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Hydralisks in ZvZ

Forum Index > Brood War Strategy
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Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 10 2020 17:26 GMT
#1
Hydras are not viable in ZvZ, but can you imagine a map where they could be? Disruption webs? Low gas geysers? What do you think?
j.r.r.
StaticNine
Profile Blog Joined March 2017
27 Posts
Last Edited: 2020-04-10 17:57:06
April 10 2020 17:56 GMT
#2
The only way I could see them being viable is if there were literally only a single gas geyser. I think as soon as you have a second gas then mutalisks become the superior option...or maybe a map that somehow causes an insane amount of lag, but I don't see either being realistic scenarios.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 10 2020 19:24 GMT
#3
Interesting. 1base hydra vs 1base muta. It wouldn't work for tournament play though because other matchups would be too heavily affected.
j.r.r.
srj
Profile Joined July 2010
Canada134 Posts
April 10 2020 22:43 GMT
#4
This hypothetical low gas map would also have to somehow render hydras more effective than lings...
WGT-Baal
Profile Blog Joined June 2008
France3422 Posts
April 11 2020 02:34 GMT
#5
Look for this old thread about it, Satanik was using hydras in zvz to great effect.
https://tl.net/forum/bw-strategy/335586-hydra-zvz-an-introduction
Horang2 fan
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 11 2020 09:30 GMT
#6
Yes, I've read it. But it doesn't delve in this matter. I have never seen a pro open hydra and it would be interesting to see is it possible to make tournament worthy map which would allow this.
j.r.r.
kogeT
Profile Joined September 2013
Poland2041 Posts
April 11 2020 09:41 GMT
#7
Hydras are great vs mutas (cost proportion wise), problem is getting to a good macro situation to make a lot. It is all about early-early game in ZvZ..
https://www.twitch.tv/kogetbw
MeSaber
Profile Joined December 2009
Sweden1235 Posts
April 11 2020 10:16 GMT
#8
Was just gonna say that. If you can get a hydra ball going its unstoppable until swarm/plague. Even just bumping armor +1 early can make a huge difference vs both lings/mutas.
-.-
prosatan
Profile Joined September 2009
Romania8508 Posts
April 11 2020 11:25 GMT
#9
Nostalgia has no gas at the natural location.
Maybe someone could try hydras in a serious zvz.
I saw larva going hydras in a match , but only for fun. He won anyway
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
kogeT
Profile Joined September 2013
Poland2041 Posts
April 11 2020 12:04 GMT
#10
On April 11 2020 20:25 prosatan wrote:
Nostalgia has no gas at the natural location.
Maybe someone could try hydras in a serious zvz.
I saw larva going hydras in a match , but only for fun. He won anyway


But you need 2 gas for hydra anyway. Hydras are same as bio in TvZ, it is only good at bigger numbers.
https://www.twitch.tv/kogetbw
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 11 2020 12:27 GMT
#11
On April 11 2020 19:16 MeSaber wrote:
Was just gonna say that. If you can get a hydra ball going its unstoppable until swarm/plague. Even just bumping armor +1 early can make a huge difference vs both lings/mutas.


Actually lurkers would be a hard counter to mass hydra.

But on subject, I also feel that you need the 2nd gas for hydras, at least for +1 carapace and range and speed upgrades. And yes, 2 gas muta will beat that on common maps. Is there anything to do on the map to change this? The point is that the change should not disbalance other matchups. For example:
allied spore colony in the mineral line - no, PvZ and partially also TvZ would suffer
distuption web between the assimilator and the hatchery - doesn't protect against air

So, I don't have great ideas
j.r.r.
Sonic_md
Profile Joined March 2020
Moldova278 Posts
April 11 2020 18:00 GMT
#12
Is anybody saw some ZvZ games (with PRO-players) where one of the players used only hydra? (may be it was some for fun games))
i want to see some VOD. it will be interesting))
Subscribe to my YT channel: https://www.youtube.com/@Sonic_md...."SC:BW it is just game, but i love this game!" (c)Sonic_md.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 11 2020 20:52 GMT
#13
Hydras at some point in the game, yes, but I have never seen an official game where a pro opened hydra.
j.r.r.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
April 12 2020 06:50 GMT
#14
Reason is simple. With mutas you can snipe and keep the hydra count low and also drone count. Its only viable if youre left alone.
Once you leave your base he will roll your main but you will also roll his whole base + bring drones.
-.-
prosatan
Profile Joined September 2009
Romania8508 Posts
April 12 2020 21:24 GMT
#15
Zero tried it here. It is a zvz played in 2019, on the ladder !

Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 13 2020 10:17 GMT
#16
Nice game, but not a hydra opening, it was Zero incorporating them in a one-off hive zvz.

What we are looking is to imagine a map where hydra opening could be viable, and the map still up for tournament play.

Arbiter field above the gas drone line to prevent muta snipes? It would still be possible to check whether gas was mined or not (for other matchups).
j.r.r.
Garrl
Profile Blog Joined February 2010
Scotland1975 Posts
April 13 2020 21:27 GMT
#17
On April 13 2020 19:17 Rainalcar wrote:
Nice game, but not a hydra opening, it was Zero incorporating them in a one-off hive zvz.

What we are looking is to imagine a map where hydra opening could be viable, and the map still up for tournament play.

Arbiter field above the gas drone line to prevent muta snipes? It would still be possible to check whether gas was mined or not (for other matchups).


neutral arbs only cloak other neutral unit sprites, would be possible to just give the players arbs that can't move/attack with triggers but not in melee gametype. Dwebs also don't work as they only affect ground units.

what you're probably looking for is neutral dark swarm, which is possible to place over mins [image loading]

You can't get a full coverage as you can't place unit sprites within an area of player starts, but it might be enough to stop you getting harrassed to death by mutas. ZvT would probably be the most affected by this as T would probably spend a lot less on turrets to hold muta harrass.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 13 2020 22:49 GMT
#18
Very good. It could affect TvZ substantially, as you say. It would affect it in a way that terran drops without firebats would be far less effective. It could be somewhat balanced by tinkering with dark swarm coverage.
Any other ideas or considerations?
j.r.r.
sataNik[pG]
Profile Joined July 2003
Greece722 Posts
April 20 2020 15:39 GMT
#19
I had decent results vs korean pros/semi pros at around 2005 to 2007. I have kept reps.

This playstyle is more strategic (macro, decision making, timing), nullifying skill (micro, multitask) difference to an extent.
Hence playing to my strengths maximizes my winrate.
Pros don't use it because at an equal high level skill, its inferior.
But at equal medium level skill, I find it actually superior.

Vs pure muta ling you can add a few lurkers.
Vs muta crack you are toast without lurkers.
Vs mass muta (4 gas) you can crush it with 2 base hydra + devourers.
Vs lurkers you need speed overlord.

In general its important to create a much bigger eco (drone and hatchwise), else it fails. You do that the same way you would 4-5 hatch vs P. You start 3-4 hatch before gas, mass drones and spore up just in time.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 22 2020 17:34 GMT
#20
I've read your guides, they were very interesting. But in essence, on pro level hydra is not viable. Maybe you have map specific suggestions?
j.r.r.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19300 Posts
April 22 2020 23:16 GMT
#21
If there was a zergs version of FFE where they could wall the natural, then hydra builds could work. I'm not sure a map could be designed to make that happen since creep spread is a huge factor at the natural.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
sataNik[pG]
Profile Joined July 2003
Greece722 Posts
Last Edited: 2020-04-23 03:13:16
April 23 2020 01:40 GMT
#22
I started playing a bit since 2 weeks, I consider hydra viable until like 2200 mmr (eu). My skill level is like 1700 mmr, but I play at 1900+ due to experience. If you are extremely skilled with muta its value drops, but if not, learning it could maximize your chances of beating higher skilled people. All in all it can't hurt to have it at your arsenal for certain situations and as a surprise weapon.

I can demonstrate with games, hard to fully explain just with theory. I'm open to challenges!

I am not narrowly talking about a specific hydra opening btw, but about the option of transition to hydra at any time, even with a muta start. The basic strategic element is abusing hydras low gas cost, making it possible to combat enemy's air through superior crystal harvesting.

