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Spore Crawlers vs. Queens - Page 2

Forum Index > StarCraft 2 Strategy
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Tempora
Profile Joined July 2010
United States78 Posts
July 27 2010 16:31 GMT
#21
aha. depends on who you are playeing. im not talking about racewise, im talking avbout personal strategy that people use. obviously on ladder, you arento going to know your opponents. the key is to SCOUT. if you see a protoss building out of two stargates, your goiing to be seriously disapointed in your five queens when they bust your mineral line with fifteen void rays. ive done it before. also, with fazing implemented by your opponent, there is no way that you will be ableto beat them. you will need SOME spore crawlers to hold it off. also since DT drops are so effing good, you will want detection.
however. it also takes timing. if its early game, you cant afford to build an evo and give up a drone and pay for the spore crawler and blah blah blah, and then build it again since your going to want at least two of them. it depends on how well/what you scout, if you see them buildin one single stargate, make sure theres not a proxy stargate somewhere before disregarding the threat. queens definitely are viable for stopping a few void rays, and you save yourself a lot of money. but witht the threat of DT drops, late game, your probably gonna want some spore crawlers or overseers eventually.
who macro's? real men 6 pool.
savysmith
Profile Joined April 2010
Canada44 Posts
July 27 2010 16:36 GMT
#22
Do spore colonies provide detection while they are uprooted?
Before you set out on a journey of revenge, dig two graves.
TheSambassador
Profile Joined May 2010
United States186 Posts
July 27 2010 16:46 GMT
#23
On July 28 2010 01:31 Tempora wrote:
aha. depends on who you are playeing. im not talking about racewise, im talking avbout personal strategy that people use. obviously on ladder, you arento going to know your opponents. the key is to SCOUT. if you see a protoss building out of two stargates, your goiing to be seriously disapointed in your five queens when they bust your mineral line with fifteen void rays.


Ha... really? You're right. By the time that they have 15 void rays I WILL still be entirely dependent on Queens for AA. I won't have any sort of Hydras/Mutas at ALL.

In my mind, spores are useful when you haven't teched to Lair yet and you scout a Spire/Stargate/Starport up. I usually get an early evo chamber, so i can throw down 2 spores and be relatively safe from those early air pushes. However... once you have lair, mobile hydras/mutas are just SO much better.

The question about spores being detectors when uprooted is one that I was wondering too... anybody know?
roliax
Profile Joined May 2010
135 Posts
July 27 2010 16:52 GMT
#24
You get queens because you already need them. 2 queens will defend against most air harasses in the early game. Add spore crawlers if they have cloaked banshees or if it's at a hard to defend expo. If it's a late game, you should already have hydras or mutas.
GxZ
Profile Joined April 2010
United States375 Posts
July 27 2010 18:18 GMT
#25
Queens can heal/creep tumors.
Slayer91
Profile Joined February 2006
Ireland23447 Posts
Last Edited: 2010-07-27 18:38:34
July 27 2010 18:38 GMT
#26
Spores are really only useful for vs things like pheonix or to protect your base from mutas in zvz. Against most air threats like banshees or void rays you need so many everywhere its cheaper to get queens, and even if you could cover everywhere he only needs to take out one to start killing drones again. Queens are so much more mobile and they have transfusion and they can really support a counterattack as well.

Dunno about detection cause I always get a fast overseer.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 27 2010 18:50 GMT
#27
Never open spores. Use them if your opponent is extremely persistent.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
baconbits
Profile Joined April 2010
United States419 Posts
July 27 2010 19:01 GMT
#28
spores only if you can't get enough queens out fast enough

spores, immobile, cost larva.
Queens don't and can be transferred to expos or used to creep the map up faster.
Ouga
Profile Joined March 2008
Finland645 Posts
July 27 2010 23:44 GMT
#29
Since I understood how powerful queens were, I haven't done spores except in very rare situations. Mostly in situations where I've powered drones without going lair for very long time, and I'm afraid of facing banshees or DTs I'll put 1-2 spores for detection. Also sometimes in zvz when opponent has rushed to mutas, I usually know about it so late that I'm forced to throw few spores because I can't get +2queens out fast enough. Mutas are also hard to catch due to their speed so some stationary def near gas extractors are usually worth their cost.
Melt
Profile Joined May 2010
Switzerland281 Posts
July 28 2010 02:48 GMT
#30
If you make a late Lair, i suggest Spore Crawlers.

Otherwise 3 queens should be enough.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
July 28 2010 03:35 GMT
#31
Personally, I'd just prefer queens over spores any day. They're weaker, but they defend ground well too, and can transfuse to stay alive, maybe longer than spores even, and more importantly, creep tumours. I like lots of queens to get my creep maphack up fast. Spores don't give you maphack.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
tomc
Profile Blog Joined July 2010
United States84 Posts
July 28 2010 06:13 GMT
#32
I like having just 1 spore in the base for fast DT's. I usually don't have time to make it though vs overseer. But I still think it's worth getting just 1 at least for stealth detection when there's no overseer around. Also it doesn't take DT priority since it doesn't attack them and draw its fire.

Helps against Colossi too! Haha, I thought it was strange as hell when that happened to shoot, but it makes sense!
tomeeeo.506 @ SC2
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