Nydus Worms, Use them - Page 8
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EnderCN
United States499 Posts
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Ragnar4
United States64 Posts
Khulas Ravine becomes scary to any of the Z opponents because their naturals are just as abuseable as ours. Also: A lot of times, when Terran go 1:1:1, after their wall in, they have this horrible tendency to stop all unit production until they have tanks available. If you catch an opponent going 1:1:1, you could fast tech with roaches and lings and be in their base just about as quickly as their first tank is producing or finishing. In fact, if your opponent walls in, if you scream to nydus tech as fast as possible, you'll probably be able to force split in order to take advantage of their lack of units. | ||
GenesisX
Canada4267 Posts
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Challe
Afghanistan58 Posts
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Pads
England3228 Posts
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nam nam
Sweden4672 Posts
On June 20 2010 04:13 GenesisX wrote: Worms are best used against a turtle player - you can quickly hit their min line or elsewhere in their base where their army is not. (hops that makes sense :S) Except a turtling player usually have an army in their base. | ||
Thoro
United States57 Posts
You have 2 different canals, each one on opposite but key ends of the map, each leading to your main, each next to a hatch. What about worm play like that? Use them near key points on the map, such as high yeilds, choke points, out-of-the-way areas that are hard to reach, or Towers, build a hatch near them, and use them to fast transit between each other, allowing you to control these key areas. | ||
P00RKID
United States424 Posts
On June 20 2010 05:45 Pads wrote: just thought i'd mention, every time I go to the sc2 strat forum, in the op it always says "I was watching day9 and.." every fucking time rofl, the dudes a king amongst men. What are you saying exactly? A lot of people can agree and come to an understanding on the topics Sean talks about. It is a good reference point. | ||
dagene
United States75 Posts
also, a good time to throw down a nydus worm against a mech terran might be when he's moving his tanks/thors out towards you. you could potentially hop in with your units and do a lot of damage to his lightly defended/undefended base(s) and then nydus back in time to defend your bases. | ||
Doc Daneeka
United States577 Posts
i've had it used on me by another zerg though, and i have this to say about it - if you don't catch it, it can fuck you up fast. and even if you do catch it, it's extremely stressful. i felt like i had to run around constantly bopping these things down before they spilled an army into my base and made me paranoid in general. i had to focus on a lot more, so if the other zerg had used the later worms as a diversion he could've easily pulled a different strategy off while my attention was focused elsewhere... and yeah like others have said, it's a very flexible tool, doesn't just have to be for doomdrops, and i've seen a lot of games where i was thinking 'this guy should use a worm like a forward pylon' | ||
Tazman
Egypt23 Posts
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Pads
England3228 Posts
On June 20 2010 17:31 P00RKID wrote: What are you saying exactly? A lot of people can agree and come to an understanding on the topics Sean talks about. It is a good reference point. i didn't say it was a bad thing, infact completly the opposite (hence the 'he's a king amongst men'), i just found it interesting how many people DO refer to him when talking sc2 strategy, I see it in streams all the time too. | ||
PrinceXizor
United States17713 Posts
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Quornix
23 Posts
It depends heavily on the units you use. Zergling / mutalisk doesn't need it, queens and roaches love it, banelings and ultras don't need it but can benefit from it just for the DPS per second transferred in backdoor attacks. Note that the one set of units that really shine with them are very heavy on the minerals and fairly food-dense for fast transit of significant power. It depends heavily on the map. Big maps obviously increase the value of the network, but a Nydus network can exploit all sorts of little map quirks. Can you wall off a mid-map choke and use the network to jump past? Are there little nooks and crannies near the enemy base (or in it) where you can hide a close worm? Are there two or three places where you can assault your enemy at the same time? It depends heavily on how much you use it. When you build your first building, it's totally useless. One route you can take is nearly useless except for getting lucky with a backdoor. But get up a second or third network, and you can attack at multiple points at once. Set up enough worms in your base, and you can basically keep your non-zergling army in the network while "at rest" to show up wherever you want. It depends heavily on your opponent. The more mobile your opponent is, the less effective it is on offense, and the more likely you are to have to worry about surprise attacks and the speed of the network on defense. At the other end of the spectrum are siege tanks and static defenses that can no longer cover just a forward choke or two, but every path to your base from untaken expansions or open ground. All of these dependencies are synergistic -- a roach / queen army on a large map will be terrifying with a lot of Nydus networks and lots of worms (and will have the gas to pay for them). They'd be a stupid addition to your fast baneling bust on Steppes of War. | ||
nam nam
Sweden4672 Posts
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Sylph
United States31 Posts
More specifically, a Banshee harass would shut down the game for you right there. And all it takes to prevent nydus is gain vision throughout your base, which isn't that hard. Turrets, creep tumors, structures, etc. A player would have to be really... bad... to not notice a nydus in their base. | ||
Kratisto
United States199 Posts
On June 21 2010 10:36 Sylph wrote: Thing is, if the opponent hits you RIGHT when your troops are in-transit via nydus, you're dead. More specifically, a Banshee harass would shut down the game for you right there. And all it takes to prevent nydus is gain vision throughout your base, which isn't that hard. Turrets, creep tumors, structures, etc. A player would have to be really... bad... to not notice a nydus in their base. That's a stupid sentiment. "If he hits you when your troops are in transit" applies to pretty much every army in the game. I'd say proper Nydus placement gives you a more mobile army, meaning you won't be caught out of position nearly as easily. Also, simply having vision in your base doesn't prevent the Nydus worm from popping up. It takes only twenty game seconds to build and it has a reasonable amount of health. If you get one up inside a Terran's base when he's, say, responding to your front door attack, he'll have a lot of trouble recovering. Short of a game-winning Nydus in the back of your opponent's base, they can be used to faster reinforce an army the way Protoss players tend to leave proxy pylons everywhere for their warp gates, and it makes defending your numerous expansions a lot easier. That and spread creep everywhere. | ||
EnderCN
United States499 Posts
Also, simply having vision in your base doesn't prevent the Nydus worm from popping up. It takes only twenty game seconds to build and it has a reasonable amount of health This really isn't true, you have to not be paying attention for a nydus play to work if they have vision on it. It takes time to spit out the entire army and if you get even a few units there you can completely shut the thing down very easily. Nydus worm is much better used outside of someones base or to attack a base when they fail to build properly than it is to take out someones base with vision. If you build your base properly they are borderline useless against your main base. | ||
Quornix
23 Posts
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TheAngelofDeath
United States2033 Posts
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