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[D] Viable Hydralisk Uses (ZvT) - Page 5

Forum Index > StarCraft 2 Strategy
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SpoR
Profile Blog Joined November 2010
United States1542 Posts
June 21 2011 08:37 GMT
#81
ling hydra is arguably better vs mech than ling roach. But that depends on how many thors/hellions are in the comps imho.
A man is what he thinks about all day long.
Roblin
Profile Joined April 2010
Sweden948 Posts
June 21 2011 09:08 GMT
#82
On June 21 2011 01:43 Synystyr wrote:
Hydras are only really good in ZvT when you need to get a quick squad of AA units out to deal with something. Also if the opponent is going really heavy Marauders, you could technically go Hydras and soft counter them. However mass lings or mutas would be better there, so Hydras really dont have a niche anywhere =[

They need more health and speed >_<

health no, speed yes, the hydralisk was intended to be a glass cannon with "long" (long by zerg standards, 7 is almost siege range as far as zerg is concerned) range, much like the terran units. so in the same way the roach is a protoss unit in zerg skin, the hydralisk is a terran unit in zerg skin.

in my eyes the hydralisk is a more expensive, higher tech, lower dps/cost, lower hp/cost and slower marine that is available for zerg, have slightly more range and costs gas.

do the math, even on creep I'm right about it all (assuming stim).

conclusion: the marine is strictly better than the hydralisk in everything except 3 very minor things, namely.
1. supply cost: the hydralisk costs 2 supply, equal resources in marines cost 3 supply.
2. range: while the hydralisk have 2 more range (1 unupgraded) than the marine and this may seem like a relatively major thing, it is not enough to make the hydralisk efficient vs marines.
3. it is a zerg unit: zerg units have the advantage of being able to be produced in masses at a time.

so why would you go hydralisk vs terran when it is almost strictly worse than their tier 1 unit?

X being strictly worse than Y meaning: "in any situation where you have unit X, it would be better to have equal cost of unit Y instead."
I'm better today than I was yesterday!
nihlon
Profile Joined April 2010
Sweden5581 Posts
June 21 2011 09:17 GMT
#83
How about using them for harrass with drops?
Banelings are too cute to blow up
nihlon
Profile Joined April 2010
Sweden5581 Posts
June 21 2011 09:20 GMT
#84
On June 21 2011 12:06 sagefreke wrote:
I wouldn't be surprised if Blizzard modified the Hydra for HotS to make it more versatile seeing as it really has niche uses throughout all matchups.

It really feels like the only way Hydras would be viable against Terrans is if they decided to go mass air, although I would argue that going Spire with Muta Corruptor mix would be much more effective simply for mobility and their overall dominance over Terran air.


They'll just add the lurker so people will make the hydra, even for just a short period of time.
Banelings are too cute to blow up
GMonster
Profile Blog Joined May 2011
686 Posts
June 21 2011 09:28 GMT
#85
Standard right now is Marine Tank Medivac and ghost to counter t3 so... i dont even know where You could fit hydra into that.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
GGPope
Profile Joined February 2011
Australia367 Posts
June 21 2011 09:42 GMT
#86
People have used hydras vs. me to counter drops when they're going for infestor plays. It takes away from the overall army strength though, so I'm skeptical as to whether it's any good or not, especially after seeing some of the hydra balls just melt in instants to tanks.
AcidReniX
Profile Joined January 2008
United Kingdom66 Posts
June 21 2011 09:56 GMT
#87
In my opinion, Hydras are often essential in any matchup. My reasoning behind it is quite simple.

Their range.

Going straight up hydra is never going to go well, they are weak units. But have a look at the other zerg units.

Zerglings - Range melee
Roach - Range 4?
Hydra - Range 6

When you're in an engagement, your lings will move to within melee range, your front line of roaches will move to range 4 and start attacking, and any roaches behind that line will try to break through to start attacking. You have to push further into the enemy army to allow all your roaches to fire. This is fine in small numbers, when you can simply move your entire army closer to the enemy's army, but when you are talking maxed armies, you're not getting all of your roaches into the fight unless you're completely surrounding them. This means most of the time, you have units that are dealing no dps.

If you mix in a line of hydras behind your roaches, you will have more units attacking during the battle as they will be attacking at their max range, instead of queuing up behind your other roaches waiting to get in range.

The downside of hydras other than their cost effectiveness, is that they are terrible at retreating.

In general, I don't think any zerg units are meant to be cost effective except for zerglings (and roaches). Roaches were added to the game to prevent zerg from being overrun in the early game, before they can get their economy up to produce the 'cost inneffective, game winning units'. The problem is, roaches are also way too good in the late game, so by default, they made the expensive hydralisk become a bit more of a specialist unit.
wasd
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-06-21 10:16:11
June 21 2011 10:10 GMT
#88
On June 21 2011 01:43 Synystyr wrote:
They need more health and speed >_<
Then they also require a damage nerf. I like hydras as they are now.


