[Q] ZvT - Are spine crawlers ever a good idea? - Page 2
| Forum Index > StarCraft 2 Strategy |
|
DarKFoRcE
Germany1215 Posts
| ||
|
Viruuus
Germany451 Posts
But this is not the only thing to consider. In Broodwar, sunken colonies were not really great vs Terrans aswell, Tanks obviously hardcounter them, and even 10 marines 2 medics could kill 2 sunkens without much trouble, adding in 1-2 firebats to take the first shots when there were more then 2 sunkens. However, the problem that zerg often has, is that you can only make zerglings at the beginning, and those use up your larva so fast, that you will have a ton of minerals and gas if you build nothing else. If youre teching to e.g. mutas or some other unit, its ok to save up money, but you still have the disadvantage if your enemy has units that do well against those zerglings, e.g. hellions. So you need to hold your opponent off, until you can get your mutas out, but you cant make a big enough army, since your larva/unitvalue ratio is terribad without any tech (or denied tech, like you cant make roaches when he has alot of marauders). Then you just make those spinecrawlers to keep your opponent from attacking, until your next tech is done, of course spinecrawlers alone suck vs marauders, and zerglings alone suck vs hellions e.g. but together with some micro, it can be so annoying and cost so much time for the terran to break you, even though the units themselves are not costeffective. | ||
|
TriniMasta
United States1323 Posts
| ||
|
ALPINA
3791 Posts
To OP: I don't think on maps with chokes spines prevents you from flaking or attacking, at least not for me.. | ||
|
Melancholia
United States717 Posts
On August 27 2010 17:02 TriniMasta wrote: idc I'm from brood war, and I get into that habit of just throwing down 3-4 spine crawlers if I see a terran rush that I'm not expecting. They build so slow though, doesn't the Terran arrive before they finish? | ||
|
Domonkazu
Germany29 Posts
| ||
|
OhJesusWOW
United Kingdom127 Posts
I don't what bugs me more - the 50 second build time or the 12 second burrow. But the tandem is ridiculous - to think a Spine costs you a drone (or larva in the early game) is even moar ridiculous. If your opponent can force you to make a Crawler, they are already doing damage to you. | ||
|
Yenticha
257 Posts
If your opponent can force you to make a Crawler, they are already doing damage to you. +1 I only use spine whenever I feel hellions are coming, and mid/late game to make harass on my exps not TOO easy. | ||
|
Mearis
Italy76 Posts
Crawlers are a pathetic use of money though both in terms of DPS (150 minerals for 15 dps is beyond pathetic) and HP. Consider that for the price of one spine crawler you can get 6 zerglings and each zergling does 7 dps. http://www.teamliquid.net/forum/viewmessage.php?topic_id=115345 | ||
|
Jaso
United States2147 Posts
On August 27 2010 09:24 eth3n wrote: Spine-related ZvT question: I generally have about 6 queens for my main/nat, and I spread a huge amount of creep tumors, and after I have creeped up my half of the map I still throw a lot of "active" tumors around my spines, I like to do this if terran tries to siege my lings/spines, as selecting X active creep tumors and choosing to make new tumors will waste a wave of siegefire and i can send in lings/banes... Is this a decent strat or am I simply wasting my time/apm for a rare scenario in ZvT? That actually sounds like a good technique =o | ||
|
Macabre
United States1262 Posts
| ||
|
OhJesusWOW
United Kingdom127 Posts
On August 27 2010 20:02 Macabre wrote: What if Queens could create spine crawlers? This is probably a bad idea. The Queen is already a high priority in Zerg harass, but putting her at the very top would be too much. That is too much responsibility for a single unit. | ||
| ||