Nostalgia is a nice "old" map, without gas at nat, naturally favoring hydra. "old" because to me anything after lost temple, dire straits and ashrigo still feels new, lol
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 23 2020 15:11 GMT
#23
As far as I see it, not having gas at the natural could disrupt the general balance a lot. So, ideally, we need a map where mutas are less attractive, but where the other matchups are not disturbed. I don't think that map shape could help with this a lot, so maybe some kind of worker protection or resource tweak?
j.r.r.
JakePlissken
Profile Joined August 2018
55 Posts
April 23 2020 17:46 GMT
#24
On April 24 2020 00:11 Rainalcar wrote:
As far as I see it, not having gas at the natural could disrupt the general balance a lot. So, ideally, we need a map where mutas are less attractive, but where the other matchups are not disturbed. I don't think that map shape could help with this a lot, so maybe some kind of worker protection or resource tweak?


There will never be a map similar to Nostalgia again because it basically confines Protoss to one base. Terrans can stay on one gas for a while and be fine with Vultures and mines, which Protoss needs gas-intensive tech units to counter. Zerg can take three bases early versus protoss, pretty much anywhere they want. A mineral base only helps Protoss make Zealots which are hard countered by Hydras, Lings, Vultures, mines, all of which can be massed on one base for free control of the map. 1 base Protoss falls behind rapidly to 2 base Zerg or 1 base Terran, so a map where your only viable expansion is a mineral only base you don't want is too crippling to be considered for serious play.
g0rynich
Profile Joined October 2016
Russian Federation139 Posts
Last Edited: 2020-04-23 21:40:33
April 23 2020 20:15 GMT
#25
On April 23 2020 02:34 Rainalcar wrote:
I've read your guides, they were very interesting. But in essence, on pro level hydra is not viable. Maybe you have map specific suggestions?


if you will try to find some jaedong's games zvz. You can suddenly find that he used hydra sometimes. As i can remember properly last game i saw was vs maybe MISO or Shine on a map Gold Rush. That was not pure Hydra vs Muta but Muta vs Muta into Muta vs Muta/Hydra. Actually hydras have very good DPS and almost allways win mutalisks builds vs same eco, 2 vs 2 bases, 3 vs 3 bases etc. The problem of hydras is that it is slow and vulnerable to diffrent attacks so hydra player should invest a lot of money into good defence and eco. While pure muta player could ez harass and play on low eco. Because of that hydra is unplayable on maps like nostalgia or blue storm or peaks of baekdu etc. Many thin passages make muta harass very successive. For a hydra style you need to play a wide open map with a good mineral/gas spore defence. Like tau cross, longinus, circuit breakers may be, etc.
Anc13nt
Profile Blog Joined October 2017
1557 Posts
April 24 2020 06:17 GMT
#26
I used to always hydra ZvZ but I play mostly standard now because I was often losing to players with strong muta micro using it but after seeing this, I might try to mix some hydras into my zvz games.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 24 2020 11:15 GMT
#27
On April 24 2020 05:15 g0rynich wrote:
Show nested quote +
On April 23 2020 02:34 Rainalcar wrote:
I've read your guides, they were very interesting. But in essence, on pro level hydra is not viable. Maybe you have map specific suggestions?


if you will try to find some jaedong's games zvz. You can suddenly find that he used hydra sometimes. As i can remember properly last game i saw was vs maybe MISO or Shine on a map Gold Rush. That was not pure Hydra vs Muta but Muta vs Muta into Muta vs Muta/Hydra. Actually hydras have very good DPS and almost allways win mutalisks builds vs same eco, 2 vs 2 bases, 3 vs 3 bases etc. The problem of hydras is that it is slow and vulnerable to diffrent attacks so hydra player should invest a lot of money into good defence and eco. While pure muta player could ez harass and play on low eco. Because of that hydra is unplayable on maps like nostalgia or blue storm or peaks of baekdu etc. Many thin passages make muta harass very successive. For a hydra style you need to play a wide open map with a good mineral/gas spore defence. Like tau cross, longinus, circuit breakers may be, etc.


Agreed. But it still doesn't apply to pro play, nobody ever opened hydra to my knowledge. I have however seen some switches to hydra, as you say.

Is there a map-specific way to prevent at least some of the drones from muta harass, while preserving balance of other matchups?
j.r.r.
sataNik[pG]
Profile Joined July 2003
Greece722 Posts
April 24 2020 15:48 GMT
#28
To just open hydra is actually very weak, because at small numbers even speedlings own it, so muta+ling kills it. Hydras prioritize mutas, so they suck up major melee dps from lings. But in high numbers the back ranks of hydras kill the zerglings.

