got lair, and you will have overlords already around so it's not really costing you anything.

While true, very often spreading creep with overlords puts them in a vulnerable position. As an optimist, you can say it costs nothing. As a bit of a Cynical person, I count that overlord as already being effectively dead.


On July 08 2010 15:17 delayed reflex wrote:
Does this mean that if you have 34 overlords clustered they will instantly saturate the area (after the 2 second delay)?

From what I've understood, after the delay, yea they would instantly fill the area with creep. That makes sense with what I've observed too.[/QUOTE]
Well, its the laws of diminishing returns. Without infinite overlords, you can never do it instantly past the two second delay, but you can get it to happen extremely quickly.



On July 08 2010 15:20 bbsss wrote:
Good post, I've been wondering if bringing a queen to a place with overlords-creep and putting a creep tumor down there would be viable for the time/resources spent.



Show nested quote +
On July 08 2010 14:19 figq wrote:
creep =/= vision, is important, because for example your hatchery doesn't have vision about a tile and a half within the edge of its creep. This means the enemy could sneak over the edge of the hatchery's creep and not be seen at all.

Lair and Hive do not increase the creep range, but increase the vision range +1 each time. With Lair the enemy can still barely step over the edge of the Lair's creep and not be seen. With Hive the vision goes beyond its creep range, so a unit could be spotted even off creep, if they are near it.

Check this thread too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133410&currentpage=2


this really should be added to the op


I'll go edit that in after this post.


On July 08 2010 22:22 MangoTango wrote:
Show nested quote +
On July 08 2010 21:15 kiritaku wrote:
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.


It would appear that there has been an unlisted patch change (or bug) that causes the CD to be 30 seconds at the moment.

It has indeed been changed. Building a Creep Tumor takes 15 seconds, and the ability has a 30 second cooldown. I'll go edit in new solutions.
Rigel of Cyrosea
Profile Blog Joined October 2009
Canada66 Posts
July 10 2010 14:31 GMT
#27
This stuff should be added to this page on liquipedia so it doesn't get lost in the thread spam from beta coming back.
Gralamin
Profile Joined July 2010
Canada5 Posts
July 11 2010 07:45 GMT
#28
On July 10 2010 23:31 Rigel of Cyrosea wrote:
This stuff should be added to this page on liquipedia so it doesn't get lost in the thread spam from beta coming back.

I don't feel comfortable editing the wiki here with one thread behind my belt. I'll let someone else do it.
blackodd
Profile Joined April 2010
Sweden451 Posts
May 29 2011 10:39 GMT
#29
This post is great and every zerg should read it
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
July 22 2011 20:14 GMT
#30
I know old post, but just want to clarify since I don't play Zerg. Do Zerg units gain speed upgrade on dead creep (Creep that has no vision or source and is fading away)?
Think Big. Act Small. Fail Fast. Learn Quickly.
HARMevent
Profile Joined November 2010
Barbados28 Posts
July 22 2011 20:25 GMT
#31
Creep is creep, whether it's decaying or expanding. So yes, they do.
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
July 22 2011 20:29 GMT
#32
Ok thanks
Think Big. Act Small. Fail Fast. Learn Quickly.
sLiniss
Profile Blog Joined May 2009
United States849 Posts
July 22 2011 20:49 GMT
#33
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
Last Edited: 2011-07-22 20:59:19
July 22 2011 20:57 GMT
#34
On July 23 2011 05:49 sLiniss wrote:
Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


Larvae also get none.
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-07-22 21:03:56
July 22 2011 21:03 GMT
#35
On July 23 2011 05:49 sLiniss wrote:
Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


He did specify with a few exceptions. Flying units also...
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
PiLoKo
Profile Joined January 2011
Mexico144 Posts
July 23 2011 00:26 GMT
#36
On July 23 2011 05:57 Firesilver wrote:
Show nested quote +
On July 23 2011 05:49 sLiniss wrote:
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


Larvae also get none.


How do you know larva got no speed bonus on creep?
I like to troll in-game :)
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