Can you upgrade spine crawlers




















I don't think they really need anything. The buildings upgrades are pretty unique to terran, and I think they will stay there. The advantage of spine crawlers is that you can move them the fuck around, which is a huuuuge advantage as the frontline shifts and you expand. Spines are awesome, as a zerg who prefers to go for longer macro-oriented games, I almost always build at LEAST one spine, though a couple isn't uncommon for me.

If I see my opponent doing something really aggressive, I may up my spine count even more. They're powerful, solid early defense, great at deterring harass, and the only readily mobile defense structure. Position them early to guard against hellion harass, and then move them up as you spread out creep to provide your army more of a forward position.

Just a great building, nothing I'd really like changed. Spores are iffy though. I think the only time I ever get them are for banshee play since they give great detection for my queens to pick off the banshees, and can keep the drones pretty safe. Armored and decreased their attack period from 2. Patch 9 increased their attack period to 1. Patch 11 increased their root time from 6 to It was recommended that spine crawlers be built near mineral fields as a counter to the oracle 's entomb ability, as they would automatically attack the energy shields while drones would not.

StarCraft Wiki Explore. Wiki tools. Explore Wikis Community Central. Register Don't have an account? Spine crawler. Edit source History Talk 0. Do you like this video? Play Sound. Project Simulant spine crawler. Cerberus Program spine crawler. Collections Tab: Skins. The drone will have to move around the spine in a crescent shape as shown.

This will increase travel time by a fraction of a second, which doesn't seem like much, but can add up. Drones collect 5 minerals per trip, which means a drone will make 8 trips back and forth every minute, each trip lasting 7. Let's say it would normally take 20 minutes to mine out an entire base. Spine Crawlers range 7 outrange Marines in Bunkers range 6 , and therefore can be used to defend against a Bunker Rush. But they do not outrange Marauders in Bunkers.

Against unupgraded Zerglings , one Spine Crawler can defend itself against up to 6 Zerglings. Even one additional Zergling will overwhelm a Spine Crawler without support or measures to minimize the available surface area that the Zerglings can attack.

Although it can only be burrowed on creep, there have been a few instances of offensive use, similar to a Protoss cannon rush. This is enabled by an Overlord generating creep near an opponents location or an expansion that is about to be taken by an opponent. A Spine Crawler rush can be performed even earlier in a ZvZ due to the existence of creep in an enemy Zerg's base.

Spine Crawler rushes in ZvZ are most effective before the opponent has a Lair. This is due to the sight range of a Hatchery being slightly smaller than the creep range of the Hatchery.

This gives a small area on the edge of the creep where a Spine Crawler can be placed outside the vision of the Hatchery. A Lair has greater vision than a Hatchery and does not have this blind spot. Instead of an Overlord requires Lair , creep for offensive Spine Crawlers may also be generated via the following procedure:. In ZvP, a common Lategame strategy is to build large numbers of Spine Crawlers to act as support for Brood Lords , the Spine Crawlers being positioned beneath the Brood Lords in order to deter Stalkers from Blinking underneath the Brood Lords and taking them out, since Spine Crawlers deal additional damage to Armored units such as Stalkers and are very potent against such units when in large numbers.



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