[QUOTE="Spartan070"]The Bubonic Plague FTW.supermechakirbylol the bubonic plague is caused by a tiny flea which can be avoided by just washing yourself everyday Which was kinda hard back then... no showers FTL...
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[QUOTE="Spartan070"]The Bubonic Plague FTW.supermechakirbylol the bubonic plague is caused by a tiny flea which can be avoided by just washing yourself everyday Which was kinda hard back then... no showers FTL...
[QUOTE="Conker-Fan"]the flood literally cant be wiped out so themDreams-Visionswhy the hell can't they? They're like cockroaches. Even if you wipe out the main force of them, they have a way of surviving and hanging on until they can break out again. I'll say it again: The Forerunners were powerful enough to build a weapon that is capable of wiping out all life in the galaxy- and the only way they could manage to beat the Flood was to use it. I'm not saying that the flood would win, but they're being horribly underrated here. I call it 60-40 in the zerg's favor, since the flood could probably be beaten back before they get out of hand by a good zerg rush.But, if the initial rush doesn't wipe them out, and the flood start getting ahold of zerg bodies, it'll be a LOT of trouble for the zerg to get rid of them.
[QUOTE="Dreams-Visions"][QUOTE="Conker-Fan"]the flood literally cant be wiped out so themBibbidywhy the hell can't they? They're like cockroaches. Even if you wipe out the main force of them, they have a way of surviving and hanging on until they can break out again. I'll say it again: The Forerunners were powerful enough to build a weapon that is capable of wiping out all life in the galaxy- and the only way they could manage to beat the Flood was to use it. I'm not saying that the flood would win, but they're being horribly underrated here. I call it 60-40 in the zerg's favor, since the flood could probably be beaten back before they get out of hand by a good zerg rush.But, if the initial rush doesn't wipe them out, and the flood start getting ahold of zerg bodies, it'll be a LOT of trouble for the zerg to get rid of them. The Flood need host bodies. in order for the flood to win, we'd have to presume that they could inhabit the bodies of Zerglings or something. and lets not forget how most of the flood can be easily dispatched with a single bullet. Try that on the Zerg. Honestly, I don't even see how this is a debate. Zerg swarm wins.
The Flood need host bodies. in order for the flood to win, we'd have to presume that they could inhabit the bodies of Zerglings or something. and lets not forget how most of the flood can be easily dispatched with a single bullet. Try that on the Zerg. Honestly, I don't even see how this is a debate. Zerg swarm wins.Dreams-VisionsThe only way the flood can die are to starve to death, which takes many thousands of years. It's a draw.
Edit: Every single time they are "dispatched" they respawn, endlessly. It may be 2 seconds it may be one hour but they will always respawn.
[QUOTE="Stig-FTW"]I'm a huge Halo fan, but this thread has brought to my attention how much inspiration Halo must of took from StarCraft. The similarities between the three sides are uncanny.sonicmj1
Now I wonder, arn't both the Flood and Zerg a form of parasite?t2waveThe Flood are. The Zerg aren't; The Zerg are born as larvae, and mutate into higher forms. The Zerg do, however, have the ability to incorporate alien DNA into new zerg forms. (They can also create infested humans, but the vast, vast majority of their forces are larvae-into higher forms zerg).
[QUOTE="super_mario_128"][QUOTE="mlbslugger86"][QUOTE="Bansheesdie"]You should have put the Krill in that list, the birds from Gears.Makari
or even the beserker,that thing scared the crap out of me,and will probably kill all the things mentioned in the poll:P
The berserker scared you? :| That's weird, me and my 9 year old brother were laughing our arses off at the stupid noises it made :lol: Kinda seconded. The first time fighting it, it was awesome.. until we figured out its patterns. In the greenhouse, my friend and I idled around for a good half an hour trying to make it break walls while meleeing it in the butt when it turned its back or stopped. It kinda lost its 'oomph' after that for us. Any monster whose ass you can smack with a pistol butt with impunity is not one to be feared.I'm getting in here late but....The Zerg, hands down....there like Tyranids, and NOBODY can beat the Tyranids. Dasc00That was pretty much my logic in voting for the Zerg, too. :D Tyranids FTW (though I played Dark Angels and Imperial Guard). 3 friend and i decided to put that to the ultimate power of the tyranids to the test. My Tau teamed up with the Space marines and the other two combined their tyranid force. It got a bit painful towards the end... The tyranids were wiped out and we lost 1 marine to plasma gun overheating...
