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[G] Spanishiwa's No Gas FE ZvX - Page 36

Forum Index > StarCraft 2 Strategy
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ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
Last Edited: 2011-04-19 16:20:02
April 19 2011 16:19 GMT
#701
I actually really love how Zerg is starting to use Queens for so much more. Queens were obviously meant to use their transfuse and not only for the help of creep spread and larvae production. But I've also seen the queens get torn up. Not to be unfriendly or unkind to SpanishIwa, but I've seen him get utterly pwned on the Stream and get punished by Protoss on his stream at times.
Artosis : Clide. idrA : Shut up.
basedgab
Profile Joined March 2011
United States3 Posts
April 19 2011 16:23 GMT
#702
Hi, I have a hard time defending from a 10 or 13 pool against ZvZ, I usually make 2 spines but they end up having too many spedlings/banes. Is there anyway to defend it with this build?


Or can someone point me to a ZvZ build to counter their all in speed/bane attack?

(im still noob tho)
SOLIDbaSed #755
Johnny_Vegas
Profile Joined December 2007
United States239 Posts
April 19 2011 16:23 GMT
#703
On April 20 2011 00:52 Dragar wrote:
I often wonder about using infested terrans from the low ground to guard a nydus against workers against a protoss forge FE. I just am not sure you can get nydus and infestors in time...


I love the creativity of this idea! On the surface the gas cost sounds prohibitive to use this as some sort of early nydus tactic. Thinking about the possible uses for this tactic in late game makes my head explode. A burrowed infestor might be able to multiply its value by giving vision for a nydus, then, as you said, using infested terran to protect the nydus.

Your tactic opens the door to so many similar great ideas. 99% of the time, during infested raids, the harvestors will flee. Furthermore your opponent is unlikely to send troops to kill a bunch of temporary units, unless something of high value is at risk. Smart players will realize that 5-6 infested terrans aren't going to take down the orbital command, and therefore the ITs will often be ignored if the main army is away. Simply focusing down a refinery or a couple of depots with the ITs could be enough to create the loss of vision needed to spawn a nydus undetected. Or like you said, the nydus could be spawned within vision, causing workers to come off the line to kill it, to be met by several fast-spawning infested terran eggs. Or in his haste, the enemy might clump his workers when moving towards the spawning nydus, leading to some very effective fungal growths!

Infested Terran could also do a great job in the obfuscation tactic I talked about in my previous post. Spawning 10 - 15 infested terran in a spread pattern, all throughout an enemy base would have the effect of filling the mini-map with red dots, reducing the likelihood of the nydus worm from being spotted. Even if it is spotted, its 100/100 for another big headache.

Your idea of launching the ITs from low ground is pure gold, even for mid-late game. I really think it could lead to some successful nydus attacks. Even without the nydus added, I've gotten good cost effectiveness out of lobbing a mere 5 infested terran up into the main against a terran on Typhon Peaks. That map is situated perfectly for an overlord/infestor to perform some nice harassment on the edge of the main base plateau. When I tried it recently, 5 ITs were able to pick off 3 scvs (building two depots and an armory), as well as a Maurader and 3 marines that streamed in single file at a horrible angle, as they were constrained by the tight packed layout of his own buildings. For some reason this harassment triggered an immediate all out frontal attack by the terran (which I was able to stop), and he never put an scv back on the armory, choosing to cancel it instead (guess he felt I scouted his Thors and abandoned the idea?).
battlereports.com (co-founder/developer), Nohunters Discussion Forum operator
rotegirte
Profile Joined April 2011
Germany2859 Posts
April 19 2011 16:24 GMT
#704
On April 20 2011 00:59 aderum wrote:
I like how some pros are so against this, and yet spanishiwa beats a lot of pros on his stream.


And to be fair, he gets beaten, too.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-04-19 16:37:12
April 19 2011 16:30 GMT
#705
On April 20 2011 00:46 Johnny_Vegas wrote:
Show nested quote +
On April 19 2011 18:46 DarKFoRcE wrote:
On April 19 2011 17:43 Morfildur wrote:
On April 19 2011 17:31 DarKFoRcE wrote:
On April 19 2011 17:28 Morfildur wrote:
On April 19 2011 17:16 Schnullerbacke13 wrote:
on spanish' stream yesterday against a very high level terran, it was visible what some of the pro's stated often before: This build won't work at very high level that good.
The terran mass expanded and had no problem taking down nydusses in time, he detected them too quickly and spanish wasted a lot of mins and gas for nydus. Also the T spread out his units to take nydus/drops down quickly. He then moved to drop harrass until he got that 10+ tanks terran death ball.
Seems at a certain level (very high), players have very quick reaction times and excellent minimap awareness, nydus gets useless pretty much.
This is quite logical, as you can't "improve" nydus play by your skill. A nydus attack executed by a gold player is similar effective as executed by a high level player. Its success depends on opponents skill to detect and react quickly, so nydus effectivity gets weaker the more skilled your opponent is and you have no way to make nydus more strong by your own skill.

