Difference between revisions of "Creep Colony"

From Floor Pi Wiki
Jump to: navigation, search
(Spore Colonies)
(Deleted extra space)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
Zerg buildings in [[Starcraft]]. They have no prereq buildings and no attack capability and require 75 minerals to construct.
+
Zerg buildings in [[Starcraft]]. They have no prereq buildings and require 75 minerals to construct.
  
 +
While Creep Colonies have no defensive value by themselves, they morph into the Zerg [[Real-Time Strategy#Static Defense|static defenses]]. They are also used to spread [[Garm Brood#Creep|Creep]], which non-[[Hatchery]] Zerg buildings must be constructed upon.
  
 
==Sunken Colonies==
 
==Sunken Colonies==
Line 6: Line 7:
 
Sunkens are ground-to-ground only and deal 40 Explosive damage with no attack upgrades. They morph from Creep Colonies and cost an extra 50 minerals (on top of the 75 for a Creep Colony), and this change requires a [[Spawning Pool]].
 
Sunkens are ground-to-ground only and deal 40 Explosive damage with no attack upgrades. They morph from Creep Colonies and cost an extra 50 minerals (on top of the 75 for a Creep Colony), and this change requires a [[Spawning Pool]].
  
[[Krzysztof Baranowski]] was immortalized in Pi history for not dropping any Sunken Colonies during the epic battle against Slugfest, thus costing Floor Pi the tournament.
+
It is notable that Sunken Colonies do half damage to [[Terran]] infantry, and due to the Sunken's cooldown time, one [[Terran#Medic|Medic]] can exactly reverse one Sunken Colony's worth of damage to one infantry unit (assuming sufficient energy for the Medic).
  
 +
[[Krzysztof Baranowski]] was immortalized in Pi history for not dropping any Sunken Colonies during the epic battle against Slugfest, thus costing Floor Pi the tournament.
  
 
==Spore Colonies==
 
==Spore Colonies==
Line 13: Line 15:
 
Spores are ground-to-air only and double as detectors. They deal a constant 15 damage and have no attack upgrades. Like Sunken Colonies, they morph from Creep Colonies and cost an extra 50 minerals. Unlike Sunkens, they require an [[Evolution Chamber]] as a prereq.
 
Spores are ground-to-air only and double as detectors. They deal a constant 15 damage and have no attack upgrades. Like Sunken Colonies, they morph from Creep Colonies and cost an extra 50 minerals. Unlike Sunkens, they require an [[Evolution Chamber]] as a prereq.
  
Spore Colonies have large sight and attack radius. Of the four ground-to-air static defenses, they are the most worrisome to [[Guardians]].
+
Spore Colonies have large sight and attack radius. Of the four ground-to-air static defenses, they are the most worrisome to [[Garm Brood#Guardians|Guardians]].

Latest revision as of 03:20, 27 October 2007

Zerg buildings in Starcraft. They have no prereq buildings and require 75 minerals to construct.

While Creep Colonies have no defensive value by themselves, they morph into the Zerg static defenses. They are also used to spread Creep, which non-Hatchery Zerg buildings must be constructed upon.

Sunken Colonies

Sunkens are ground-to-ground only and deal 40 Explosive damage with no attack upgrades. They morph from Creep Colonies and cost an extra 50 minerals (on top of the 75 for a Creep Colony), and this change requires a Spawning Pool.

It is notable that Sunken Colonies do half damage to Terran infantry, and due to the Sunken's cooldown time, one Medic can exactly reverse one Sunken Colony's worth of damage to one infantry unit (assuming sufficient energy for the Medic).

Krzysztof Baranowski was immortalized in Pi history for not dropping any Sunken Colonies during the epic battle against Slugfest, thus costing Floor Pi the tournament.

Spore Colonies

Spores are ground-to-air only and double as detectors. They deal a constant 15 damage and have no attack upgrades. Like Sunken Colonies, they morph from Creep Colonies and cost an extra 50 minerals. Unlike Sunkens, they require an Evolution Chamber as a prereq.

Spore Colonies have large sight and attack radius. Of the four ground-to-air static defenses, they are the most worrisome to Guardians.