General RAAM + Khrill >>>> ThemGoldenGlove
[QUOTE="GoldenGlove"]General RAAM + Khrill >>>> ThemTheTrueEdge
[QUOTE="TheTrueEdge"][QUOTE="GoldenGlove"]General RAAM + Khrill >>>> ThemGoldenGlove
Actually Kim got separated from the others by the helicopter crash and RAAM only snuck up on him because he was paying more attention to his commrads. :?
Oh and BTW Zerg > The Flood >The Locus> The Chimera>>>>>>>>>>>>>>>>Thug_pikachu
[QUOTE="Makari"][QUOTE="super_mario_128"][QUOTE="mlbslugger86"][QUOTE="Bansheesdie"]You should have put the Krill in that list, the birds from Gears.Chavyneebslod
or even the beserker,that thing scared the crap out of me,and will probably kill all the things mentioned in the poll:P
The berserker scared you? :| That's weird, me and my 9 year old brother were laughing our arses off at the stupid noises it made :lol: Kinda seconded. The first time fighting it, it was awesome.. until we figured out its patterns. In the greenhouse, my friend and I idled around for a good half an hour trying to make it break walls while meleeing it in the butt when it turned its back or stopped. It kinda lost its 'oomph' after that for us. Any monster whose ass you can smack with a pistol butt with impunity is not one to be feared.I'm getting in here late but....The Zerg, hands down....there like Tyranids, and NOBODY can beat the Tyranids. Dasc00That was pretty much my logic in voting for the Zerg, too. :D Tyranids FTW (though I played Dark Angels and Imperial Guard). 3 friend and i decided to put that to the ultimate power of the tyranids to the test. My Tau teamed up with the Space marines and the other two combined their tyranid force. It got a bit painful towards the end... The tyranids were wiped out and we lost 1 marine to plasma gun overheating...
:lol:
Sorry, but that's hilarious. Reminds me of a time I took on a Necron team. Their last unit was a Monolith and all I had left was a squad of Fire Warriors, but since they were within 6 inches, I used EMP grenades and guess what? I rolled a 6 and destroyed the Monolith.
Or another time when I was fighting a crapload of orcs. It was almost sad how they were getting dropped by Fire Warrior pulse rifle fire.
I just remeber another reason why the Zerg would win: DNA extraction and the ability to evolve on the fly with such an ability. If the Flood or the Chimera has a trait that the Zerg is interested in, all they have to do is extract it and all the Zerg will be upgraded as a result. They've been doing it since day one. Whatever advantage the Flood/Chimera had will just be implimented into the Hives.Redmoonxl2Easily explains how they were able to practically wipe out the Terran and the Protoss. But make a Starcraft 2, dammit! >_>
the flood would obviously win. i don't care how powerful the zerg are. the only way the flood can die is to starve them to death. jackelhunter
Zerg, They got Mutalisks, Guardians, Hydralisks which spew corrosive acid, not even mentioning Lurkers.
But the Greatest IMO of them all?
Ultralisks, 8 feet high, 12 feet wide, 20 feet long, weighing at 2000 pounds and capable of running 30 mph these bad boys would obliterate any thing the flood could throw at them.
# Natural Abilities: 1. Improved Ultralisk Upgrade: It will take 12 hours to transform a standard Ultralisk into an improved Ultralisk. During this time, the Ultralisk enters into a period of deep hibernation, from which it cannot be disturbed even by the Overmind. During this hibernation period, the creature’s body changes subtly: its mandibles become sharper, its armor will become thicker, and it will grow several new internal organs that increase its speed. After the transformation is concluded, the Ultralisk will have the following bonuses: +15 to PS, +20 mph (+32.2 km/h) to Spd, +100 M.D.C. / S.D.C., +1 attack per melee, +5 M.D. to mandible jab, +10 M.D. to mandible slash, +3 M.D. to bite attack, +5 to damage reduction and +1 to M.D.C. Armor Rating (see natural ability #3), and regenerates at an increased rate of +5 M.D.C. per melee. This improvement causes the Ultralisk to lose 90% of its PPE, reduces its life span by 80%, and gives it a penalty of -3 to initiative.
2. Armor: All Zerg creatures have incredibly tough exoskeletons that reduce the damage that they receive from any incoming attacks. Reduce all damage, either from normal or magical attacks, by 15 points. For example, if a volley of mini-missiles inflicted 66 points of damage, it would be reduced to 51 points of damage. Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 9 in magic-rich environments.
3. Regeneration: A feature from the original Zerg creature, the Ultralisk can regenerate at an amazing rate, and can regenerate whole limbs and body parts. The creature regenerates at a rate of 5 M.D.C. per melee. It will take five minutes to regenerate a leg, ten minutes to regenerate an eye, and ten minutes to regenerate a mandible (needs only one to perform a mandible attack of any type and does not need either to perform a bite attack).
