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Spore Crawlers

Forum Index > StarCraft 2 Strategy
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1 2 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 09 2010 08:47 GMT
#1
Hi guys, what do you consider to be the best/effective use of the spore crawler? I just lost pretty hard to a gaggle of phoenix of which I thought the spore crawlers would shut down. I was wrong. Indeed, at 15 damage, 1 crawler will take 12 shots to take out one phoenix. A banshee will make short work of a spore crawler as well.

Am I better off just not making this thing?
starleague forever
AFKarnn
Profile Joined August 2010
United States8 Posts
September 09 2010 08:51 GMT
#2
I haven't made them in a while, although I occasionally throw one in the min line if I'm feeling unprepared for whatever air is coming my way. I prefer to just tech hydra.
Neuuubeh
Profile Joined July 2010
138 Posts
September 09 2010 08:53 GMT
#3
Think they are quite scary to mutalisk harrass. I also sometimes drop them around key tech buildings when I want to be sure there are NO protoss observers flying around
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
September 09 2010 08:55 GMT
#4
When your opponent is able to terrorize different mining bases in a matter of seconds, you don't have mutas yet, and your hydras have a long travel distance between the bases. That's when spore crawlers would come in handy.
Ghad
Profile Blog Joined April 2010
Norway2551 Posts
September 09 2010 09:02 GMT
#5
They are not too expensive, and they give detection.

Against Toss I always get a few to help against DT, Observer and Phoenix.
forgottendreams: One underage girl, two drunk guys, one gogo dancer and starcraft 2. Apparently just another day in Europe.
God 2.0
Profile Joined August 2010
Norway6 Posts
Last Edited: 2010-09-09 09:55:58
September 09 2010 09:51 GMT
#6
A banshee will make short work of a spore crawler as well.


A banshee will not at all beat a spore crawler one on one.

However, I feel that static air defence is not particularly effective in this game, with the exception being turrets to deter mutalisks. The reason for this is that most of the air units that are designed to attack and harass ground all have 6 range or more, while anti air defences have 7 (Turrets have 8 with upgrade).

This means that it is very hard if not impossible to cover all angles from attack. Put a static defence or 2 in your mineral line, and the banshee/void will just move away slightly and take out another structure, or snipe workers from just outside range. At best, static air defence is only really useful for delaying your opponent's harassment of your workers. Of course, that is a reason to use them, but don't expect them to plain old counter air unless you are willing to spam them all over the place.

Personally, I place them in my mineral line sometimes to give me more time to respond to banshees.
www.shoryuken.com
sob3k
Profile Blog Joined August 2009
United States7572 Posts
September 09 2010 10:38 GMT
#7
Like all correctly used static defense, spore crawlers will NOT hold off enemy air unless you build far too many. Their purpose is to give you time to react with other anti-air such as muta or hydra.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
chanman
Profile Joined September 2010
1 Post
September 09 2010 17:44 GMT
#8
I don't have the game available atm, but do spore crawlers still function as detectors when unrooted/moving around?

You could throw it with your army (if you've creeped enough) as a mobile detector...
itsben
Profile Joined July 2010
435 Posts
September 09 2010 17:48 GMT
#9
Get an extra queen for transfuse. If he has mass phoenix, i don't understand why you don't have hydras.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 09 2010 18:03 GMT
#10
They're about equivalent to spore colonies in BW, which weren't very good. Mobile anti-air is always better. Spores are an emergency thing IMO.
DoubleZee
Profile Joined July 2010
Canada556 Posts
September 09 2010 18:16 GMT
#11
The only real use I have for them is to stop fenix harass and maybe detection when I'm going a gas heavy build and don't want to waste 3-400 gas to cover all my expansions from DT/bancheese.
Just think of how stupid the average person is, and then realize half of them are even stupider!
eth3n
Profile Joined August 2010
718 Posts
Last Edited: 2010-09-09 18:22:57
September 09 2010 18:20 GMT
#12
build an early spore per hatch once im past the first major push 4gate/MMM, earlier if i suspect some silly stealth cheese and i don't have lair/gas for OS, queens are far better for early AA as they arent stationary(moving spores isn't really practical on the fly)+transfuse+creep but its pretty cheap detection

but man for some reason they really seem to wreck mutas...this may not really be the case but I see them used a LOT in zvz
Idra Potter: I don't use avada kedavra because i have self-respect.
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 09 2010 18:21 GMT
#13
On September 10 2010 02:44 chanman wrote:
I don't have the game available atm, but do spore crawlers still function as detectors when unrooted/moving around?

