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[D] Viable Hydralisk Uses (ZvT) - Page 6

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[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-06-21 14:10:13
June 21 2011 14:09 GMT
#101
Did you weight vespene for the total cost? I propose to consider 1 vespene worth to 3 normalized minerals.

Dps is of course not everything. Hydras can kill a few lings before the lings were able to land at least a single hit. One could try to calculate a normalized dps value with considering the time for the enemy melee unit to close in. But the normalized value only works for a particular unit vs unit ratio, other ratios yield in other normalized dps values.
You don't choose to play zerg. The zerg choose you.
jdsowa
Profile Joined March 2011
405 Posts
June 21 2011 14:32 GMT
#102
I did not give any special weight to gas, but if I did, that would mean that zerglings are an even better value versus the hydra than I already stated.

As to your second point: yes, dps isn't everything--but in the case of drops, usually the drones/buildings aren't hitting back at you. Therefore, pure DPS is the primary factor.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-06-21 15:55:09
June 21 2011 14:47 GMT
#103
On June 21 2011 23:32 jdsowa wrote:
I did not give any special weight to gas, but if I did, that would mean that zerglings are an even better value versus the hydra than I already stated.

As to your second point: yes, dps isn't everything--but in the case of drops, usually the drones/buildings aren't hitting back at you. Therefore, pure DPS is the primary factor.
Pure dps means little if the unit lasts only for a very short time. If I attack with early lings, the enemy workers do strike back. If I can attack buildings while he does not strike back, the game is probably won anyway so my dps is not important.

The dps value plays an important role in the consideration "how much damage can I deal in a given window of time" but hp-to-cost ratio and attack range also play a very large factor in this formula. Even unit speed – since it is often possible to surround units with zerglings, I can use them to actually deal damage. But only so many lings can attack at the same time, the rest gets no marine leg to bite but is under fire and can die before he bit a marine leg even once

In certain situations you are right, lets say the enemy army is away and you could drop some lings into his base, then you have a window of time were dps is the sole important factor. But generally I consider the usefulness of units and how conveniently I can tech it to decide if I use it as main attack force or not. For example lings are limited to attack ground units only. Hydras also can save you from air raids. However Mondragon can build roaches versus Protoss air and wins
You don't choose to play zerg. The zerg choose you.
_-NoMaN-_
Profile Joined May 2011
Canada250 Posts
June 22 2011 00:52 GMT
#104
so it seams clearly established that hydras are not, and likely will not become, a 'backbone' unit in any ZvT composition. however, it seems they are in fact quite effective at dealing with harassment (drops, banshee). Thus we may see, as the game evolves, zerg players incorporate hydras as a lategame component of any potential composition (muta/ling/bling, ling/infestor, roach/infestor, etc.) for anti-harass defense. this would be especially effective with an infestor compostion, as you have less mobility and must rely on immobile defence regardless. and in theory, it is not too overwhelming an investment at the stage in the game when they would become most useful (once you have your third, looking for a fourth), before which low gas low tech options (queens, spine, spores,) can be used. with hydras added, these defenses would become nigh impenetrable.
TheFavorite1
Profile Joined July 2010
United States27 Posts
June 22 2011 01:28 GMT
#105
Hydralisk cost 100 minerals and 50 gas. They are inefficient to say the last vs practically every terran unit comp. Their only role would be vs very air play. While their dps is nice their range is so pathetic for their cost that they will just lose their 80hp too quick for them to be worth anything. Their starting range is the same as marines and hellions and upgraded is still less than the thor's 7 ground range. I recently used hydralisks for the first time in a while vs a protoss stargate opening. Hydralisks are pretty nice in a few situations but the reality is that any job a hydralisk could do would be better filled by more mobile and cost effective units.