4. Hive Mind Immunities: From the fact that at a basic level all Zerg share the same mind as the Overmind, individual Zerg creatures are very resilient to mental attacks. Any mind altering or mind affecting spells or psionic powers such as sleep, possession, or hypnotic suggestion will not work on a Zerg creature. This also functions as a permanent Mind Block on all Zerg creatures.
5. Survival Instincts and Immunities: From the ingrained survival instincts that were developed by evolution and the Xel’Naga, and incorporated by the Overmind, all Zerg creatures are immune to diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them. With the assimilation of several space borne creatures, all Zerg can function completely normally in space, in an atmosphere, or underwater, with no maximum depth, with no penalties. Zerg creatures can survive temperatures between -200 to 500 degrees Celsius. Land based Zerg creatures have no way of propelling themselves in space besides pushing off from solid structures.
Only Fault: Penalties: Ultralisks have no long range attacks and will often ignore threats from airborne attackers. For example, it will consider an area that has several enemy fighters flying above it to be free of danger unless directly controlled by the Overmind, a Cerebrate, or an Overlord.FantasticSoup
even with all of those abilities, they are useless against the flood. the flood may be easy to take out, but if one of the creatures gets infected, the zurg is destroyed. the flood are simply too numerous to stop. eventually a single creature will get infected and the cycle will never end. the only way the flood can be stopped is by starvation (nearly impossible) or by getting quarentened. the flood are not an army, they are a highly intelligent parasite that can't be stopped by normal means, and can infect any creature that is sentient and/or has large calcium stores. a single infection form can devastate an entire planet and can spread to other planets by contaminating ships that can traverse star systems. the flood rewrite the victims cellular structure and forcing a resonant frequency match to the host's neural system. the infected creature is converted into a Combat Form and later into a Carrier Form-an incubator for more Infection Forms to spread even further. if the zurg evolve, the flood will evolve and infect them with ease. what could the zurg possibly do to stop that?
even with all of those abilities, they are useless against the flood. the flood may be easy to take out, but if one of the creatures gets infected, the zurg is destroyed. the flood are simply too numerous to stop. eventually a single creature will get infected and the cycle will never end. the only way the flood can be stopped is by starvation (nearly impossible) or by getting quarentened. the flood are not an army, they are a highly intelligent parasite that can't be stopped by normal means, and can infect any creature that is sentient and/or has large calcium stores. a single infection form can devastate an entire planet and can spread to other planets by contaminating ships that can traverse star systems. the flood rewrite the victims cellular structure and forcing a resonant frequency match to the host's neural system. the infected creature is converted into a Combat Form and later into a Carrier Form-an incubator for more Infection Forms to spread even further. if the zurg evolve, the flood will evolve and infect them with ease. what could the zurg possibly do to stop that?
jackelhunter
[QUOTE="FantasticSoup"]Zerg, They got Mutalisks, Guardians, Hydralisks which spew corrosive acid, not even mentioning Lurkers.
But the Greatest IMO of them all?
Ultralisks, 8 feet high, 12 feet wide, 20 feet long, weighing at 2000 pounds and capable of running 30 mph these bad boys would obliterate any thing the flood could throw at them.
# Natural Abilities: 1. Improved Ultralisk Upgrade: It will take 12 hours to transform a standard Ultralisk into an improved Ultralisk. During this time, the Ultralisk enters into a period of deep hibernation, from which it cannot be disturbed even by the Overmind. During this hibernation period, the creature’s body changes subtly: its mandibles become sharper, its armor will become thicker, and it will grow several new internal organs that increase its speed. After the transformation is concluded, the Ultralisk will have the following bonuses: +15 to PS, +20 mph (+32.2 km/h) to Spd, +100 M.D.C. / S.D.C., +1 attack per melee, +5 M.D. to mandible jab, +10 M.D. to mandible slash, +3 M.D. to bite attack, +5 to damage reduction and +1 to M.D.C. Armor Rating (see natural ability #3), and regenerates at an increased rate of +5 M.D.C. per melee. This improvement causes the Ultralisk to lose 90% of its PPE, reduces its life span by 80%, and gives it a penalty of -3 to initiative.
2. Armor: All Zerg creatures have incredibly tough exoskeletons that reduce the damage that they receive from any incoming attacks. Reduce all damage, either from normal or magical attacks, by 15 points. For example, if a volley of mini-missiles inflicted 66 points of damage, it would be reduced to 51 points of damage. Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 9 in magic-rich environments.
3. Regeneration: A feature from the original Zerg creature, the Ultralisk can regenerate at an amazing rate, and can regenerate whole limbs and body parts. The creature regenerates at a rate of 5 M.D.C. per melee. It will take five minutes to regenerate a leg, ten minutes to regenerate an eye, and ten minutes to regenerate a mandible (needs only one to perform a mandible attack of any type and does not need either to perform a bite attack).
