** Official Star Craft 2 Multiplayer Thread **

Page 5 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

SpicyCurry

Guest
Aug 25, 2009
45
0
0
SpicyCurry.433

I'm currently a platinum rank 60s player interested in getting better. If anyone wants a practice partner for 1v1s, feel free to add me. I play Protoss.
 
Jul 10, 2007
12,041
3
0
when your queen spits a creep tumor, the creep tumor itself has the ability to spawn another creep tumor?

pros/cons to this?
 

SpicyCurry

Guest
Aug 25, 2009
45
0
0
Yeah, so from one creep tumor, you can continue to spread creep far through the map without having to send your queen away from the hatchery. It's not really a pro/con thing, it's just a Zerg ability that helps you win. Same with Chronoboost and Mule calldown.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
when your queen spits a creep tumor, the creep tumor itself has the ability to spawn another creep tumor?

pros/cons to this?

I've seen some players use the tumors to spread creep out to the high yield's to keep an eye on them/prevent people from expanding to it.
 

RapidSnail

Diamond Member
Apr 28, 2006
4,257
0
0
when your queen spits a creep tumor, the creep tumor itself has the ability to spawn another creep tumor?

pros/cons to this?
You definitely want to make use of this ability in ZvT and ZvP. The creep tumors allow you to spread creep all the way around the map so that you have vision as well as the speed bonus. Some Zerg's, like TLO, sometimes make extra queens just for this task. There is absolutely no downside to creep tumors in these matchups and you can use it to deny expansions as well since other races cannot build on creep.

The usefulness of creep tumors in ZvZ really depends on unit composition. Since both Zergs will gain the speed bonus from friendly and foreign creep, the creep highway can be a double-edged sword. It could be a bonus of you decide to go hydraling while your opponent techs to mutas, because the speed advantage is pretty much in your favor. However, the opposite can be true if your opponent goes mass ling while you guy mass roach as run by's can be devastating with speed boost. Most ZvZ's end in the early/mid game do to the effectiveness of tier 1 and 2 units (blings/mutas) but spreading the creep is usually a good habit even if you play against another Zerg.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Played a game with my friend (who hasn't played SC in a long time) and we were rocking the duo for awhile, but the toss player came at us with what had to be... maybe 15-20 immortals with some Phoenix air support. While I had some Vikings and Banshees left over after taking out the zerg guy... it really got rough there for awhile.

In hindsight, I should've probably built more base defenses, but we were in practice league and on that conjoined bases map, so his zerg creep was blockin' a lot of my crap (I hate that) and my ability to expand. I just lifted off my buildings (I <3 Terran) and flew them to another one of my remote bases and established another base elsewhere. Eventually just ran him out of money while I still had around 2k minerals and 2k gas.

Maybe I should've built more production buildings if that was the case? It's always a problem when you need units and can't build them fast enough.
 

RapidSnail

Diamond Member
Apr 28, 2006
4,257
0
0
@ NaOH - You should probably just give us your character name and number ID. RealID is generally for close friends, and most here would rather remain anonymous. You might want to remove your email from the public boards as well.

@ Aikouka - For mass immortal like that, which you should only see from newbies, your best bet is marines, medivacs, and stim with ghost support for EMP. Immortals are pretty useless on their own against terran forces and can be countered quite easily with teir 1 and 2 rax units and any air that can shoot ground.

A tip for other games you and others will play: If you find yourself with a large excess of minerals, you should spam production facilities. The new mechanics in SC2 make this easy. All you have to do is select an appropriate number of SCV's and hold shift then hit B or V and then the hotkey for the building that you want. After that, and still holding shift, rapidly click where ever you want the buildings placed and the workers will do the rest.
 

bhanson

Golden Member
Jan 16, 2004
1,749
0
71
when your queen spits a creep tumor, the creep tumor itself has the ability to spawn another creep tumor?

pros/cons to this?

You'll be able to keep spreading the creep every 30 seconds or until your opponent kills the leading creep tumor. Spreading creep as Zerg is very mandatory and is one of the mechanics that makes Zerg more difficult to play than the other races.

