Yes it is a living creature, it uses energy. Viruses on the other hand does not use energy, nor do they move on their own. I would say Lurkers benefit more than surface Zerg creatures, in biological terms. Zerg structures root themselves, so they would gain more as well. An example is the Spine and Spore Crawlers, they are weaker when detached. -Psi
withthe advantages the Zerg already have to the creep, i dont see any real need for another upgrade. -Zerks
Latest update on the creep: Source: http://sc2pod.com/trackers/blue/?id=410 Fairly interesting information there. It appears that overlords will have even more potential on top of not costing supplies and being able to be upgraded to detectors. With creep remaining for so long, it'll be viable to create patches of creep just outside the enemy base to hasten your units, and also to cheese with an overlord offensive on enemy buildings. I think overlords and overseers will be seen in battles much more often :yes:
I agree witn you kuvas. With there ability to drop creep, that willl come in handy for creating more bases later on in the games. but a good idea would be that it slows down ground units for other races. It could get stuck to them, make 'm slow from added weight. Zerg on the other hand could have a some what slippery surface on their feet, paws, ect.
seems like alot of people still think there's going to be creep colonies... that's a big negative right? There's going to be spine and spore crawlers that don't expand creep themselves anymore like previous colonies did is my understanding. Probably by now more people are aware of this but reading through these pages still made me feel it was necessary to remind any in question or who are unaware.
This new design looks yes to make the overlords more necessary in battles, and enables new strategies, but, I am sorry for not being as up-to-date as you, but I understood this new overlord does not detect invisible things anymore, so... please could somebody tell me who is the new mobile detection unit now at the zergs'? :arghh:
The overlord upgrades to an overseer, and gains detection. He also gets faster, and can see farther I think.
Thank you for this reply. Is this upgrade general to all units, or are we talking about a morphing ability that has to be researched here, and then applied individually to the units? If so, does the Overseer still provide supply points, and cost extra minerals and/or gas? If I understand correctly, the Overlord early game is "just" a flying supply depot, a short range scout unit and a possible creep generator, isn't it? I like this concept: Zergs can then be rushed early games by teching players, and the Overlord has on the whole a greater strategic use.
the upgrade is applied individually to units. The plus side of this is that the overseer provides more supply points and larger sight radius which increases the longer the overseer is still at a position. yeah u pretty much summed up what the overlord is right now, i mean its what people used overlords for anyway cept not there is no direct transportation of the units. Only indirect transportation through the nydus word which can be created on the creep which the overlord generates.
wow long thread.. D: Im not gonna read it all.. Im just gonna say that buildings dying cause of lack of creep is a horrible horrible thing. That's like killing toss buildings if the pylon's out. BTW, Nydus worm doesnt needs creep anymore.. at least it didnt need it on blizzcon
Protoss buildings practically are destroyed if the Pylon's out... And apparently Overseers are needed to deploy Nydus Wyrms, which is seriously ****house.
I said practically, I never meant they were actually destroyed. Regardless, I'd rather be in Zerg's shoes than the Protoss'. Either you could get some use out of them until you're able to supply them with Creep again, or have to wait until you've rebuilt a Pylon or the building itself. Sure, you can deploy a Warp Prism, but I'd imagine they'd be a fairly high priority target and wouldn't last too long.
Same here. I think the zerg rule. Zerg Creep regenerates over time if you have another buillding near the destroyed one. During that time, you can use the zerg's units to fend of others while the creep spreads out just enough. Plus, if you have poison creep, you can put it at a chock point to keep enimies out while you build up your base. If you have allies, I think poison creep should not effect them. So they don't have any more to worry about.
Poison creep? you know how cheap that would be against other melee units? you could take out a force of 30 zealots with 20 zerglings and 2 poison colonies. the zerglings hold the line (sorta) and the zealots take a crap load of damage. then when they attack, you need 1 zergling to finish them all off. the only things the creep should do is: 1)speed up ally and your zerg ground units 2)increase zerg ground unit healing speed 3)damage buildings if there is no colony/hatchery nearby to give it nourishment. if you make units take damage? then some zerg players would spam colonies and you'd basicly wipe out any unit except for air / tank units. this would be an unfair advantage against other players.
It would be cool if on some places on the map, toxid gas would leak out of the planet... And on that ground, creep, will stop the toxid so that only zerg could build there... This could be balanced if Zerg cannot burrow at those places and the Terran and/or Protoss have a ability like, killing creep and when the creep is dead, the buildings get "sick" and after a while, they die...
I thought poison creep made the enemy units take 1 damage every few seconds. And what do you mean "damage buildings if there is no colony/ hatchery near by"? do you mean it would damage the zerg buildings on that piece of creep if there is no hatchery?lair/ hive on it? Or enirmy units?
Zerg buildings without creep take damage in SC2, instead of surviving on their own little patch of creep so you need hatcheries, colonies(?), creep tumors all over your base.