Nydus Worms, Use them - Page 2
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Sieg
Canada42 Posts
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sacrificetheory
United States98 Posts
1. pop one up when one of your far off expansions is getting raped. save your drones.. pop it up a new expansion and saturate that one instead... now im just getting this idea, but you could make hatcheries at every expansion and only saturate one and use this strat if needed while slowly saturating the rest. 2. i guess this is obvious.. but baneling eco rape! rape workers for a good price always worth it. Im not sure how many blings it takes,,, but when you see a CC and all its workers go down to pure blings you will be veery happy. 3. base- trading. You got the obvious speed advantage here. Make that slow thor push pay as soon as they start moving snipe a CC. 4. Flanks. setting one up at a random spot on the map will give you an ez way to set up flanks. and also your oppenent will go "wtf heard a worm and checked my base but nothing!?" 5. worms do make creeep so you can set up a permanent reinforcement position and add crawlers... too bad crawlers suck and trying to crawler push with 12 seconds root time will fail you. the only great thing about crawlers is they dont cost food thank god. you can spam them when youre maxed at 14 minutes and have too much money | ||
mnck
Denmark1518 Posts
On May 20 2010 18:39 Vexx wrote: ... Correct me if I'm wrong but isn't the worm supposed to make a sound when it's created? I only hear a roar when it's done building (which is too late...) No, the worm has always made a sound once it gets out of the ground, if it made a sound as soon as it started building, then I'm quite sure the Nydus would be completely useless... If you could see a drop coming on the minimap, then it's most likely not going to be as effective | ||
Xyik
Canada728 Posts
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Rodiel
France573 Posts
here's some replays with offensive and defensive nydus abuse (some's are just lame, but most major help to win the game) + Show Spoiler + | ||
Elite00fm
United States548 Posts
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DeeD
Sweden88 Posts
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Nyovne
Netherlands19124 Posts
The best strongpoints of nydus worms are an increase in mobility for zerg, defensively and to outmaneuver an opponents army, especially on maps with a tight center space such as kulas. I don't get why people are all they are not super anymore to pop in an opponents base to win immediately, when they bring soooo many great options to a zergs tactical play. | ||
Thereisnosaurus
Australia1822 Posts
etc. I love the map wide exit scream, such an amazing psychological weapon. Throw a nydus worm in the back of his base, then charge the front while tanks unsiege and collossus lag in the back. Buckets of fun for the whole family. | ||
monkh
United Kingdom568 Posts
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mrlie3
Canada350 Posts
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Tenks
United States3104 Posts
I mean, it can work decently. It's just for the investment I'd need to do significant damage or I just threw away alot of cash. | ||
BlasiuS
United States2405 Posts
But using nydus as a way to 'drop' units into an enemy base doesn't work against good players. I think nydus is more effective late-game, when both players have 3+ bases. Then you can easily hop from one base to another killing enemy workers/expansions. However, good nydus use is extremely gas-expensive. If you don't do any damage with your nydus worms you will be behind in economy for sure. | ||
Adeeler
United Kingdom764 Posts
Whats clever is to double nydus and double or triple split the opponent. | ||
woowoo
France164 Posts
On May 20 2010 22:11 monkh wrote: I saw a zerg vs terran game it was asian reply on scrap station. The zerg tried to nydus him terrans army was out his base close to the xel'naga watch tower he just set his scvs to attack it and the scvs took it out b4 it was able to pop up. It was in a corner also so the scvs didn't even have a surround That's a nice bait for baneling drop! | ||
TheRyanBurke
United States6 Posts
Pros It gives overlords an additional tool Move valuable upgrade @ 200/200 instead of 100/200 + 100/100 per worm Units come out at a rate equal to the # of overlords used instead of 1 at a time Can reposition drop location at last second. Worm cannot be canceled Can target multiple locations at once by splitting lords Great way to take island expansions or expas behind rocks Can drop on top of some units (like siege tanks) Cons Distance is irrelevant for worm, lords have travel time Lords can be sniped en route, very costly | ||
Koffiegast
Netherlands346 Posts
That said, I wish a new unit would come available if you created the nydus building as it costs 200/200 (incl drone) and for every other entrance/exit 100/100. | ||
Rodiel
France573 Posts
On May 21 2010 00:12 Koffiegast wrote: Imo you could compare nydus with ghost academy. The special ability both cost 100/100, takes some time for effect, opponents are warned. The difference is that you could place the nydus anywhere, and takes longer time and can be prevented once the mins&gas are invested (i.e. nydus has popped). That said, I think that the 20 secs time window is a bit too long as you could basically travel from one side to another side in 20 secs in most maps.. the 10 secs was maybe a bit too fast, but 20 is just a tad too long. That said, I wish a new unit would come available if you created the nydus building as it costs 200/200 (incl drone) and for every other entrance/exit 100/100. interresting point of view but notice that once u made the nydus u can use it at anytime instead of the ghost academy who need nuke preparation. | ||
520
United States2822 Posts
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chirievalord
Costa Rica92 Posts
On May 21 2010 00:38 scintilliaSD wrote: I don't know why Zergs don't use Nydus Worms similarly to the way Nydus Canals worked in SC1 - as a way to defend their new expansions. I guess it has to do with the fact that the army is so mobile on creep now that you wouldn't really need it, and the maps are small enough for the Zerg army to move around from base to base very quickly. I hope larger maps come out that reward more SC1-style Zerg play. Exactly. That's my main use for the nydus worms. Mobility between bases for defensive purposes. | ||
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