What is it? Burrow is an ability unique to the Zerg army. Once the research for Burrow is complete, all Zerg ground units gain this ability. To use it, simply click the icon once to burrow and click it again to unburrow. When the ability is activated, all selected ground units will go underground until unburrowed. They will be hidden from the enemy unless a detector unit is nearby or a scan is used in their vicinity. Should they be revealed while burrowed, they cannot attack or use abilities except for Banelings and Infestors until unburrowed, so be sure to do so immediately when detected.
Now that we all know how Burrow works, let's explore how it's used! The general use of Burrow is to either Set up an ambush on enemy troops Save units from being destroyed by the enemy assuming no detector is present, of course. This helps offset their long build time.
Zerg players usually begin building Infestors once Pathogen Glands is just past 21 seconds out of 57 into research. Infestors take 36 game seconds to build; thus, the first batch of Infestors spawn when the research is completed. Neural Parasite is most often used as a counter to a maxed-out Protoss army in the late game, especially against carriers and archons.
They can also be used to break recall the Protoss uses when caught in a bad position, effectively making the targeted units free pickings as the rest of the Protoss army get recalled. Fungal Growth is a useful spell in ZvP in many situations. Against attacks without a large amount of Sentries, and in large battles, the Fungal Growth is mostly used to "lock" units in place and prevent Blink usage from Stalkers , so it is possible to get a surround on them with the low-range Zerg units such as the Zergling and the Roach.
Fungal Growth also reveals cloaked units such as the Observer and the Dark Templar as well as dealing damage to them. Void Rays , due to their tendency to clump and relatively slow speed, are often targets for Fungal Growth, and can be ensnared in preparation for a Hydralisk or Mutalisk attack. Faster air units such as the Phoenix have an easier time dodging fungals due to their high speed, however.
Microbial Shroud is rarely used. Hydralisks and queens are the only ground unit that shoot up so they could theoretically be very well supported with Microbial Shroud. However, they are both countered by storm, which does spell damage which is not reduced by Microbial Shroud.
The ability could also be useful to cover spore forest against carriers. Neural Parasite should be used on any high damage or high cost units such as Battlecruisers , Siege Tanks and Thors. Since Siege Tanks greatly outrange this ability, Roaches or Zerglings , are often used to draw fire to allow the Infestor to get in range to use Neural Parasite. It is used against Battlecruisers to force them to teleport away from a fight, or to teleport them in place so they cannot escape.
Fungal Growth brutalizes Terran Bio armies. Bio units tend to fight in tight clumps, maximizing the number of units affected. Two consecutive Fungal Growths will kill Marines. Furthermore, Bio units often use stutter step micro to exploit their mobility in combat; Fungal Growth mitigates this advantage, allowing Zerglings to surround, Banelings to connect, and for Hydralisks to attack the marines with their superior range.
It can also immobilize and kill Medivacs to block Terran drop harass. In the late game it is often used to protect Brood Lords from Marines and Vikings. However, the spell has seen a drop in use since its change to a projectile spell. Microbial Shroud is extremely rare in this matchup.
Terran doesn't tend to go full air, and even if they do, they still come with ground mech support like Siege Tanks or Ghosts which the shroud doesn't do anything to it. Theoretically, it can be used against liberator's defender mode, but such Viper's abduct or Parasitic Bomb can do the job better.
Infestors also want to save their energy for better spells such as Neural Parasite and Fungal Growth. Neural Parasite is rarely used in this matchup because there are relatively few Zerg units worth controlling. The Ultralisk is immune to this ability Frenzied. Enemy Infestors can be worth targeting, if only to deplete their energy. Fungal Growth , however, is an important spell in ZvZ.
Because Zerg armies consist of numerous mobile units, Fungal Growth's immobilization is devastating to the opposing army. Although players primarily use it against ranged units, it can also render melee units such as Zerglings and Banelings ineffective. Note that Fungal Growth does not one-shot either of them due to regeneration.
Fungal Growth can also prevent units from unburrowing including Ultralisks. If enough Infestors have been built, it is possible to eliminate large clumps of Mutalisks by reapplying Fungal Growth five times, provided the Mutalisks are stacked.
Done correctly, this can potentially allow the Infestor user to wipe out his opponent's air force without incurring a single loss, as Fungal Growth outranges Mutalisks. Similarly, it is possible to safely eliminate Mutalisks by combining Fungal Growth and Hydralisks, whose range also allows them to strike with impunity. In reaction to Infestors, a Mutalisk player should try to send in a few Mutalisks at a time to pick off Infestors before a large engagement; since Infestors are so gas-intensive, players will often very rarely have any anti-air accompanying them, forcing the Infestors to waste their energy.
Fungal Growth can also play a massive role in large Roach battles by damaging the opponent's Roaches and preventing them from achieving a good concave or burrowing to regenerate. This strategic advantage can cause enormous shifts in battles and is one of the most common units used in ZvZ. Because Roaches have a relatively short range, you can fungal them to clog up their lines so more of your Roaches than your opponent's can attack at once. Microbial Shroud is nearly pointless to use in this matchup since the only common air unit in the mirror matchup is Mutalisks, and Fungal Growth can catch them up better.
Mutalisks are unlikely to stick with the engagement for too long, and Microbial Shroud is a stationary spell, it is ill-advised to use the ability against them.
Occasionally, even if Brood Lords do come to the field, they can spawn broodlings to overwhelm the units underneath the shroud. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages. Printable version. Permanent link. Page information. And it sounds like the roach upgrade just gives the roach burrowed "UnitType" an actual speed You can do this through triggers by set catalog field value How did you get them to move?
I've been able to get them to accept the command without any error and it draws the path for them to move, but they just sit there. Can you post what things you had to change? What I've done is to include the zergling or whatever unit as part of the units affected by the Tunneling Claws upgrade and copied the mover data from the roach.
I tried adding the move button with the ability but that won't show up for some reason either. What attributes do you have to modify for the zergling to actually move? Ok, I must be missing something or am really noob. Basically I want to create 5 burrowed roaches at a region for the AI, I want to then order them to move to a given point.
I have a trigger once the roach enter a region to unburrow command. I am still having issues making the roaches move underground. I used the disable tech tree requirements for player 14 the computer controlled player. I even manually added a movement speed to the roach[burrowed] unit. Still they unburrow before moving. What am I missing? InfestMe : Go. I modified the "unit" Zergling burrowed : Added ability: Move Added ability: Stop Added Command card button: Move Added Command card button: Stop Added Stats: Movement Deceleration 95 the rest I actually created a research upgrade to allow burrowed movement but if you want this standard you can continue to edit the unit Movement Speed 1 Movement acceleration 1.
I will be taking a fresh look at the roach actor again now however my problem is that the "Model" for the roach or infestor has a sub catagory for "burrowed walk" and I assume in order to make reference to this I wont be able to copy those actors, unless I can either A: get some sort of direction in how to add this sub category for the zergling model and then copy the roach info or B: take the Model for "Medium unburrow" and make it chain and repeat itself while zergling is moving.
I have been trying to figure this out using both those methods. Suterus Not sure how to adjust the AI move but did you try making sure that the AI roaches have learned tunneling claws, without the AI knowing that tech I assume it is impossible for them to move without unburrowing Only thing that I can think of off the top of my head, Sorry if that sounds like a no-brainer.
I have taken another look at the roach and it is making a heavy use of Event macro's which right now.. I'd seriously prefer at this point to create a "buff" that just adds the animation in a loop, sounds like that system is a bit more intuitive. Anyway enough venting Gonna chack out this actor macro : Zerg Burrow Mobile Anim Macro and zerg medium burrow effects.
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