Ofc the concept of mineral heavy opening is not bound that much to nydus play, but if you invest in a lot of queens, nydus is important to get agressive with mass queens. Without nydus/drop, a good part of your army (queens) is defense only, which is a strategic weakness.


There is actually a big difference in how lowlevel and highlevel players use nydus worms.

1. Often Highlevel players place multiple worms in different locations at the same time.
2. Highlevel players place the worm while distracting the opponent with a few speedlings (harder to spot the worm when there is a big, blinking dot on your minimap).
3. Highlevel players have a better eye for vison radius of buildings and can find small gaps that don't have vision.
4. Highlevel players can use worms as a distraction while using baneling drops or speedling drops.

Without seeing the replay i can't tell if it was a buildorder loss or a gameplay loss, so i can't comment on that.


Sure better players also use nydus a bit better, but in general he has a good point. Also, your first point, that Highlevel players place multiple worms in different locations at the same time... err how many nydus entrances do you think one should build? This seems like bullshit ;p


I don't have the links, but i saw IIRC 2 casts where spanishiwa built 2 nydus tunnels and used both effectively. Also, ages ago (meaning 2-4 month), there was a game casted by day9 where a player used 2 nydus tunnels extremely effective for a mainly ultralisk based army.

Think about it: Against 1 nydus, you can pull workers... Against 2 you have to pull a part of your army back, so you are out of position and more vulnerable for an attack at another position. And if you fail to spot even one of them you have a whole army behind your lines destroying your production facilities and you can't even counter because it can move back almost instantly.

I understand that nydus worms are expensive, but they always force a player to react. You have to kill it, otherwise it can kill you in seconds.


You can just pull workers against 2 nydus worms aswell. you usually have at least around 20 workers in your base and only about 8-10 can attack at once against a nydus anyway, so there should be enough for 2.


Darkforce is 100% correct in that workers can kill not just 1, but 2 nydus worms. Also, the speed and awareness of the highest level players make it far easier for them to react in time to thwart the worms. There are a few factors that complicate the matter however, that some may overlook about nydus worms.

Analyzing the cost of Nydus Worms

On the surface Nydus worms are extremely expensive, but I'm going to attempt to make the case that their relative cost actually decreases as the zerg army grows larger. Furthermore once zerg is maxed, his options for getting value from his resources become more limited, therefore the supply cap effectively increases the value of nydus.

Example 1: 50 - 80 supply
+ Show Spoiler +

At this stage the zerg is probably on 2 bases, perhaps getting a 3rd.

His army might only consist of:
10 roaches, 20 splings, for a cost of 1250m/250g.

To get a nydus + worm
250m/300g, so 20% the mineral and 120% the gas cost of his army.

The relative cost of going nydus here is huge, as compared to army value. You'd actually be spending more gas on the nydus play than your army. This is the all-in scenario that you sometimes would see used versus a Protoss that has walled in a fast expansion with cannons and does not have vision of his entire main. For most other scenarios going nydus is only crippling the value of your army.


Example 2: 100 - 150 supply
+ Show Spoiler +

At this stage the zerg is probably on 3 bases, perhaps getting a 4th.

His army might consist of:
25 roaches (1875/625), 10 corruptor (1500/1000), 3 infestor (300/450) for a cost of 3675m/2075g.

To get a nydus + worm
250m/300g, so 7% the mineral and 14% the gas cost of his army.

We can see here, that even building two nydus networks and double nydus worming (for 14% minerals, 28% gas cost of army), the relative cost of nydusing is far less than in Example 1.

So while example 1 was a risky near all-in, the costs involved for example 2 become more manageable.



Example 3: 200 supply
+ Show Spoiler +

At this stage the zerg is probably on 4 - 6 bases (if he's fortunate)

His army might consist of (admittedly a gas rich army, but feasible):
6 Ultralisk (1800/1200)
80 Speedling (2000/0)
10 Infestors (1000/1500)
10 Hydralisk (1000/500)

total: 5800 minerals, 3200 gas

To get a nydus + worm
250m/300g, so 4% the mineral and 9% the gas cost of his army.

Add in the fact that the zerg is maxed and banked resources are hard to utilize effieciently, nydus starts to become more and more attractive. Multiple nydus'es have the potential to provide a lot of value, leveraging the strength of the zerg army, by simply getting them to where they can do the most damage, as well as allowing them to more effectively retreat.



Some thoughts on multiple (simultaneous) nydus worms

First let me quote the BroodWar beta champion, and chief game designer of Riot Games (League of Legends), Zileas, a brilliant RTS mind whom I've had several discussions with over the years.

"Attention is a resource"
-Zileas

Much like Zileas's favorite tactic of storm dropping mineral lines, nydus worms have the effect of forcing a reaction by your opponent. Multiple worms force multiple reactions. Multiple worms in different locations, spawning at the same time, degrade your opponent's attention exponentially. The payoff here is that the zerg spends far less attention in creating the worms, than the opponent has to spend to deal with them.