On June 21 2011 01:26 TheSambassador wrote:
Any other ideas? Has anybody seen Hydras used effectively in ZvT?
I use hydras as an anti-air force on creep. I also like to add some hydras if I go roaches as hydras adds nice damage and share the upgrades.

Comparing to SC1, the new hydra is more a specialized unit. I am okay with that even though the hydralisk is now a snail off-creep, requires lair, and costs more. Hydras have sick dps and especially with the range upgrade they are very useful to snipe something quick.

But I don't think about the hydra as a single unit, I rather think how hydralisks can improve my army composition or how hydra tech can have an effect on the opponent's play. Sometimes I find it worth it to show just some hydralisks to discourage him going air.
You don't choose to play zerg. The zerg choose you.
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
June 21 2011 10:11 GMT
#89
anti air.

double port banshee play being the most obvious, they can also be used in ling infestor play as drop deterrent (assuming your creep spread is good). and adding a few to clean up vikings when you hit the lategame infestor broodlord composition is also nice.
"Opportunities multiply as they are seized."
userstupidname
Profile Blog Joined July 2010
Sweden272 Posts
June 21 2011 10:29 GMT
#90
We see way too little drop and aggro play right now, when that will come into sc2 scene we will see hydras easily fit in aswell.

In my personal opinion
Good luck have fun! - Except if its ZvZ Then you can burn in hell :D
VersaGER
Profile Joined June 2011
Germany2 Posts
June 21 2011 11:23 GMT
#91
Maybe in big Nydus plays they can be good , but usually they are just not worth the cost, rather build infestors to get some ranged dps and slow the enemy army down, not my own.

[ I'd like to see some small buffs to Hydras, maybe with conditions
something like more attack-speed while they are off creep
or more damage for 5 seconds after unburrowing

something that would not only make them more viable but more fun to play. ]
"Kind of a stupid game, isn't it?"
oGs420
Profile Joined June 2011
Canada46 Posts
June 21 2011 11:38 GMT
#92
Marines: cheap and plentiful


It would be like saying you counter zerglings with Hydralisks. Why use Hydralisks when you can just use Ling/Bling for your ground army?
dementrio
Profile Joined November 2010
678 Posts
June 21 2011 11:41 GMT
#93
with support units they are good vs thor+banshee. They are terrible against everything else. You may also be able to use them in close positions as they are more durable and cheaper on larva than ling/bane, but obviously they won't win you the game if you don't get a huge advantage somewhere else.
shizna
Profile Joined April 2011
United Kingdom803 Posts
June 21 2011 11:55 GMT
#94
they'd be good if you could turn them into lurkers.

User was warned for this post
AcrosstheSky
Profile Joined January 2011
United States237 Posts
June 21 2011 11:59 GMT
#95
i wouldn't look for any hydra uses tvz...their bad vs everything terran has and you wont be able to harass at all and your mobility will be shot down. you say they do well against marauders but...the Marauders are getting healed and have marine and stim and if he gets any tanks its lights out.

if your looking for defense in your base mutalisks both dish out the pain and will defend you

a nice idea as a whole but unless hydralisks get a buff it aint happenings, and it won't because it would break zvp
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
June 21 2011 12:00 GMT
#96
On June 21 2011 18:08 Roblin wrote:

2. range: while the hydralisk have 2 more range (1 unupgraded) than the marine and this may seem like a relatively major thing, it is not enough to make the hydralisk efficient vs marines.


u are wrong, hydras only have range 6 upgraded, marines are range 5, this isnt beta
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
June 21 2011 12:06 GMT
#97
They're good for a brief timing if you are rushing hive and will have ultras or broods by 18:00ish. Otherwise ling infestor (hydras are almost useless without infestors) hydra is a very poor composition for attacking. It's only really good for turtling briefly, because you can spread out hydra infestor and stop drops and use ling infestor hydra to break pushes on creep in the mid game.

You actually do have enough gas to do all this provided you take your third quickly and drone while building your first 8 infestors.
My. Copy. Is. Here.
Trollhammer
Profile Joined February 2011
Singapore94 Posts
June 21 2011 12:08 GMT
#98
Hydras occupy an awkward niche in the current Zerg arsenal; as stated before, their cost plus lack of clearly defined role (except AA, but more on that later) makes people shy away from em in ZvT.