For the most part (excluding speedlings and mutas) your units are pretty worthless off creep. Zerg is a reactionary race and requires you to flank your opponent in order to be effective in battle. The movement speed off creep is usually too slow to do this effectively.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
@ Aikouka - For mass immortal like that, which you should only see from newbies, your best bet is marines, medivacs, and stim with ghost support for EMP. Immortals are pretty useless on their own against terran forces and can be countered quite easily with teir 1 and 2 rax units and any air that can shoot ground.

A tip for other games you and others will play: If you find yourself with a large excess of minerals, you should spam production facilities. The new mechanics in SC2 make this easy. All you have to do is select an appropriate number of SCV's and hold shift then hit B or V and then the hotkey for the building that you want. After that, and still holding shift, rapidly click where ever you want the buildings placed and the workers will do the rest.

I had a small army consisting of marines and marauders (mostly from earlier in the game), but I think they were simply overwhelmed. I should've probably scouted more to see that he was going mass immortal as I didn't have too much time to react. I eventually took them out using Vikings + Banshees and a good sweep to find his blasted Observer.

I did eventually build more production buildings but only two more starports... I probably could've built far more. I think I had 6 by the end though.

I did have a lot of fun using the reaper harass against my opponents... my friend seemed to enjoy how evil of a tactic it was too :p.

EDIT:

Although, I think I screwed the reaper harass build order up though... I didn't build my second barracks quick enough, so I had to produce ... I think 4 units from 1 barracks (I think I went in with 6 reapers originally).
 

SKC

Golden Member
Jan 8, 2001
1,206
0
71
silence.832

played a lot of sc1, just getting into sc2. Looking forward to seeing AT members on!
 
Jul 10, 2007
12,041
3
0
You'll be able to keep spreading the creep every 30 seconds or until your opponent kills the leading creep tumor. Spreading creep as Zerg is very mandatory and is one of the mechanics that makes Zerg more difficult to play than the other races.

For the most part (excluding speedlings and mutas) your units are pretty worthless off creep. Zerg is a reactionary race and requires you to flank your opponent in order to be effective in battle. The movement speed off creep is usually too slow to do this effectively.

what i'm saying is the creep tumor itself can spawn additional creep tumors?

that was new to me. i thought only the queen could do it.
 

SlitheryDee

Lifer
Feb 2, 2005
17,252
19
81
I watched a replay yesterday between 2 diamond league players in which one of them did something interesting. The terran player immediately lifted his command center and moved his entire starting base to the rich mineral patch on the lower right hand side of the map (this was steppes of war I think). He eventually lost, but I think it was just because his opponent was a better player (greater APM, far more expansions, better army composition, etc). I'm wondering if what the terran player did is a viable strategy or did he lose whatever advantage the rich ore patch gives because of the slow pace of the relocating command center and the head start that gives his opponent in mining. It would seem as though you could really pump out some marines and marauders once your economy got rolling though, and you could probably "expand" back to your main base location quickly because of the increased gathering pace. Not to mention the momentary confusion your opponent would experience upon finding your base abandoned.

Anyway, I thought it was a pretty nifty move whether it actually does anything or not.
 

Ika

Lifer
Mar 22, 2006
14,264
3
81
I'm not entirely sure if that strategy is a great idea, those mineral patches are not particularly hard to defend, especially against something long-range - like nukes, or kiting colossi. It's definitely not an ideal place to set up a main base. Does he "expand" to one of the "main" bases and build his more permanent tech there?
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
I'm not entirely sure if that strategy is a great idea, those mineral patches are not particularly hard to defend, especially against something long-range - like nukes, or kiting colossi. It's definitely not an ideal place to set up a main base. Does he "expand" to one of the "main" bases and build his more permanent tech there?