You can say that at the highest level, players can deal with worms no problem, but conversely high level zergs could also be able to capitalize on the distraction better than lower level zergs, so this skill level argument might cancel each other.


Nydus trickery, and cost effectiveness

As Darkforce has stated, even 2 nydus can be taken down by workers. There are several techniques that can be employed to reduce that likelihood however. I think these tactics are too often dismissed or ignored when people simply think about nydus as a "gimmick".

- positioning nydus in locations where fewer harvesters could attack it, such as adjacent to buildings, and/or combined with multiple nydus adjacent to each other to reduce surface area even further.

- the zerg can obfuscate the mini-map by filling it full of either overlords, muta, etc... before spawning the worms. If a group of muta are flying around harassing, and 8 overlords are hovering over different parts of the enemy's vision, he can no longer easily spot the spawning nydus worm using the mini-map alone.

- A zerg can also force his nydus worms to spawn by using air units, or drops to create a "safe zone" that also has the effect of reducing the enemy's vision. For example, it is common for muta to pick off buildings on the outskirts of the enemy's base. Once these buildings are destroyed, the zerg can leave 1 muta behind for vision, move his mutas somewhere else, then spawn the nydus(s) in the "cleared" location with relative ease. Ovie drop attacks can work similarly. Back to the muta scenario, for remote bases defended by turrets and a planetary fortress, the scvs are powerless to stop the nydus, as the nydus can be spawned out of range of the PF, causing the scvs to be pulled to kill it, only to be sniped by the muta flock if they approach.

- Finally lets look at the cost effectiveness of a nydus worm when 8 workers are pulled from the line to kill it. If 8 workers lose 30 seconds of mining time killing a nydus worm, on an unsaturated base, they are losing (8x20) 160 minerals. But as seen in many games involving nydus, where workers kill the nydus, too many workers are often pulled, and/or the workers do not immediately return to mining (perhaps the zerg harasses/attacks in another location to cause this). If 12 workers spend 60 seconds, that is 480 minerals lost. So we can see that even "failed" nydus attempts can often cause economic damage.


Well thought and written. Cost@Time is a general principle and often not considered in arguing, that's why zergling speed is one of the most expensive upgrades in the game (if built early on). However i still think that nydus does not scale well with skill, ofc you can do some trickery, however its capped at a certain level (~low to mid master).
Regarding late game nydus .. well, nydus won't hold the death ball :-). In order to be effective, you'll probably need it midgame latest.

Anyway there might be undiscovered potential not in "sneaky harrass attacks" but to improve army mobility and quick reinforcements on large maps (needs 2+ networks to be effective).

However due to the weak and volatile late game zerg army I am mostly occupied holding off the death ball A-move :-) .. at this point in time usually nydus will just help me to reach opponents base quicker for a base trade (which you loose most of the time against P/T). Maybe someone better will figure out a practical use for nydus even at high level, what i've seen from Spanishwa so far was quite impressive, but its still to be proven if it works at the very high end (i assume the pros have a reason not to use it: experience).

Regarding "Attention is a ressource" .. very true, TLO recently used nuke's just to enforce reaction from his opponent, most of the time they were canceled .. maybe one could use nydus in a similar way ..
21 is half the truth
Johnny_Vegas
Profile Joined December 2007
United States239 Posts
April 19 2011 16:44 GMT
#706
On April 20 2011 01:30 Schnullerbacke13 wrote:
Well thought and written. Cost@Time is a general principle and often not considered in arguing, that's why zergling speed is one of the most expensive upgrades in the game (if built early on). However i still think that nydus does not scale well with skill, ofc you can do some trickery, however its capped at a certain level (~low to mid master).
Regarding late game nydus .. well, nydus won't hold the death ball :-). In order to be effective, you'll probably need it midgame latest.

Anyway there might be undiscovered potential not in "sneaky harrass attacks" but to improve army mobility and quick reinforcements on large maps (needs 2+ networks to be effective).

However due to the weak and volatile late game zerg army I am mostly occupied holding off the death ball A-move :-) .. at this point in time usually nydus will just help me to reach opponents base quicker for a base trade (which you loose most of the time against P/T). Maybe someone better will figure out a practical use for nydus even at high level, what i've seen from Spanishwa so far was quite impressive, but its still to be proven if it works at the very high end (i assume the pros have a reason not to use it: experience).


I agree that holding off the T/P deathball is hard enough, without weakening your main force with nydus play. I don't know the answer, but I think it'll eventually come down to simply being able to weaken the enemy more than you weaken yourself. Maybe that simply means sending cheap units through the nydus with high DPS and picking good targets. Other times it might mean sending your entire force through multiple nydus, and retreating before taking many losses. In both those scenarios your ability to defend against a frontal attack by the deathball back at home may not be lessened much at all.

Like every strategy, there are better times to use it than others, even if most of the time the answer might be to not use it all.
battlereports.com (co-founder/developer), Nohunters Discussion Forum operator
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
April 19 2011 16:45 GMT
#707
On April 19 2011 16:46 Alpina wrote:
Show nested quote +
On April 19 2011 16:05 Morfildur wrote:
On April 19 2011 15:29 Alpina wrote:
Hey nice guide!