In BW, every race had a basic melee unit (Zealot/Zergling/Firebat) and a basic ranged unit (Dragoon/Hydra/Marine). Things have obviously changed with the new units in SC2, but Terrans have incorporated their new basic ranged unit (Marauders) into their play whereas Zerguuus tend to neglect hydras. Why? IMO there are two reasons:

1) Niche. Marines cover anti air/general purpose DPS glass cannons while marauders have the obvious tanky, anti armour, and slow effect. They work well with each other, with each unit's advantages covering the disadvantages of the other and vice versa. Now what about roach/hydra?
Hydras have the advantage of being able to shoot up and have marginally more range and DPS than a roach (the latter two traits of which come at a massive cost of resources and lack of mobility). The roach is a lot beefier (except vs tanks and marauders, but mutas are far more effective against those units than hydras), cheaper, and has a speed upgrade. If you're super gosu, you'll also note that roaches can use burrow shinanegans. Compared to marine/marauder, roaches and hydras have somewhat overlapping roles. In some early beta Q&A sessions, it was stated that hydras were originally intended to deal 12 (+3 vs air). That would be good for the hydra, but a soft nerf on the corruptor as both units would now have overlapping roles as the zerg's primary AA unit. What blizz needs to do is find a unique niche for the hydralisk.

2) Cost. The cost of a hydralisk is close to that of a protoss gateway unit, as opposed to BW where 2 hydras were about equal to 1 dragoon in terms of cost and supply. In SC2, the gas and supply cost of a hydra have doubled, while the hp (2 hydras in BW had 150 hp in total) and damage per shot (2 hydras in bw would do 2 * 10 dmg to a large unit) have decreased. Do note that upgrades scaled better in BW as well, as those two hydras would benifit more from the attack and carapace upgrades than a single hydra would in SC2. Basically, the SC2 hydra is slightly more effective against certain units (12 dmg per shot opposed to the BW hydra's 10 explo dmg) at the tradeoff of being more expensive, lacking a speed upgrade, and having worse upgrade scalability than their BW counterpart. Oh and did I mention the SC2 hydra is a lair tech unit?
After spider mines were all executed as traitors, someone strapped a firebat to a vulture and called it a hellion. - Ribbon
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-06-21 13:25:55
June 21 2011 13:24 GMT
#99
On June 21 2011 21:08 Trollhammer wrote:
Hydras occupy an awkward niche in the current Zerg arsenal; as stated before, their cost plus lack of clearly defined role (except AA, but more on that later) makes people shy away from em in ZvT.

[...]

1) Niche.
I consider it curse and blessing at the same time. I like to get some hydras for inbase air defense. While I also build some spores if I expect air, I cannot use spores to push out. Hydras allow me to kill his air and if he is licking his wounds, use them for a counter push.

SC1 hydras are essentially – you mentioned it already – just better marines or half dragoons. I think it is a good design decision to restrict zerg to need lair tech for regular units who shoot up but balance this with the queen and relocatable spores. This makes the races more distinguishable.
You don't choose to play zerg. The zerg choose you.
jdsowa
Profile Joined March 2011
405 Posts
Last Edited: 2011-06-21 13:33:32
June 21 2011 13:25 GMT
#100
On June 21 2011 08:20 Soulish wrote:
Show nested quote +
On June 21 2011 05:50 jdsowa wrote:
I tried to think of ways to use the Hydra, until I realized that I can't afford to have any 80 hp, unarmored units taking up 2 supply in my army, mid/late game. You could use them for drops, but zerglings have the best dps/cost and dps/supply in the game, so why bother. The range of 6 (*after* the ridiculous upgrade), is pointless vT, unless you've got 20+ roaches in your front line. HP and armor are more important than dps, imho, which is why 80 supply of thors will destroy 120 supply of zerglings without losing a single unit.

dps per supply? archon,.bl. thor, void ray and many more


DPS per supply:

zerglings do 7.2 dps per .5 supply (14.4 dps/supply)
hydras do 14.5 dps per 2 supply (7.25 dps/supply)
thors do 46.7 dps per 6 supply (only 7.8 dps/supply)

Zerglings have *twice* the dps/supply of the thor and hydra. Therefore, the only use for hydras is for their range and anti-air capability. As others have said, the range is not so much an issue vT (with no forcefields), and there are better AA options--mutas give you harassment options, ability to shut down drops, ability to contain your opponent, pick off tanks in a seige line, pick off reinforcements, etc.--hydras give you nothing).

Additional useful info:

DPS per total min & gas cost:

zerglings (.28)
hydras (.09)
thors (.09)

Again, zerglings are a much better value than a thor on paper. Yet, which would you rather have an army of? The point is that what you want most in SC2 is units that have a ton of HP so that they can stay alive long enough to do some damage. Now, it's also worth mentioning that roaches have the best hp/cost ratio (1.45 vs. 0.08 for the thor) in the game. But what good is that when you have a 200 supply cap?
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