You could throw it with your army (if you've creeped enough) as a mobile detector...


On a similar note, I tried to put spore and spine crawlers in my Nydus entrance... it didn't work. :o(
SilverPotato
Profile Joined July 2010
United States560 Posts
September 09 2010 18:24 GMT
#14
When you scout air throw down a couple inside the mineral patch use them weaken air harass while you bring your hydras up
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
Kakisho
Profile Joined January 2010
United States240 Posts
September 09 2010 20:44 GMT
#15
I like using spore crawlers a lot against people who get at least 8 mutas and rush into your min lines. They're light anti air in my opinion. I'd say Fungal Growth is like the best anti air against large numbers of tightly packed air units. Overall, getting about two in each mineral line probably won't deter the enemy units, but helps nonetheless.

I get hydralisks almost everygame at some point so, I never depend on them.
Cold wind, chilling.
God 2.0
Profile Joined August 2010
Norway6 Posts
Last Edited: 2010-09-09 22:30:54
September 09 2010 22:27 GMT
#16
On September 10 2010 03:20 eth3n wrote:
but man for some reason they really seem to wreck mutas...this may not really be the case but I see them used a LOT in zvz


They are good against muta because of their massive hitpoints. 400 hitpoints and 1 armor means that any group of muta will use a very long time to focus them down. Focusing down a spore crawler therefore is risky because you may waste a lot of time, and thus risk the opponent getting appropriate anti-air in time, wasting your muta on nothing.

One thing that is important to think about regarding anti air static defence, is that unlike all air units (Except warp prisms and overlords), they cost no gas. It would be a bit silly if a structure that costs only minerals would easily counter a high amount of gas-heavy units.

Also, turreting up works well against muta because their short range makes it harder to attack outside the range of anti air defences.
www.shoryuken.com
Muggs
Profile Joined April 2010
United States148 Posts
September 09 2010 23:02 GMT
#17
I think the range on them is their real limiting factor. Someone above said that their primary function is to serve as a deterrent until you can get a real counter out. Whenever I'm playing zvz and I see spore crawlers out I just get a few corruptors to tank for my mutas. It works pretty well.
B34ST
Profile Joined August 2010
United Kingdom150 Posts
September 09 2010 23:10 GMT
#18
I use spore crawlers for the detection, I have 2-3 queens per base any way.. which is enough to take out some banshees, pheonix's, mutas.. the fact they have damage is a bonus.. every little helps. I wouldn't rely on them as ur core aa though, thats what queens are for.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-09-09 23:14:16
September 09 2010 23:13 GMT
#19
I'll just throw one down at the end of each mineral line, usually buys more than enough time to deal with the banshee/phoenix threat. Typically against a T who makes banshees ill have some mutas, and vs a P who makes phoenix I'm definitely going to be pumping hydra. Phoenix openings can be really weak against a good hydra/ling push. Alternatively you can just build spores and then mass ling since they don't have the gas for sentries. In ZvZ it's really just a stopgap until you get enough hydras to poop on the muta ball / fungal. They are really a decent AA solution for their cost.
Exquisito
Profile Joined February 2010
United States55 Posts
September 09 2010 23:21 GMT
#20
A spore crawler is a good deterrent. It forces air harass units to worry about it first before attacking workers. You should have a queen or two around for anti-air as well, and a spore crawler getting healed by queens is really hard to bring down.
spawn more overlords
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