Wondering is it possible to hold 6-8 pool when he take like 5 drones together on map like terminus or something gigantic?

When I tried, zerglings where nowhere near completion and his 6 lings + 5 drones kills all my drones.


Only with insane micro. Almost any fast expand is very weak against 6-8 pool + drone/spine all-in, the only defense is scouting it in time and getting the pool ASAP.

IIRC he writes in the OP that the best solution would probably to run your drones to the center of the map and delay his drones while kiting his lings until your pool is done, though i don't think that it would work that well. Haven't tried it yet, the only time i encountered an 8pool+spine all-in build i died to it horribly (only to get a PM with "pwned" after i GGed) - though that was on Xel'Naga.


Well scouting on those gigantic map does not worth it. Even if I send scout on 9 (which is very early) I won't scout all spawns in time.

What about running drones from base - he will just put spine and I am dead for sure.


well the same is true for a 6 pool. He wont have scouted you in time either and if he has you know where he is.
"Mudkip"
s4life
Profile Joined March 2007
Peru1519 Posts
April 19 2011 16:58 GMT
#708
On April 20 2011 01:24 rotegirte wrote:
Show nested quote +
On April 20 2011 00:59 aderum wrote:
I like how some pros are so against this, and yet spanishiwa beats a lot of pros on his stream.


And to be fair, he gets beaten, too.


Every pro gets beaten.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 19 2011 17:09 GMT
#709
You really need to be tip top with your macro for this to work. I decided to try this casually, and defintiely didn't play very well myself when doing it, but noticed I had masses more resources then usual, simply because your bases get saturated so much faster.

I will be looking into this more seriously and think it has a lot of merit in becoming a new zerg style. It really feels a lot like the BW zerg builds where you make a skeleton defence force to survive until you have 3-base 5-hatch up and running.
rotegirte
Profile Joined April 2011
Germany2859 Posts
April 19 2011 17:15 GMT
#710
On April 20 2011 01:58 s4life wrote:
Show nested quote +
On April 20 2011 01:24 rotegirte wrote:
On April 20 2011 00:59 aderum wrote:
I like how some pros are so against this, and yet spanishiwa beats a lot of pros on his stream.


And to be fair, he gets beaten, too.


Every pro gets beaten.


Well same goes for winning, that's all my intention.

So that is the whole point isn't it? The one baiting flames was actually aderum and not me. There is no need to get overly defensive for Spanishiwas build. In fact it up and foremost proposes a novel opening accompanied by possible follow-ups and transitions. What defines Spanishiwa's personal style is how he excecutes it and which decisions he makes past-gas.

With Darkforce and others actually investing time into outlining its weaknesses, it ultimatively works towards strengthening the strategy, and not senseless trashing, unlike many of the defenders believe him to do.

mikyaJ
Profile Joined April 2011
1834 Posts
April 19 2011 17:30 GMT
#711
On April 20 2011 01:23 basedgab wrote:
Hi, I have a hard time defending from a 10 or 13 pool against ZvZ, I usually make 2 spines but they end up having too many spedlings/banes. Is there anyway to defend it with this build?


Or can someone point me to a ZvZ build to counter their all in speed/bane attack?

(im still noob tho)

Some small tips:
A way you can do to make your Spine Crawlers go a lot farther, is take a couple drones for each spine, and right click on the spine so they surround it... then click hold position. So the Lings will just randomly run around trying to attack the Spine Crawler to no avail... unless they target first drones, but all that time spent for them, your spine crawler will be killing lings. Also you can block off a ramp with two Hold positioned Queens on it.

And finally, it's not like you are not allowed to make Lings, although you would optimally not want to build any for this build. If you see your opponent going very early pool, just suck it up and make some lings : /
MKP||TSL
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
April 19 2011 17:33 GMT
#712
On April 20 2011 02:09 Shiladie wrote:
You really need to be tip top with your macro for this to work. I decided to try this casually, and defintiely didn't play very well myself when doing it, but noticed I had masses more resources then usual, simply because your bases get saturated so much faster.

I will be looking into this more seriously and think it has a lot of merit in becoming a new zerg style. It really feels a lot like the BW zerg builds where you make a skeleton defence force to survive until you have 3-base 5-hatch up and running.

I don't think it can become the new Zerg style... It is really easy to recognize which means it is really easy to metagame against. Without gas this style can be abused so hard by Protoss or Terran, not sure about ZvZ. Maybe new style in ZvZ?
Knowing is half the battle... the other half is lasers.
s4life
Profile Joined March 2007
Peru1519 Posts
April 19 2011 17:37 GMT
#713
On April 20 2011 02:15 rotegirte wrote:
Show nested quote +
On April 20 2011 01:58 s4life wrote:
On April 20 2011 01:24 rotegirte wrote:
On April 20 2011 00:59 aderum wrote:
I like how some pros are so against this, and yet spanishiwa beats a lot of pros on his stream.


And to be fair, he gets beaten, too.


