i can see some pretty interesting changeling-nydus play by zerg tho...
[H] Dealing with Nydus Attacks - Page 3
Forum Index > StarCraft 2 Strategy |
Ryuu314
United States12679 Posts
i can see some pretty interesting changeling-nydus play by zerg tho... | ||
![]()
micronesia
United States24664 Posts
On February 22 2010 06:14 Ryuu314 wrote: According to sc2amory, the nydus worm takes 10 seconds to build. that's a really long time and you should be able to kill it or mount a proper response by then... i can see some pretty interesting changeling-nydus play by zerg tho... It's difficult to notice it right away sometimes. For several seconds it's just cracking pavement where the worm is going to come out D: | ||
0mgVitaminE
United States1278 Posts
| ||
Tyrran
France777 Posts
On February 22 2010 06:14 Ryuu314 wrote: According to sc2amory, the nydus worm takes 10 seconds to build. that's a really long time and you should be able to kill it or mount a proper response by then... i can see some pretty interesting changeling-nydus play by zerg tho... I disagree here. 10 sec is NOT a long time. Most of the time your army is at the entrance of your natural ( if on 2 base, kinda standard for protoss ). If the nydus morph at the other end of your base, you will not have time to kill it. Worse, if you were moving out of your base, you migth not even be in time to save your nexus for the hydras. The best way to deal with nydus is to hunt hidden overlords. But even so, there is some map where you cannot prevent overlords to come. ( desert oasis anyone ? ) | ||
![]()
micronesia
United States24664 Posts
| ||
oxidized
United States324 Posts
On February 22 2010 02:57 micronesia wrote: The radius of the sensor tower detection is visible on the zerg player's minimap so they always know when you build a sensor tower.Yeah I suppose... at least unless you are playing a friend who knows you do this :3 | ||
DN2perfectionGM
United States233 Posts
all zerg needs to do is make the worm somewhere near the target site. zerg can transport all the army and instantly blitz the expo. zerg can then bring the army back to the base to even defend without a problem. for example, if terran expands to another natural, terran needs to defend all the possible overlord sight around the entire terrain nearby, not just near the command center. since the number of zerg's units are not limited, this is equivalent of recalling several nukes. and of course, terran has to not only monitor, but be able to take the worm down in 10 seconds from anywhere near the expansion. edit) good thing there's no dark swarm... | ||
stalemate
United Kingdom24 Posts
| ||
DN2perfectionGM
United States233 Posts
but once terran starts to expand, it's going to be more difficult. like i said, zerg can place the nydus somewhere near the target, since units can move... lings and banelings are pretty fast. to counter this, terran has to monitor a lot more ground than a few sensor towers can cover, and if you build more towers, zerg can just not use the nydus worm. like in lost temple, if terran's main base is at 9 and he expands to 6 o clock natural, he has to not only monitor all the peripheries of the 6 o clock region, but be able to take down the nydus in 10 seconds. so i think it'll be pretty damn hard to keep another natural expansion if your terran playing against zerg. | ||
Tor
Canada231 Posts
| ||
Unentschieden
Germany1471 Posts
| ||
d3_crescentia
United States4054 Posts
On February 22 2010 09:52 Unentschieden wrote: Maybe they should give a Notification like Nukes: "Wormsigns detected" Dune reference? | ||
Savio
United States1850 Posts
| ||
Saturnize
United States2473 Posts
| ||
Ideas
United States8085 Posts
I think an easy fix is to make them have very low HP (actually this might already be the case since I dunno what sorta HP it has) and to make them only spawn on creep. just vision anywhere seems pretty fucking OP honestly lol. I can just imagine how easy it would be to just have mass nydus worms at every base for Defense and then be able to attack fucking anywhere. | ||
![]()
micronesia
United States24664 Posts
On February 22 2010 11:54 Ideas wrote: once i get beta I plan on abusing nydus worms nonstop until they are nerfed lol. I think an easy fix is to make them have very low HP (actually this might already be the case since I dunno what sorta HP it has) and to make them only spawn on creep. just vision anywhere seems pretty fucking OP honestly lol. I can just imagine how easy it would be to just have mass nydus worms at every base for Defense and then be able to attack fucking anywhere. You are on to something when you point out that they can make multiple worms... most of the people here saying how defending isn't that bad since you can just kill the worm are not taking into account the fact that the zerg will often make more than one worm at the same time. Whether it be two in the main, one at main one at nat, or what have you.... it's tough. Pachi used nydus worms vs me to expand to islands early lol | ||
SirNeb
United States243 Posts
![]() | ||
Depops
Australia101 Posts
I'm not in beta but for the last couple of days I've been thinking of a build where you tech to lair as fast as possible and defend with queen/lings. Build a baneling nest and nydus network. Morph your zerglings to banelings, click the auto-attack buildings button, and send them through a worm to the back of your enemy's base. I think they'd have a hard time stopping you from taking out their key structures even if they suspected what you were doing. | ||
NeoLearner
Belgium1847 Posts
On February 22 2010 17:01 Depops wrote: I'm not even sure if nydus worms are being abused to their full power. I'm not in beta but for the last couple of days I've been thinking of a build where you tech to lair as fast as possible and defend with queen/lings. Build a baneling nest and nydus network. Morph your zerglings to banelings, click the auto-attack buildings button, and send them through a worm to the back of your enemy's base. I think they'd have a hard time stopping you from taking out their key structures even if they suspected what you were doing. Would work the same way as a void ray rush I guess. How many banelings does it take to take out a hatchery/nexus/CC? EDIT: Without upgrades: 19 banelings to take out Orbital command and Nexus. 23 for lair That's 1500 minerals and 500 gas for the banelings, 500 min/300 gas for tech and 100min/100 gas for the worm, 2100min/900gas. Any ideas how fast this can be done? It's hard to estimate gas income from the streams I've seen... Maybe the Nydus worm can be used as mutas in SC ZvT? Even if you can't kill him directly, the threat of continued harras would force terran to stay in his base... | ||
MaestroSC
United States2073 Posts
| ||
| ||