[D] A new (probably useless) creep trick - Page 3
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CluEleSs_UK
United Kingdom583 Posts
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Fruscainte
4596 Posts
On November 26 2011 10:27 CluEleSs_UK wrote: If you plant creep tumours and they are killed, will the creep still recede? If the creep is completely surrounded, no. | ||
jesseclaytonjames
20 Posts
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nihoh
Australia978 Posts
How does a CONCAVE of overlords fare? | ||
Roblin
Sweden948 Posts
On November 26 2011 10:27 CluEleSs_UK wrote: If you plant creep tumours and they are killed, will the creep still recede? think of it like this: creep receeds if and only if the following 2 conditions are met: 1. it is not in range of a hatchery, a creep tumor or an overlord. 2. it is adjacent to a non-creep hex. thus, if it is surrounded by creep, it doesn't matter if it's out of range of a source (I will refer to hatcheries, creeptumors and overlords as sources) however, normally all creep not in range of a source would receed eventually, since the "layer of creep" furthest out would receed and allow the next layer to receed, repeat. so what we do, is we make a "wall" of creep which have sources, and thus will never receed, and put a bunch of creep on the inside of this wall. since the "wall" will never crumble (unless the source is removed), neither will the inside, since it is surrounded by creep. so yes and no. if you plant a creep tumor inside an area such that that creep never receeds, and the creeptumor is killed, then yes, the creep will stay, as it is surrounded by other creep. however, if the "wall" is killed before the creeptumor, then the creep supported by that creeptumor may come in contact with non-creep, and that creep will receed if the creeptumor is killed. | ||
Roblin
Sweden948 Posts
On November 26 2011 10:44 jesseclaytonjames wrote: First post here, thought I'd contribute to this finding. I've been doing something similar to this in all my games as zerg for quite some time. It's a little bit different. We all know that creep tumors have cooldowns, correct? Now, since the creep spreads from the tumor much slower than cooldown of making another tumor, what I do to by pass this is spread creep JUST INFRONT of your tumor creep(?) with overlords, and then when the cooldown is done you can basically jump the gap inbetween the tumor and the overlord and creep spreads in all directions again. Rinse and repeat, it literally takes half the time to spread creep to opponents base and you only risk one overlord in doing so. AND you always have vision a little ways past the edge of your creep, with more creep! Genius! what you say is known since beta, but it is heavily underused, mainly because having 2 creeptumors side by side causes the creep to spread fast enough to use both of their maximum range "travel" as soon as they can, however, that requires using 2 creeptumors side by side. the reason this is preferred over what you say is simply because it is more micro intensive to have an overlord in front than it is to have 2 creeptumors, which are easily acquirable by getting an additional queen. but theoretically speaking the method you use is better in every way except for micro intensity (assuming the overlord won't be in danger). On November 26 2011 10:46 nihoh wrote: That is pretty cool. How does a CONCAVE of overlords fare? they fare well until you leave a cliff which can cause the creep to receed, easily fixed by leaving an extra overlord at the cliff though. | ||
TheTurk
United States732 Posts
Practical applications seem a little difficult to manifest, but in the hands of the most adept players I'm sure something interesting will pop up somewhere. Great find. 10/10 | ||
JerKy
Korea (South)3013 Posts
Wonder if this was intentional Im gonna try this out in game (probably on shattered temple or something) | ||
Forikorder
Canada8840 Posts
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Adeeler
United Kingdom764 Posts
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tecthe4th
Canada16 Posts
Say you're a terran looking to use a scan to destroy a few creep tumours. Knowing this, you would scan at the edge of the creep field, rather than in the middle. (You would do this anyway just due to map positioning, and because that's where the active tumours are, but it helps to have another reason) | ||
K3Nyy
United States1961 Posts
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gabapenteado
Brazil37 Posts
Also, i don't think this will change the game too much... | ||
JoeAWESOME
Sweden1080 Posts
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TALegion
United States1187 Posts
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Maxd11
United States680 Posts
9 On November 26 2011 12:08 JoeAWESOME wrote: It will prob not change anything as you (if I've read it correctly) need to keep it 100% solid. Meaning that if an overloard die and you get a "leak" the whole effect will be lost? Yes and this is a major factor in killing any potential usefulness. | ||
Roblin
Sweden948 Posts
On November 26 2011 12:08 JoeAWESOME wrote: It will prob not change anything as you (if I've read it correctly) need to keep it 100% solid. Meaning that if an overloard die and you get a "leak" the whole effect will be lost? how much time you have to fix the leak is reliant upon how big the hole is, if its just 1 hex or so it takes almost a minute for the creep to recede into the inside (plenty of time), if half the arc is gone it will take much less time. besides, if this were to be used it'd probably be to fix a hole in your normal creepspread (a quickfix to minimize the receding, if you will) instead of a method to spread the creep in the first place. On November 26 2011 11:54 gabapenteado wrote: This is in the 1000 tips thread, there's some alsso other cool tricks there. Also, i don't think this will change the game too much... really? it must have been updated since I looked at it last, that thread seemed dead when it floated at 447 tips for like 3 months, and this wasn't there then. and yes, the general consensous is that unless something really weird happens, this has little practical use. | ||
Childplay
Canada263 Posts
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Roblin
Sweden948 Posts
On November 26 2011 12:36 Childplay wrote: i wounder if bliz fixes this by the next patch or is it intended... neither. its not intended, and in that way its a bug, but its too hard-coded to easily fix, they would basicly have to rewrite the entire creep code from scratch to fix it, and if they did then the creep receeding would work completely different from what we are used to, and that might very well be worse than keeping this. in short: its not intended, but they won't fix it, I highly doubt I'm wrong. | ||
1hpBuiltForLove
Canada89 Posts
What would be interesting to see, is some zergs players drawing pictures and making art with their creep spreading skills. I see Elvis reappearing in the near future. | ||
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