Every pro gets beaten.


Well same goes for winning, that's all my intention.

So that is the whole point isn't it? The one baiting flames was actually aderum and not me. There is no need to get overly defensive for Spanishiwas build. In fact it up and foremost proposes a novel opening accompanied by possible follow-ups and transitions. What defines Spanishiwa's personal style is how he excecutes it and which decisions he makes past-gas.

With Darkforce and others actually investing time into outlining its weaknesses, it ultimatively works towards strengthening the strategy, and not senseless trashing, unlike many of the defenders believe him to do.



Err.. I thought Darkforce was pretty much condemning the build as something not to be tried when playing against pros, not just outlining its weaknesses. I think he might have been a bit too quick in reaching his conclusions and though I don't condone any personal attacks against him, I sort of understand why people got so defensive.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 19 2011 18:11 GMT
#714
On April 20 2011 01:30 Schnullerbacke13 wrote:
Show nested quote +
On April 20 2011 00:46 Johnny_Vegas wrote:
On April 19 2011 18:46 DarKFoRcE wrote:
On April 19 2011 17:43 Morfildur wrote:
On April 19 2011 17:31 DarKFoRcE wrote:
On April 19 2011 17:28 Morfildur wrote:
On April 19 2011 17:16 Schnullerbacke13 wrote:
on spanish' stream yesterday against a very high level terran, it was visible what some of the pro's stated often before: This build won't work at very high level that good.
The terran mass expanded and had no problem taking down nydusses in time, he detected them too quickly and spanish wasted a lot of mins and gas for nydus. Also the T spread out his units to take nydus/drops down quickly. He then moved to drop harrass until he got that 10+ tanks terran death ball.
Seems at a certain level (very high), players have very quick reaction times and excellent minimap awareness, nydus gets useless pretty much.
This is quite logical, as you can't "improve" nydus play by your skill. A nydus attack executed by a gold player is similar effective as executed by a high level player. Its success depends on opponents skill to detect and react quickly, so nydus effectivity gets weaker the more skilled your opponent is and you have no way to make nydus more strong by your own skill.

Ofc the concept of mineral heavy opening is not bound that much to nydus play, but if you invest in a lot of queens, nydus is important to get agressive with mass queens. Without nydus/drop, a good part of your army (queens) is defense only, which is a strategic weakness.


There is actually a big difference in how lowlevel and highlevel players use nydus worms.

1. Often Highlevel players place multiple worms in different locations at the same time.
2. Highlevel players place the worm while distracting the opponent with a few speedlings (harder to spot the worm when there is a big, blinking dot on your minimap).
3. Highlevel players have a better eye for vison radius of buildings and can find small gaps that don't have vision.
4. Highlevel players can use worms as a distraction while using baneling drops or speedling drops.

Without seeing the replay i can't tell if it was a buildorder loss or a gameplay loss, so i can't comment on that.


Sure better players also use nydus a bit better, but in general he has a good point. Also, your first point, that Highlevel players place multiple worms in different locations at the same time... err how many nydus entrances do you think one should build? This seems like bullshit ;p


I don't have the links, but i saw IIRC 2 casts where spanishiwa built 2 nydus tunnels and used both effectively. Also, ages ago (meaning 2-4 month), there was a game casted by day9 where a player used 2 nydus tunnels extremely effective for a mainly ultralisk based army.

Think about it: Against 1 nydus, you can pull workers... Against 2 you have to pull a part of your army back, so you are out of position and more vulnerable for an attack at another position. And if you fail to spot even one of them you have a whole army behind your lines destroying your production facilities and you can't even counter because it can move back almost instantly.

I understand that nydus worms are expensive, but they always force a player to react. You have to kill it, otherwise it can kill you in seconds.


You can just pull workers against 2 nydus worms aswell. you usually have at least around 20 workers in your base and only about 8-10 can attack at once against a nydus anyway, so there should be enough for 2.


Darkforce is 100% correct in that workers can kill not just 1, but 2 nydus worms. Also, the speed and awareness of the highest level players make it far easier for them to react in time to thwart the worms. There are a few factors that complicate the matter however, that some may overlook about nydus worms.

Analyzing the cost of Nydus Worms

On the surface Nydus worms are extremely expensive, but I'm going to attempt to make the case that their relative cost actually decreases as the zerg army grows larger. Furthermore once zerg is maxed, his options for getting value from his resources become more limited, therefore the supply cap effectively increases the value of nydus.

Example 1: 50 - 80 supply
+ Show Spoiler +

At this stage the zerg is probably on 2 bases, perhaps getting a 3rd.

His army might only consist of:
10 roaches, 20 splings, for a cost of 1250m/250g.

To get a nydus + worm
250m/300g, so 20% the mineral and 120% the gas cost of his army.

The relative cost of going nydus here is huge, as compared to army value. You'd actually be spending more gas on the nydus play than your army. This is the all-in scenario that you sometimes would see used versus a Protoss that has walled in a fast expansion with cannons and does not have vision of his entire main. For most other scenarios going nydus is only crippling the value of your army.


