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I have noticed that Zerg do not have complete vision over there starting creep. This gives the ability to place a spine crawler in an opponents base that they don't see. Normally if you try to place spines in someones base they can be taken out with drones, but with this technique you can place spines down directly after pool, and the opponent won't know they are there.
This is what an observer would see.
This is what the opponent sees
This is what I see
This is the replay of the game where I 6 pooled proxy spine crawlered doing this. Also the person I played doesn't main zerg so I recognize he made some mistakes like the double extractors. On this plus side this shows that the extractors don't have enough vision to reveal the blind spot on creep.
Hidden Spine Crawler Replay
Also I want to give thanks to Iron for helping me test this out.
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Hmm is this on all maps or only on BS ?
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should work on any map, u'd just have to make a judgment call and hope he doesnt spot it too quickly
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On August 26 2010 15:44 Alpina wrote: Hmm is this on all maps or only on BS ?
Nope, i tried it(both ways) on most maps, same situation
i kinda like it tbh(altough it always me thats the victim), the more interesting ZvZ can get, the better
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Meh its a lame strategy really, hardly makes zvz more interesting, personally I get bored to death when someone tries this on me. Its also really easy to counter, so...
Tell your friend to spread out his overlords around the base and ramps and there will be no surprises what-so-ever
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I think the better question here is, why the hell doesn't Zerg have vision of all their starting creep?
No wonder early harass is so good vs. Zerg, they don't have their own creep bonus until the Queen gets out.
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this was used during beta, it works on all maps its the zergs vision, not the map that allows this
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Most zerg players use their overlords to grant vision on the ramp. They would see a drone move into the base and disappear somewhere.
If a worker of any race goes out of visual for even 1 minute, I'm already assuming the worst and will chase them down.
A cute tactic nonetheless =)
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I do this only if I notice his overlords are just sitting at his hatch. I take great care to move all my overlords to places that grant me full vision of my base in the early game as there's not much to do when you're just making drones and overlords. I don't think this would work very well against zergs who are cautious.
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Used this quite a bit in ZvZ in beta... freaks them out when they finally see it hehe
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if you 6pool there is no point doing this anyway its better to just move in and place it so it can hit something and guard it with the 6 lings while it builds if he tried to kill it with drones.
Besides, most zergs move theire overlords around so they see it coming easily.
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6 pool makes the game pretty boring, even more so when the prick randoms zerg. I haven't lost to a 6 pool in a while but I find it usually comes down to who throws down their spine crawler first.
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yea i saw this stuff before and i think if it isn't 6 pool with crawler its preety easy to defend just send 3 drones out of minerlas and they will kill it easily, but what about vision hmmm... i think it can be problem but c'mon when i send my overlord to scan i can see if there is drone coming or even it sometimes happen after he scans you so... i think its good but only because of taking those 3 drones from mining even if your crawler will be a failure BUT you need to CANCEL it because if it dies to drones mmm ;/ that would be bad situation
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Can you make like a paint picture of hatches with different mineral line placements near it, and point out where the blind spots are? Ive encountered this sometimes, but ive never thought of it in a analytic way..
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ZvZ 8 pool spine rush tactic::
8 pool 2 drones (9 supply) 1 ovie 1 drone (10 supply) 3 lings (by 3 i mean 6... 3 sets) when lings at about halfway, send 2 drones then make 2 ish (it's 2 or 3 depending on map) more lings have about 200 minerals when arriving with drones make 2 spines in their base and defend with constant lings
sometimes you have enough minerals to make a queen
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this is impossible (and by impossible i mean FRIGGIN IMPOSSIBLE) to defend if they go 14 pool and don't know about it
however, if they do something like 10 pool, and you notice, don't do this.... econ your way back up, and make a spine or 2 in YOUR base as the "rush" factor is hard to pull since their reinforcements are instant and yours need to run cross map
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EDIT:: to counter this and still go 14 pool (yes it's possible) you should place your second ovie at the edge of the creep you can't see.... and if you DO see drones come into your base, pull about 4-5 drones per spine they try to make... your pool should finish in time to defend....
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zerg have OVERLORdS............
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On August 26 2010 16:48 Viruuus wrote: Can you make like a paint picture of hatches with different mineral line placements near it, and point out where the blind spots are? Ive encountered this sometimes, but ive never thought of it in a analytic way..
lol oh wow, i tot this was common knowledge. Thing to learn from this is that it's the tumours themselves/buildings/units that gives vision not the creep.
That said, all the blind spots are on the edge usually as far from their buildings as possible. If you float the overlords out a bit though, you'll see it fast enough to take it down with 4 drones.
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Yeah, like someone already said, building the spine there is generally a pretty bad idea. It can't hit the hatchery from there, and would need to re-root to do so, which gives the opponent more time to get lings, and an opportunity to kill the spine crawler before it deals as much damage. Also, any decent zerg will spot the drone, and keep an eye on what it's up to. A drone in a zerg's base left unattended acts as a scout for the opponent, so it's always a threat even if you don't suspect any offensive attack.
On August 26 2010 16:50 Keitzer wrote: ZvZ 8 pool spine rush tactic:: this is impossible (and by impossible i mean FRIGGIN IMPOSSIBLE) to defend if they go 14 pool and don't know about it
I don't think I faced 8 pool, but I know I got absolutely owned by i'm pretty sure a 6 pool version of this. I don't know why one wouldn't go 6 pool, since they seemed to have enough minerals for the spines. I scouted them and knew that they were going for a rush (very likely with a spine), and did my standard 13pool, but just got decimated.
I defended this build another time on a further distance map (xel'naga caverns), but that's because of the distance involved, and/or other lucky things. Even then though, I lost some drones which made the game kinda close I think.
The problem the original time was that it wasn't very far (metalopolis), and the two spines didn't go up until the lings were close. I was overall a bit careless that game, but I still find it would be extremely difficult to deal with that build on any relatively close map.
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From what I can tell the hidden locations vary on spawn location and the map but they are always on the very North, South, East and West of the creep.
In this image, the top spawning location of blistering sands, the hidden creep locations are on the South and the West of the creep.
Also I realize that this can be stopped with proper scouting/overlord placement but it can beat someone if they are unprepared like most cheese.
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This happened to me once, and I'm not falling for it again. Missing their drone scout AND not checking your creep perimeter is pretty dumb, especially considering how goddamn slow spines build.
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