Best AA Build

Discussion in 'StarCraft Strategy Guides' started by Bomba923, May 9, 2005.

?

Best AA Structure

  1. Missile Turret

    9 vote(s)
    50.0%
  2. Spore Colony

    9 vote(s)
    50.0%
  3. Photon Cannon

    0 vote(s)
    0.0%
  1. Darkmatter

    Darkmatter Battle God

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    Whilst you need to make an Engineering Bay, which costs 125. Also, you need 75 to make an Evolution Chamber for Zerg to get their Spore Colonies, which takes less minerals to make then the Engineering Bay and it builds faster. You can get spores close to the time you can get Turrets, if not faster. So you have to make an SCV, Wait, Build an Engineering Bay, then build Turrets. Zerg can have Creep Colonies waiting to be morphed right as their evolution chamber completes. ;)

    Erm...if you have decent micro, pushing B, C on the area you want to build then doing something else and going back when it spawns to push S shouldn't be that hard. Then again for you it might be. Ir's easy enough for me. Hotkeys rock. :)

    Your numbers mean jack when I can make Colonies faster then you can make Turrets. Unless you want to rival me by wasting minerals on 12 SCV's which take food as well to build 12 turrets at a time. I can make 12 Drones in one swoop, and morph them into creep colonies. Then into Spore Colonies. While it does take more time, they are better stat wise individually so it more then makes up for it. Sure, not many Zerg Players online like Air Defense. If you know how to spread your creep right it isn't a problem though. ^^


    It wont matter eh? 200 More HP. Faster attack speed. It'll hold the enemy off a little bit longer and do more damage. Please explain to me how this hardly matters. If you can, I'll quit debating this issue with you all-together. Last I checked, 200 HP units died faster then 400 HP units. Focus Fire does make quick work of AA Defense. But your Turrets will die before my Spore Colonies will, I guarantee that.

    ..Funny, because I always see a Zerg Player building more then 3 drones out of larva to make creep colonies or something else instead of ''pulling them, off the mineral track''. Remember, Zerg have hatcheries. Meaning I can build my harvester faster then you can build yours. Even if you make a few more Command Centers, I'll still out produce you in workers to morph my colonies. It may not be as fast as 2 SCV's on Turret Duty, but it's a quick fix. If you're like me and make lots of hatcheries, you can possibly match a Terran Player in speed as far as building the AA Structures is concerned. :)

    It does depend on how many you're willing to make. I like to make plenty, meaning I wont die as fast as you do. You could make more turrets but they die much faster to Focus Fire then spore colonies do. Again, Zerg can make 12 or more drones within 30 or so seconds, so numbers for Spore Colonies don't really matter when you can pump 12 at a time. Or hell, even 6 at a time. You get what you pay for. ;)
    I would say so. :D
     
  2. CerebralChain

    CerebralChain BattleForums Senior Member

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    Crimson.. You don't use Spore Colonies the same way you use Turrets.. I think that's one BIG point that you're missing there.

    The most common usage for Spore Colonies is in the beginning, to protect against Corsairs or Wraiths, mainly. Spore Colonies aren't that important to Zerg as Turrets are to Terran.
     
  3. Phoenix2003

    Phoenix2003 BattleForums Senior Member

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    175 if you include the loss of the drone.
    So extractors actually costs 100 minerals.
     
  4. Vadriel

    Vadriel Bite my shiny metal ass!

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    My preference is Spores. They are just damned effective, although in the end they are the most costly, by losing a Drone. However, the others have good points too. The Turrets are fast, cheap, and repairable. The Cannons take a little longer to make, and are semi-expensive, BUT a big plus is the rate at which you can bring them about. Once a probe starts one warping, it can start another and another and another. I once massed Cannons at my gate and repelled an entire army of Zealots and Dragoons, 18 units in all, losing only 2 of my 8 Cannons. Besides the two destroyed ones, one other had damage on it, down to yellow. I realize that Zeals and Goons aren't air, but have you ever seen several Cannons batter the Hell out of Wraiths or Mutas? Holy crap the air doesn't stand a chance.