Example 2: 100 - 150 supply
+ Show Spoiler +

At this stage the zerg is probably on 3 bases, perhaps getting a 4th.

His army might consist of:
25 roaches (1875/625), 10 corruptor (1500/1000), 3 infestor (300/450) for a cost of 3675m/2075g.

To get a nydus + worm
250m/300g, so 7% the mineral and 14% the gas cost of his army.

We can see here, that even building two nydus networks and double nydus worming (for 14% minerals, 28% gas cost of army), the relative cost of nydusing is far less than in Example 1.

So while example 1 was a risky near all-in, the costs involved for example 2 become more manageable.



Example 3: 200 supply
+ Show Spoiler +

At this stage the zerg is probably on 4 - 6 bases (if he's fortunate)

His army might consist of (admittedly a gas rich army, but feasible):
6 Ultralisk (1800/1200)
80 Speedling (2000/0)
10 Infestors (1000/1500)
10 Hydralisk (1000/500)

total: 5800 minerals, 3200 gas

To get a nydus + worm
250m/300g, so 4% the mineral and 9% the gas cost of his army.

Add in the fact that the zerg is maxed and banked resources are hard to utilize effieciently, nydus starts to become more and more attractive. Multiple nydus'es have the potential to provide a lot of value, leveraging the strength of the zerg army, by simply getting them to where they can do the most damage, as well as allowing them to more effectively retreat.



Some thoughts on multiple (simultaneous) nydus worms

First let me quote the BroodWar beta champion, and chief game designer of Riot Games (League of Legends), Zileas, a brilliant RTS mind whom I've had several discussions with over the years.

"Attention is a resource"
-Zileas

Much like Zileas's favorite tactic of storm dropping mineral lines, nydus worms have the effect of forcing a reaction by your opponent. Multiple worms force multiple reactions. Multiple worms in different locations, spawning at the same time, degrade your opponent's attention exponentially. The payoff here is that the zerg spends far less attention in creating the worms, than the opponent has to spend to deal with them.

You can say that at the highest level, players can deal with worms no problem, but conversely high level zergs could also be able to capitalize on the distraction better than lower level zergs, so this skill level argument might cancel each other.


Nydus trickery, and cost effectiveness

As Darkforce has stated, even 2 nydus can be taken down by workers. There are several techniques that can be employed to reduce that likelihood however. I think these tactics are too often dismissed or ignored when people simply think about nydus as a "gimmick".

- positioning nydus in locations where fewer harvesters could attack it, such as adjacent to buildings, and/or combined with multiple nydus adjacent to each other to reduce surface area even further.

- the zerg can obfuscate the mini-map by filling it full of either overlords, muta, etc... before spawning the worms. If a group of muta are flying around harassing, and 8 overlords are hovering over different parts of the enemy's vision, he can no longer easily spot the spawning nydus worm using the mini-map alone.

- A zerg can also force his nydus worms to spawn by using air units, or drops to create a "safe zone" that also has the effect of reducing the enemy's vision. For example, it is common for muta to pick off buildings on the outskirts of the enemy's base. Once these buildings are destroyed, the zerg can leave 1 muta behind for vision, move his mutas somewhere else, then spawn the nydus(s) in the "cleared" location with relative ease. Ovie drop attacks can work similarly. Back to the muta scenario, for remote bases defended by turrets and a planetary fortress, the scvs are powerless to stop the nydus, as the nydus can be spawned out of range of the PF, causing the scvs to be pulled to kill it, only to be sniped by the muta flock if they approach.

- Finally lets look at the cost effectiveness of a nydus worm when 8 workers are pulled from the line to kill it. If 8 workers lose 30 seconds of mining time killing a nydus worm, on an unsaturated base, they are losing (8x20) 160 minerals. But as seen in many games involving nydus, where workers kill the nydus, too many workers are often pulled, and/or the workers do not immediately return to mining (perhaps the zerg harasses/attacks in another location to cause this). If 12 workers spend 60 seconds, that is 480 minerals lost. So we can see that even "failed" nydus attempts can often cause economic damage.


Well thought and written. Cost@Time is a general principle and often not considered in arguing, that's why zergling speed is one of the most expensive upgrades in the game (if built early on). However i still think that nydus does not scale well with skill, ofc you can do some trickery, however its capped at a certain level (~low to mid master).
Regarding late game nydus .. well, nydus won't hold the death ball :-). In order to be effective, you'll probably need it midgame latest.

Anyway there might be undiscovered potential not in "sneaky harrass attacks" but to improve army mobility and quick reinforcements on large maps (needs 2+ networks to be effective).

However due to the weak and volatile late game zerg army I am mostly occupied holding off the death ball A-move :-) .. at this point in time usually nydus will just help me to reach opponents base quicker for a base trade (which you loose most of the time against P/T). Maybe someone better will figure out a practical use for nydus even at high level, what i've seen from Spanishwa so far was quite impressive, but its still to be proven if it works at the very high end (i assume the pros have a reason not to use it: experience).