So the general plan is: Larvae advantage --> eco advantage --> defend with spores+grade up +1 range -> mass

The way you put it, I think no map exists which would favor a pure hydra opening with same economy & hatch count. Lings are much cheaper and can easily take care until mutas come. If the map is too narrow for lings, so it is for hydras.
g0rynich
Profile Joined October 2016
Russian Federation139 Posts
April 25 2020 07:33 GMT
#29
On April 24 2020 20:15 Rainalcar wrote:
Show nested quote +
On April 24 2020 05:15 g0rynich wrote:
On April 23 2020 02:34 Rainalcar wrote:
I've read your guides, they were very interesting. But in essence, on pro level hydra is not viable. Maybe you have map specific suggestions?


if you will try to find some jaedong's games zvz. You can suddenly find that he used hydra sometimes. As i can remember properly last game i saw was vs maybe MISO or Shine on a map Gold Rush. That was not pure Hydra vs Muta but Muta vs Muta into Muta vs Muta/Hydra. Actually hydras have very good DPS and almost allways win mutalisks builds vs same eco, 2 vs 2 bases, 3 vs 3 bases etc. The problem of hydras is that it is slow and vulnerable to diffrent attacks so hydra player should invest a lot of money into good defence and eco. While pure muta player could ez harass and play on low eco. Because of that hydra is unplayable on maps like nostalgia or blue storm or peaks of baekdu etc. Many thin passages make muta harass very successive. For a hydra style you need to play a wide open map with a good mineral/gas spore defence. Like tau cross, longinus, circuit breakers may be, etc.


Agreed. But it still doesn't apply to pro play, nobody ever opened hydra to my knowledge. I have however seen some switches to hydra, as you say.

Is there a map-specific way to prevent at least some of the drones from muta harass, while preserving balance of other matchups?


Generally if you want to open hydra the best way is to open a greedy build like 3x hatchery+speed lings and put your opponent under pressure with mass zergling - slowing his eco as much as possible while right after your push you still can ez drone up well. You defend with spores and now have 3 diffrent ways of play: timing push at 0/1 or 1/1 upgrades at tier1 with pure hydras, timing push with hydra/lurker or hydra/scourge, timing push with hydra/lurker/defiler or hydra/devourers. It is very dependable of the map and of your scouting, because muta zerg can do many diffrent things to answer your eco defence. He almost always prevents your early scoting, so he can counter hydras with a number of ways: 1) if your nat has a cliff he can just make guardians and defend himself with a ton of sunkens, he can just take 4 gases and make mass muta, he can make muta from 2/3 gases and make 1/1 mass lings from 4/5 hatcheries, he can make 10 lurers and push your natural, he can runby your main or nat with muta/ling while you out and defend himself with sunkes, he can just take highground bases and defend them with lurers of a cliff and himself with sunken/lurker. Everything need a proper preparation from hydra. That is the main weakness of the build. High level muta zerg will prevent hydra zerg from scouting at all. In that case there is NO universal build so muta has favor.
Freakling
Profile Joined October 2012
Germany1529 Posts
April 26 2020 16:21 GMT
#30
Put lots of cover providing areas and/or permanent Dark Swarms around multiple locations on the map, including in the mains and on top of workers. Voila, instant Hydra>Muta. It's also heavily Zergling>Hydra though, so Lurker Ling might actually the best composition for mid game on such a map. It's probably also gonna suck to play on in TvZ, though it may be bad for Mutas, so again Lurker plays would be more common.
Rainalcar
Profile Joined April 2010
Croatia422 Posts
April 26 2020 21:46 GMT
#31
Yes, Dark Swarm was suggested, it could be a potential solution if placed optimally, provided it doesn't affect other matchups too much.
True, Lings kill Hydras if they can use Swarm, but put one Lurker and Lings pop like popcorn.

It may be due to rarity, but I consider ZvZ to be potentially by far the most interesting mirror in the game, except that late game is virtually unattainable. Opening hydras could offer a bigger chance to get there simply because lurkers allow fantastic turtling.
j.r.r.
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