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[D] Double Nydus Worms and Unload Speed

Forum Index > StarCraft 2 Strategy
Post a Reply
onionchowder
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-09-17 08:25:52
September 17 2010 08:22 GMT
#1
One issue a lot of people have pegged on the Nydus Worm is the unload speed. Because they unload units one-by-one, regardless of size, an army of 50 speedlings unloading out of a wurm could get shot down one by one by a small group of stimmed marines sitting at the exit wurm, not even touching a marine. Another common complaint was that since the wurms built slowly and one-by-one, they could be easily brought down even by workers, and it was very difficult to find a vulnerability to Nydus thru on an attentive player.

Beyond calling Blizzard to buff Nydus HP and increase unload speed, a work-around exists -- Double Nydus Worm!

Building two Wurms at the same spot creates a location at which units can be unloaded at double their normal rate, making Zergling-heavy armies able to use the exits more effectively. I'm not 100% sure, but I believe this also doubles the rate loading into the wurms, provided you micro effectively.

With two Nydus Networks, two Nydus Wurms can be built simultaneously. Building them at different locations simultaneously increases the chance of sneaking one in, just as two simultaneous drops are often much more effective than a single one. And of course, two Wurms at the same location can be built in half the time with two Networks.

Of course, 150/200 for an extra Network is not a light investment, and this is probably only practical mid-late game, or perhaps in some other ultra-specific or cheesy scenario. Additionally, two Wurms in one location is twice the investment, and twice the loss when destroyed. Perhaps a few Spines and Spores at a double-Wurm exit would protect the area long enough for you to unload (and at twice the speed!).


Just some food for thought. I haven't actually tried this in a serious game, but it's an idea.

P.S. - some findings; If units are loaded in a Nydus, and all of the Networks are destroyed, the functioning Wurms can still load/unload units, the only issue is that no more Wurms can be made. If all Networks AND Wurms are destroyed, the Nydus'd units die; Building another Nydus Network will not bring them back.

tl;dr - Two Nydus Worms at the same spot = double unload rate. Two Nydus Networks = build 2 Wurms at once.
Eric Guan is a sexy beast
kmillz
Profile Joined August 2010
United States1548 Posts
September 17 2010 08:30 GMT
#2
On September 17 2010 17:22 onionchowder wrote:
One issue a lot of people have pegged on the Nydus Worm is the unload speed. Because they unload units one-by-one, regardless of size, an army of 50 speedlings unloading out of a wurm could get shot down one by one by a small group of stimmed marines sitting at the exit wurm, not even touching a marine. Another common complaint was that since the wurms built slowly and one-by-one, they could be easily brought down even by workers, and it was very difficult to find a vulnerability to Nydus thru on an attentive player.

Beyond calling Blizzard to buff Nydus HP and increase unload speed, a work-around exists -- Double Nydus Worm!

Building two Wurms at the same spot creates a location at which units can be unloaded at double their normal rate, making Zergling-heavy armies able to use the exits more effectively. I'm not 100% sure, but I believe this also doubles the rate loading into the wurms, provided you micro effectively.

With two Nydus Networks, two Nydus Wurms can be built simultaneously. Building them at different locations simultaneously increases the chance of sneaking one in, just as two simultaneous drops are often much more effective than a single one. And of course, two Wurms at the same location can be built in half the time with two Networks.

Of course, 150/200 for an extra Network is not a light investment, and this is probably only practical mid-late game, or perhaps in some other ultra-specific or cheesy scenario. Additionally, two Wurms in one location is twice the investment, and twice the loss when destroyed. Perhaps a few Spines and Spores at a double-Wurm exit would protect the area long enough for you to unload (and at twice the speed!).


Just some food for thought. I haven't actually tried this in a serious game, but it's an idea.

P.S. - some findings; If units are loaded in a Nydus, and all of the Networks are destroyed, the functioning Wurms can still load/unload units, the only issue is that no more Wurms can be made. If all Networks AND Wurms are destroyed, the Nydus'd units die; Building another Nydus Network will not bring them back.

tl;dr - Two Nydus Worms at the same spot = double unload rate. Two Nydus Networks = build 2 Wurms at once.


ive never seen or had my units sniped 1 by one as they come out of a nydus..if the enemy can snipe them as they come out the nydus wouldve been destroyed before it was done building. in fact, ive never had an issue with 1-nydus ever. its very effective by itself, 2 networks would be nice for flanking or hitting 2 bases at once though.
Undercroft
Profile Joined April 2010
United Kingdom166 Posts
September 17 2010 13:41 GMT
#3
It's nice to have double network, but i've rarely had the rescources to spare (400/400 for both networks and then 200/200 for both worms). Only used it when i'd wiped out most of a toss player's base and i had to crack an island expo which had no ground defences.

600/600 is a lot of resources to use for getting into a base. oviespeed plus droptech is half that cost. Sadly that's why worms aren't used as much.
Though thinking about it this would probably be very efficient on scrap station and delta quadrant (which are nice worming maps), assuming you can afford to take the 600/600 drop in army size for the networks/worms
Our dronessssss are under attaahck!!
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