Regarding "Attention is a ressource" .. very true, TLO recently used nuke's just to enforce reaction from his opponent, most of the time they were canceled .. maybe one could use nydus in a similar way ..


If you wanted to move out with a deathball and 2 nydus worms poppped in your base, would you move out or prepare to defend?
I think you would really stay back, even if your workers can defend it. This means the Zerg can use it to delay the deathball by just building nydus worms without having more than a few lings in it. If one slips through, the lings can do some economic damage, if none slips through, it's just a little more time you got to get into position.

Of course that won't always work, people might decide to just move out anyways, but imho it can really work to delay opponents, much like nukes will often force tanks to unsiege.

Regarding infested terrans from below. It's a great harass tactic which i've used it several times to great success. On some maps you can get the ITs into his mineral line, but often it's too far away, so you can just throw 10 ITs into the base and kill some buildings and force some units to retreat. Good maps for that are Shattered Temple, Xel'Naga Caverns, Metalopolis and Slag Pits because of the small Mains with easily accessible Cliffs that are not protected from the natural. It really keeps the opponent on his toes and often allows you to move in with your army because half of his is out of position killing energy-only units.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 19 2011 18:13 GMT
#715
On April 19 2011 07:59 Skillz_Man wrote:
Show nested quote +
On April 19 2011 07:53 Yamulo wrote:
On April 19 2011 07:36 Skillz_Man wrote:
On April 19 2011 00:22 Kangg wrote:
On April 18 2011 23:55 Skillz_Man wrote:
I am a protoss player, and I've faced this build now 20-30 times, and wow it's horrible.

Firstly I'll start off with the obvious, pretty much even if you see a 14 gas you'll be checking if a drone is leaving his base, if it is, you can block his expo, place a pylon, whatever. Not being able to place your expo is real bad because your gas hasn't even been started yet, and if decide to go place a hatch at a third it's practically a free win against 4 gate.

But let's take the scenario of you get the 16 hatch off. Once I see a 15-16 hatch and no gas on the way, get zealot out right as cybercore finishes and chrono stalkers constantly (3 stalkers). My first zealot + stalker arrive when your first spine crawler is 2/3 done on Meta cross spawns. Ignore the queen, target down the spine crawler and... And lings do so little because my stalkers can kite because your speed is endlessly delayed. I follow up with a 4 gate off one gas, and you're finished.

I have lost twice against this build with my aggresion style, and it was just a midgame error after we came off very even after the 4 gate. Imo 16 hatch doesn't work at all because the time to get the spine crawler is so narrow, and that's why 15 hatch is a lot more viable. However I do the 12 gate 17 core where my probe production is delayed by about 1-2 seconds when you pair up probes and on close spawns you can do this againsts a standard 15 hatch 14 gas 14 pool.

I would like to see an actual pro doing this as the timings are a little too slow on everything to stand up against a solidly executed protoss agressive build. If anyone wants any replays, I can post some, as well, because the ones in the replays are delayed by 10 seconds are so, and the micro in the 4 gate one wasn't the most amazing either by the toss.

Saying that, I don't want to take away anything from you for creating such a staple build in the ZvX arsenal.


Just to start things off, He does a 13 hatch. Secondly, this build also can work with pool first, take a look at many of spanish's games. The concept is using static defense over a lot of units to defend, and using a lot of queens as support. the exact build order can be changed and alter depending on a persons style. The two main parts is its low amount of units but high level of defense. i would like to say u made 1 valid point here, but honestly u didn't. Look at exhibit A. Spanishiwa beat ROOTminigun(P) 4-3 in a show match. Nuf said.


Alright, well there's a few points I want to make:

1. He beat Rootminigun 4-3, nothing else. They are both good players but minigun wasn't plating his best, and didn't have the proper responses. It is a good build if your opponent doesn't put on pressure early, which mini didn't do all (most?) games he lost. Overall it's powerful but has a very visible weakness, I found it, if you don't agree with me, no harm done... But I will jeep winning ladder games vs it, I just wanted to share my find.

2. You fail to understand that I attack BEFORE his static defense is up, and it can't get up any sooner. Next - a pool first doesn't prevent this because my stalkers can kite your zerglings, then all that happens is you get contained to one base, and that is the #1 reason for the 14 gas 14 pool build... To prevent that. You say he uses queens to defend... The maximum amount of queens you can have when I attack is two, and creep doesn't join your two bases so you shouldn't be attempting to use that one as support.

3. I'm not sure what level you play at, but going 13 hatch is useless, you cut into your economy so hard that you could rather do a 15 hatch 14 pool 14 gas and be better off. And your statement of this build can be changed depending on a persons style is ridicolous. The only way that is remotely possible if you're playing a famous player, which 99.9% people reading here are not. And gambling a game like that, especially in a non tournament format is too risky.

To be honest, I expected this build to be best in zvp, but I feel like this build has core issues in every match up. Sling runbys in zvz... One base marine play... Versus standard stuff it fairs well, but it's weak to many all-ins, and I think with time player will learn the correct responses to no gas openings.