We really need a community map pack. The default maps are all pretty much exactly the same, and lend themselves to just a handful of strategies that people are repeating and refining a million times a day.
 

bhanson

Golden Member
Jan 16, 2004
1,749
0
71
I watched a replay yesterday between 2 diamond league players in which one of them did something interesting. The terran player immediately lifted his command center and moved his entire starting base to the rich mineral patch on the lower right hand side of the map (this was steppes of war I think). He eventually lost, but I think it was just because his opponent was a better player (greater APM, far more expansions, better army composition, etc). I'm wondering if what the terran player did is a viable strategy or did he lose whatever advantage the rich ore patch gives because of the slow pace of the relocating command center and the head start that gives his opponent in mining. It would seem as though you could really pump out some marines and marauders once your economy got rolling though, and you could probably "expand" back to your main base location quickly because of the increased gathering pace. Not to mention the momentary confusion your opponent would experience upon finding your base abandoned.

Anyway, I thought it was a pretty nifty move whether it actually does anything or not.

Lifting off to the gold doesn't work at all against anyone who scouts. Yes, you'll have an advantage in late early game into mid game if it gets there, but anyone who sees a terran at the gold will do an early push. That early push will be impossible to defend.
 

Alienwho

Diamond Member
Apr 22, 2001
6,766
0
76
Does anybody else think it's kind of lame how in order to get blink/charge for protoss you have to build a tier 2 structure twilight council? IMO those should be researched at a 1.5 building that comes off a warp prism or something like how stim packs are researched off a tech lab.

On another note I played a 2v2 yesterday and after my partner got slaughtered (my fault most likely, I wasn't aggressive enough and my macro halted to almost zero), I just built like 20 immortals and absolutely destroyed the terran's army consisting of a dozen siege tanks and 6 or 7 thors. Seriously they just crumbled infront of me and didn't kill any of my units. I marched on and ran into eleventy billion hydra's and got slaughtered myself. I didn't realize the true potential of the immortals against terren tech units until this game.
 

onza

Diamond Member
Sep 21, 2000
8,937
0
0
reviews.ragingazn.com
Does anybody else think it's kind of lame how in order to get blink/charge for protoss you have to build a tier 2 structure twilight council? IMO those should be researched at a 1.5 building that comes off a warp prism or something like how stim packs are researched off a tech lab.

On another note I played a 2v2 yesterday and after my partner got slaughtered (my fault most likely, I wasn't aggressive enough and my macro halted to almost zero), I just built like 20 immortals and absolutely destroyed the terran's army consisting of a dozen siege tanks and 6 or 7 thors. Seriously they just crumbled infront of me and didn't kill any of my units. I marched on and ran into eleventy billion hydra's and got slaughtered myself. I didn't realize the true potential of the immortals against terren tech units until this game.

massing one unit is awesome and all, but you need a nice balance between units otherwise yeah the zerg hydras will nom nom eat your units, if you had immortals x 10 and perhaps 5 collosi you would have beat both for sure! :)

Or some zealots as a nice meat shield + sentries + guardian shields for better damage mitigation.
 

Ika

Lifer
Mar 22, 2006
14,264
3
81
yeah, I haven't run into any terrans who use ground mech against my P; immortals just DESTROY tanks and thors.
 

DangerAardvark

Diamond Member
Oct 22, 2004
7,559
0
0
I played about 10 games in the practice bracket, but I think I'm done with that. The rubble blocking off your base means no early scouting so I have to get an orbital command to get any intel whatsoever. Don't know why I bother though. If it's Terran, it's reapers. If it's Protoss, it's void rays. And I haven't even fought a zerg yet.
 

Barfo

Lifer
Jan 4, 2005
27,539
212
106
I played about 10 games in the practice bracket, but I think I'm done with that. The rubble blocking off your base means no early scouting so I have to get an orbital command to get any intel whatsoever. Don't know why I bother though. If it's Terran, it's reapers. If it's Protoss, it's void rays. And I haven't even fought a zerg yet.
I haven't seen much reaper rushes outside practice league, I guess ranked players are more prepared to deal with them.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
I played about 10 games in the practice bracket, but I think I'm done with that. The rubble blocking off your base means no early scouting so I have to get an orbital command to get any intel whatsoever. Don't know why I bother though. If it's Terran, it's reapers. If it's Protoss, it's void rays. And I haven't even fought a zerg yet.

Also practice matches are played at the wrong speed. They are sooo sloooooowwww

but reaper harass is still out there, also without the rocks you're going to have to adjust strats for early 6pool form zerg or proxy pylon/zealot rushing from toss players etc.