    Even so, I much prefer Spores out of the three. On top of the high firing speed, I think they have longer range, too. They seem to shoot at you if you're on screen with them...it drives me crazy. Let me just put it this way: which do you hate to see when you are using nothing but air? For me it's Spores.
     
  5. Darkmatter

    Darkmatter Battle God

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    I really hate Photon Cannons! To my knowledge, Photon Cannons have a firing range of 7, while spores and turrets have 6. (Not sure on this, I skimmed Blizzards site and some of the values are different then what I have in my pocketbook strategy guide. ><) For instance, they say Cannons cost 200 Minerals. Last I checked they costed 150, so ya....I'm confused. I just know Cannons are generally harder to kill with Guardians then the other species AA Buildinga since they have a greater firing range. (To my knowledge.) ^_^
     
  6. Crimson-Shade

    Crimson-Shade Member!

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    yeah, i can't mention every detail.... anywayz

    i was mainly speaking of the positives vs negatives between spore colonies and turrets, not about the tactical/actual usage of spore colonies.

    i understand that terran's have limited AA cover since rines aren't much good and gols are always part of your army usually away from ur base and that zerg players place less emphasis on spore colonies once they got hydralisks. But strictly doing a comparison in AA defense capabilities between a zerg base and terran base was what i was attempting to do.

    and now for the refutals:

    Right on some levels, but the point i made was that constructing a turret does not permanently deprive you of a worker. an SCV making a turret can STILL keep making turrets, unlike a zerg who must either make more drones (depriving larvae for something else) or lose marginal amounts of minerals.

    And although the actual build times between evo chamber/engineering bay and spore colony/turret slightly favor zerg, this tiny change is almost neglible compared to the other points i made concerning this "time" issue.

    I'm not newb (520+ wins, 200 some losses), so i kknow all the hotkeys as well... but you must go back to your base a total of three times (make drone/pull drone, place creep colony, make creepy colony) while terran takes only two times (pull drone, make turret).

    yeah, i know it may seem like nothing, but during hectic, by-the-teeth games against competitive opponents while playing as zerg (lots of units = lots of clicking), i find that every second counts. but ur right, this point probably has little consenquence except for economists.

    You have 900 minerals laying around to make creep colonies? Besides, that, 600 minerals laying around to morph all those into spore colonies in one swoop? Most likely, the point I think you were trying to make is that zerg can erect AA def. faster than a terran could with the same resources.

    You do not HAVE to make 12 additional SCV's to make 12 turrets in one swoop. It'd be easier to snatch just a few scv's and just have them making turrets continually. But i understand

    I never said turrets lasted longer than spore colonies.... i meant that if turrets can die in a single volley from 12 guardians, spore colonies will just need two volleys. ive never seen a game where spore colony's HP mattered enuff to make a difference againts high-end air units when focused fired upon.

    Harvester? erm....

    anywayz, you just made my point in a different way. ur right that zerg can make workers to morph to creep colonies faster than terran. i was making a point that zerg player must use up larvae in the short-run to make those creep colonies thus an opportunity cost of forgoeing building attack units until a little bit later.

    a final note when i gt back...
     
  7. Darkmatter

    Darkmatter Battle God

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    No need to reply to all that. I spoke my point, and it's worked for me so I'm fine with it. All I can tell you is Zerg can compensate for making a worker for each building by having the workers come out faster. I.E Hatcheries. ^_^
     
  8. Firebat

    Firebat Member!

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    Turrets are better, cus i can repair them faster with a SCV than the spore colony heals itself, baaah
     
  9. Darkmatter

    Darkmatter Battle God

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    Again, in a heated battle, that doesn't matter much.
     
  10. Crimson-Shade

    Crimson-Shade Member!

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    thanks...

    $$$$$