Anyhow, that is my ladder experience, if you'd like to show me what my opponents are doing wrong feel free to pm me for a game.

Sling run bys are not a problem with this build... do you wonder why he has the 2 queens on his ramp? and how do you plan to attack before static defense is up when his spines are in time for both 4 gate and 6 gate, i just don't see how you can read without reading the op... The op states "13 hatch 15 pool is slightly less efficient IF YOU HAVE TO MAKE EARLY LINGS", seconds how are you going to come into an op and flame the person who made it. Also how did minigun play poorly or respond is a bad way when he even stated he read this thread..... And from his stream he has enough queens to stop the "stalker harass" that you claim will end games. Ever consider the people that are using it versus you just aren't as good at the build? I mean making a blind statement without reading the op is one thing but then flaming it is another. But every play style has a weakness and i am pretty sure it isn't as glairing as you think. Also, he did it versus alot of the P on VT on bitters stream and he wasn't exploited in ways you talk about so idk.


Please read my initial post on the 12 gate 17 cyber 1 zealot 3 stalker pressure... You cannot hold the stalker harass, either you're theorycrafting or you're saying blantant lies. The only way you'll hold is if you make 14-18 lings, and get enough time to make spines, but that leaves your drone count far too low. I'm going off experience, you aren't.

Edit: Alright, I just assumed in ZvZ because the map that was on my mind was Scrap Station, but that's probably the wrong build for that map.

I am not flaming anyone, Im just saying I have found this build highly unsuccessful, if any pro wants to try my stalker harass tell me how it goes... But Im not too worried about people I play having trouble executing it. On the GSL maps I can totally see this being the new ZvP build, but medium or short distances, I don't see what you can do. Probably upon scouting you can throw down a gas asap and get speed, which nobody has done to me but seems like a legit choice, but staying with the build and not getting speed till that later time seems very suicidal, as it has.



Please post replays?
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
RobotBodies
Profile Joined September 2010
47 Posts
Last Edited: 2011-04-19 18:55:21
April 19 2011 18:22 GMT
#716
I've found the build highly susceptible to contains. If a toss 4gates, sees the defenses, then camps outside your natural instead of attacking and expands behind it, he will get ahead of you in five minutes or so while you are struggling to try to break the contain and take a third. For Terran bio into a siege tank hard contain has similar results. The build basically gives up map control for the early and midgame.

To be fair, I'm not very highly skilled, but these are still issues I face.
susiederkins
Profile Joined March 2011
United States87 Posts
April 19 2011 19:23 GMT
#717
On April 20 2011 03:22 RobotBodies wrote:
I've found the build highly susceptible to contains. If a toss 4gates, sees the defenses, then camps outside your natural instead of attacking and expands behind it, he will get ahead of you in five minutes or so while you are struggling to try to break the contain and take a third. For Terran bio into a siege tank hard contain has similar results. The build basically gives up map control for the early and midgame.

To be fair, I'm not very highly skilled, but these are still issues I face.



If a toss goes for a 4 gate, sees spines, and then tries to expo while soft containing you, he's already wayyyyy behind. I don't mind a toss soft containing me like that, my army will explode past his in just a couple rounds once I hit saturation, and I'm already taking the lead in upgrades and tech.
CandyHunterz
Profile Joined January 2011
Canada66 Posts
April 19 2011 19:27 GMT
#718
i made some variation to this build to fit my playstyle, i found that i was floating on a lot of minerals in the mid game so just by having 2 hatches to pump out lings you still have like at least 400 minerals in the bank to spend. Therefore i add a 3rd inbase hatch after i made all the 4 gases to utilize unit production. Btw, how does spanishiwa drop like that? dropping banelings while overlords are moving? ive seen a lot of pros do it too, do you shift click or something?
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 19 2011 19:38 GMT
#719
On April 20 2011 03:22 RobotBodies wrote:
I've found the build highly susceptible to contains. If a toss 4gates, sees the defenses, then camps outside your natural instead of attacking and expands behind it, he will get ahead of you in five minutes or so while you are struggling to try to break the contain and take a third. For Terran bio into a siege tank hard contain has similar results. The build basically gives up map control for the early and midgame.

To be fair, I'm not very highly skilled, but these are still issues I face.


You didn't read the followup of the build.
Tech to lair, get drop tech and use it to drop his base => contain hurt him more than you.
susiederkins
Profile Joined March 2011
United States87 Posts
April 19 2011 19:57 GMT
#720
On April 20 2011 04:27 CandyHunterz wrote:
i made some variation to this build to fit my playstyle, i found that i was floating on a lot of minerals in the mid game so just by having 2 hatches to pump out lings you still have like at least 400 minerals in the bank to spend. Therefore i add a 3rd inbase hatch after i made all the 4 gases to utilize unit production. Btw, how does spanishiwa drop like that? dropping banelings while overlords are moving? ive seen a lot of pros do it too, do you shift click or something?



Select your ovies, hit the drop hotkey and click on the overlord while it's moving rather than a spot on the ground.
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