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[H] Dealing with Nydus Attacks - Page 5

Forum Index > StarCraft 2 Strategy
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MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
March 10 2010 08:56 GMT
#81
Nydus requires a decently large square to ..emerge from ? but anyways i simply manipulate where they place it with supply depot placement. On Scrapyard for example i set my supply depots all behind my mineral lines with 2 squares between, always making sure there is not (i think) 6x6 square where they can do it behind my mineral line. The only spot i leave room for this square is right by my barracks/starport/factory. Also keep 2 siege tanks in ur base if your worried about it raping ur supply line... anything that comes out of it gets blown up pretty fast.

For protoss i suggest using your giant buildings (especially since so many are getting like 5-6 warpgates in longer games) to manipulate where there is room for them to drop it and youll be fine.

pre-emptive thinking/planning seems to be the most logical way to NOt get owned by this.

Also a full line of mineral workers can kill a nydus be4 it is done building. Ive successfully saved my base by doing this multiple times, tho once i did react too slow and 4-5 untis managed to get out be4 it died.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 10 2010 09:44 GMT
#82
On March 10 2010 06:46 filthi wrote:
Yeah, definitely educate yourself on what they sound like -- and nitro boosted reapers is a GREAT idea. Four of them is great for a harass at any point in the game, and they'd rip the worm in half almost immediately.

I'm pretty sure the actual nydus worm is an unit not a building, so reapers don't use D8 charges on it.
And according to what I remember the Nydus worm is listed as a 10 second build time... I'll check that tho.

Either way, it's definitely not totally OP. Perhaps just requiring it to only be built on creep would be a good balance. It's extremely easy to hear. There's practically a "Nuclear launch detected" type of sound except it's in Zergese.

A lot of these complaint posts sound like people who are too lazy to scout and prepare. It's not all that different from preparing against an arbiter recall in SCBW. In fact it's pretty much a weaker version of recall. It only "unloads" like what 3 maybe 4/5 units at a time? Takes a while to build, requires prior sight, and screams like a mother****** when it's being built.
icki.icki
Profile Joined March 2010
106 Posts
March 10 2010 10:24 GMT
#83
I'm pretty sure it's a building -- if it's the last thing alive on the map you actually won't lose until it dies, and if you're not looking when it starts getting killed the message is "your base is under attack", not "units" or whatever.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
March 10 2010 11:06 GMT
#84
On March 09 2010 13:04 Floophead_III wrote:
Honestly nydus worms are the most broken mechanic that zerg has and I'm surprised people aren't screaming IMBA at the top of their lungs because of it. It's like a recall but you can recall BACK, for FREE.

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.

push out to middle of map, get nydus'd, elimination race time

wouldn't really need the creep requirement if turrets could hit the exit. i usually try to put up turrets around to discourage ovies from floating around my base and checking stuff out but honestly they just suicide into it and unload their army. it kinda sucks.

and as noted the best part is there's nearly no drawback (dont know if it costs minerals to make an exit and i'm pretty sure the entrance doesnt die) so even after a failed attempt you have to sit there in your base wondering if another one is coming.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Hot_Bid
Profile Blog Joined October 2003
Braavos36390 Posts
March 10 2010 11:11 GMT
#85
On March 10 2010 20:06 mahnini wrote:
Show nested quote +
On March 09 2010 13:04 Floophead_III wrote:
Honestly nydus worms are the most broken mechanic that zerg has and I'm surprised people aren't screaming IMBA at the top of their lungs because of it. It's like a recall but you can recall BACK, for FREE.

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.

push out to middle of map, get nydus'd, elimination race time

wouldn't really need the creep requirement if turrets could hit the exit. i usually try to put up turrets around to discourage ovies from floating around my base and checking stuff out but honestly they just suicide into it and unload their army. it kinda sucks.

and as noted the best part is there's nearly no drawback (dont know if it costs minerals to make an exit and i'm pretty sure the entrance doesnt die) so even after a failed attempt you have to sit there in your base wondering if another one is coming.

It costs 100/100 to place an exit, and the initial network costs 100/200 i think.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
PhallicAgressor
Profile Joined March 2010
52 Posts
March 10 2010 17:00 GMT
#86
If you guys are scouting properly, and using sensor towers, and xel naga towers properly, you should be able to prepare for nydus attacks, at the very least be able to see it quick enough to get there before it does maximum damage.
NIJ
Profile Joined March 2010
1012 Posts
March 11 2010 02:46 GMT
#87
There is a limit to how many units you can transport w/ Nydus, and it's 255. Tested it with 200 pop zerglings, and could only fit 120 (24X5)+120(24X5)+15.

Not a practical limit, but a limit nonetheless.
Act of thinking logically cannot possibly be natural to the human mind. If it were, then mathematics would be everybody's easiest course at school and our species would not have taken several millennia to figure out the scientific method -NDT
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