4. Hive Mind Immunities: From the fact that at a basic level all Zerg share the same mind as the Overmind, individual Zerg creatures are very resilient to mental attacks. Any mind altering or mind affecting spells or psionic powers such as sleep, possession, or hypnotic suggestion will not work on a Zerg creature. This also functions as a permanent Mind Block on all Zerg creatures.
5. Survival Instincts and Immunities: From the ingrained survival instincts that were developed by evolution and the Xel’Naga, and incorporated by the Overmind, all Zerg creatures are immune to diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them. With the assimilation of several space borne creatures, all Zerg can function completely normally in space, in an atmosphere, or underwater, with no maximum depth, with no penalties. Zerg creatures can survive temperatures between -200 to 500 degrees Celsius. Land based Zerg creatures have no way of propelling themselves in space besides pushing off from solid structures.
Only Fault: Penalties: Ultralisks have no long range attacks and will often ignore threats from airborne attackers. For example, it will consider an area that has several enemy fighters flying above it to be free of danger unless directly controlled by the Overmind, a Cerebrate, or an Overlord.jackelhunter
even with all of those abilities, they are useless against the flood. the flood may be easy to take out, but if one of the creatures gets infected, the zurg is destroyed. the flood are simply too numerous to stop. eventually a single creature will get infected and the cycle will never end. the only way the flood can be stopped is by starvation (nearly impossible) or by getting quarentened. the flood are not an army, they are a highly intelligent parasite that can't be stopped by normal means, and can infect any creature that is sentient and/or has large calcium stores. a single infection form can devastate an entire planet and can spread to other planets by contaminating ships that can traverse star systems. the flood rewrite the victims cellular structure and forcing a resonant frequency match to the host's neural system. the infected creature is converted into a Combat Form and later into a Carrier Form-an incubator for more Infection Forms to spread even further. if the zurg evolve, the flood will evolve and infect them with ease. what could the zurg possibly do to stop that?
1) It's spelt Zerg. 2) Zerg are a parasite just like the Flood who infect hosts and take them over in exactly the same matter. This thread has been over this 10545435843 times. No doubt Starcraft was one of the things influencing Bungie when they came up with Halo.They do, but only Ghosts know how to truely tap into that power. What I don't get is how you never see infected Protoss. I know that when they die they usually dissipate so I suppose it would be hard for Zerg to get a hold of some DNA.FantasticSoup
[QUOTE="jackelhunter"]even with all of those abilities, they are useless against the flood. the flood may be easy to take out, but if one of the creatures gets infected, the zurg is destroyed. the flood are simply too numerous to stop. eventually a single creature will get infected and the cycle will never end. the only way the flood can be stopped is by starvation (nearly impossible) or by getting quarentened. the flood are not an army, they are a highly intelligent parasite that can't be stopped by normal means, and can infect any creature that is sentient and/or has large calcium stores. a single infection form can devastate an entire planet and can spread to other planets by contaminating ships that can traverse star systems. the flood rewrite the victims cellular structure and forcing a resonant frequency match to the host's neural system. the infected creature is converted into a Combat Form and later into a Carrier Form-an incubator for more Infection Forms to spread even further. if the zurg evolve, the flood will evolve and infect them with ease. what could the zurg possibly do to stop that?
Redmoonxl2
the flood do the same thing the zerg do with better efficiency. how would they infect the flood when they themselves are getting infected. the flood ignore the evolution, once your infected, your infected. you can't evolve out of that because of the new cellular structure. the flood erases what makes the creatures minds, but keeps the functions that are useful to them. Then the flood then continue spreading. not to mention the fact that flood cells are not normal cells so I doubt the zerg would have an easy time mutating it.
the only reason the flood didn't get off the ring was because there was only one mean of escape: the Truth and Reconcilation. the ship was damaged and the Covenant barely fended them off before the flood could repair it. if you read Halo: The Flood, other marines from the Pillar of Autumn took over the Truth and Reconcilation and were about to head back to Earth. The ship still had flood forms on it but the commander (Major Silva) wanted to wait until they got back to Earth to clear it because halo was about to be destroyed. The second in command (Mckay) knew that a single infection form could destroy the human race and tryed to convince him to clear it out immediatly, but failed to convince him. Mckay was told by another officer about a fiber-optic cable that connects the control room to the engines, and if it was severed, it would cause the ship to go out of control. Mckay decided to trade several hundred lives for billions, and destroyed the cable with a grenade, causing the ship to crash and explode.
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