[H] Dealing with Nydus Attacks - Page 4
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CowGoMoo
United States428 Posts
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Cyrox
Sweden147 Posts
And I think they should require creep to be placed like in the first build I played. | ||
thezergk
United States492 Posts
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Zelniq
United States7166 Posts
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CharlieMurphy
United States22895 Posts
On February 21 2010 22:59 MidKnight wrote: I don't understand why did they need to remove the requirement to have creep in order to cast Nydus worm.. Overlords can drop creep now anyway, it would make it easier to spot the worms as well as require few extra seconds to lay the creep, making it easier to prepare.. But I guess we have to wait and see because warp gates are instant once a pylon is up? nydus cost 100/200 and lair tech then it cost 100/100 to lay the head. Then units come out fairly slowly. on a time scale it would look like this: o= unit Out #s = seconds 1oo2oo3oo4oo5oo6oo etc | ||
Floophead_III
United States1832 Posts
The problem with the nydus right now is that there is absolutely no downside to it at all. It's completely worthwhile every game unless you need the money to not die, or if you went mass muta. Blizz should at LEAST bring back placing on creep only, so with good base layout you can make it really difficult to do. I also think that it really forces terran to win early, because once it goes to lategame zerg can defend all their positions with nydus, attack any time terran moves out, and attack anywhere they want. Basically the only thing with nydus is hope to god he screws it up and loses his army doing it, because you will be behind if you let him get away with them. Your best bet is to counter after a botched attempt. ZvP isn't as bad as ZvT. ZvT is completely imbalanced. | ||
icki.icki
106 Posts
TvZ is one of my best matchups, I promise it isn't imbalanced, and certainly not from Nydus. Nydus punishes you not paying attention; it's like a slow dropship. Oh, and if you're really still having problems just build a sensor tower and pay more attention. | ||
ExileStrife
United States170 Posts
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PhallicAgressor
52 Posts
On February 20 2010 07:06 Shiladie wrote: nydus has to be on creep, as zerg position buildings to take up all available spots a nydus can be put and scout for overlord trying to get vision with your own overlords (chase off with queen) as other races, just keep some AA units around, the overlord has to come in, drop creep, and then spawn the worm, just keep some AA around your base. It would be nice if people who haven't played the game didn't post in the SC2 STRATEGY section giving out false info. | ||
coolnoobb
2 Posts
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icki.icki
106 Posts
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ahcho00
United States220 Posts
On February 20 2010 16:12 Zato-1 wrote: No. I don't have the beta, and I can still contribute to discussions- you can see my contributions to this thread for example: http://www.teamliquid.net/forum/viewmessage.php?topic_id=112755¤tpage=3 As to Nydus worms... it's a complicated topic. Someone mentioned they're like the Zerg recall, and it's not too far from the truth. Move out with your army, and Zerg recalls all over your base; stay in your base, and Zerg expands. Denying the Zerg vision of your base to prevent him from ever putting Nydus Worms down there isn't really a viable counter. Killing the Nydus Worms in the 10 seconds before they can start unloading units might be viable, though. Looking at the stats of the unit: 200 HP, armor value 1, Armored the logical choices to kill it quickly at low cost seem to be stimmed Marines or stimmed Marauders. The Nydus Worm really isn't that much tougher than a Zealot, it's immobile, and you have 10 seconds to kill it. Since the Zerg can make multiple Nydus Worms all over your base, you'd need to spread some units all around its perimeter; leaving 6-8 Marines behind to allow your main army to move out sounds like a fair compromise, but it'd be nice to have some gameplay testing to see whether it actually works out or not. don't misinform. u do not have 10 seconds to kill the nydus... u have like 3-4 MAYBE 5 seconds if u see it coming. it's a fast spawn and it's cheap. i too have trouble dealing with this nydus drop. if i had 10 seconds to kill this, i would not complain. | ||
Koffiegast
Netherlands346 Posts
Imo I find medivacs more OP. See enemies army coming? All aboard and move to the next expansion. And thats cheaper than a head, less fragile, drops units faster and heals them as well! | ||
HalfAmazing
Netherlands402 Posts
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Kimani
United States24 Posts
I'm going to have to try Zerg out to see for myself how long it takes for them to build, what it sounds like, and what it looks like. Since I'm not used to them I don't know what they look/sound like.... | ||
filthi
United States49 Posts
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Artrey
Germany270 Posts
And maybe the next step will to change your build order in your main to try to leave no free 3x3 grids. ;-) | ||
sLiniss
United States849 Posts
In the end though, nydus is just plain annoying. A hidden nydus can quickly wrap up the game if it is unsuspected. | ||
envee
United States27 Posts
1)Require creep: You need the overlord to see anyway right? So just make it spit creep. This way the OL will be more vulnerable and more likely to be seen. 2)Increase exit build time: WTH 10 seconds?! imba!!!! You look away for 2 seconds and look back the nydus is building and your forces are on the other side. By the time you get there your opponents got 30 units raping your mineral line and then units. | ||
maelstorm
Turkey7 Posts
I haven't really played zerg much but I guess you can also nydus the cliffs to harass with hydras or roaches. Keeping a burrowed ling at each base means you can wait till the enemy settles and worm the heck out of him when he thinks he's safe, no need to move army. Nydus network also has a funny ability to show your units 10 less (or more if you transport some to other place), fooling your enemy into thinking you're defensless. Anyway, it IS counterable, but rather lame now. NOT TO mention 2v2 capability with a terran or toss pal's ability to reveal map. | ||
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