Against a terran zergs already have plenty of uses for gas: infestors, banelings, and air. Hydralisks are just too expensive to be worth it.
dave333
Profile Joined August 2010
United States915 Posts
June 22 2011 02:46 GMT
#106
Masters zerg, I've actually tried substituting mutas for drop tech in a few practice games, and trying all sorts of weird stuff with it, hydras included.

Hydras were (obviously) the most efficient worker killers when you sneak some into the back of expansions, but were lackluster against everything else really.

Even in brood war, hydras really weren't the hottest stuff except against goliaths; against M&M they still didn't really hold their own that well, mutas were far more effective and you mainly got hydras for the lurkers.

There really isn't much of a place for hydras in the zvt matchup. They get chewed up by standard marine tank, they dont come early enough to stop early bio pushes, and overall just dont handle themselves very well.
Tatari
Profile Blog Joined January 2011
United States1179 Posts
June 22 2011 02:55 GMT
#107
Suicide drop squad?

Honestly, even in ZvP Hydras rarely find any purpose.

At best, a Zerg could research drop tech, and pray their Hydras do econ damage as they get dropped in a mineral line.
A fed jungler is no longer a jungler, but a terrorist.
crocodile
Profile Joined February 2011
United States615 Posts
June 22 2011 06:22 GMT
#108
I'm starting to think of using like 8 Hydras as a counter to drop play or any other kind of harass-based Terran style. Hydras kill Hellions (I find that their DPS kills the Hellions before they get any significant damage in return), destroy Medivacs in seconds, Banshees are paper planes to them, and the rare but extremely potent Viking harass style gets shut down as well.

Certainly not as a mainstay unit, but I'd much rather have 8 Hydras to shut down Terran harass than 4 Mutas.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Arisen
Profile Blog Joined October 2010
United States2382 Posts
June 22 2011 13:27 GMT
#109
There are some fast 2 base speed overlord creep highway busts you can do versus a terran, but in general the reason hydras are so underused in this matchup is every terran will get tanks pretty early for their 3 tank stim push, and seige tanks are the most effective unit versus the hydralisk (barring the colossus) in the game and the slow speed of they hydralisk doesn't allow for retreating off creep, which terrans will not let get near enough to their base to allow hydralisk armies to be any good at being aggressive. Versus heavy air play hydralisks are viable (multiple port banshee/viking) with infestors, but, yeah, very situational in a higher level of play.
"If you're not angry, you're not paying attention"
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
June 22 2011 14:23 GMT
#110
I've tried out some builds with Roach+Hydra VS heavy-mech, but Broodlords are still much better IMHO. Even against Heavy Air, like Vikings+Banshee/BC's, Corruptors, Infestors and or Mutas do much better.

It's maybe possible to get some Hydras just to be safe against Drops/Air, but again, it's much better to go sth. else - Mutas...

there really are no good reasons to use Hydras in ZvT anymore and in ZvP, there are some very Narrow timings where they're good, but if you've scouted/anticipated wrong and he goes Collossi or the timing-rush doesn't work out, they're crappy.

Hydras are IMHO just a terrible Unit and they get used less and less - too bad, I kinda like them too, just cuz they give a nice safe feeling in the stomach (being Anti-Air and not bad DMG-dealers).
https://soundcloud.com/thesamplethief
PeaNuT_T
Profile Joined October 2010
Sweden326 Posts
June 22 2011 14:30 GMT
#111
I played around with Roach/Hydra in ZvT for a while I normally dropped my hydras behind the tanks or on tanks in battles while my roaches cleaned up the BIO but it didnt work alot of the times
iNcontrol, IdrA,Lz, Strifecro, Axslav, Machine, Demuslim! EG Fighting!!!~~
_Major
Profile Joined April 2011
United States107 Posts
June 22 2011 15:40 GMT
#112
I would have to try this out first; but at my level (gold/plat), I'm pretty confident that a creep push strategy would have more consistent victories than the current reliance on infestors or mutas.

Why? One small mistake, like getting caught not looking, when relying on Infestors or Mutas can usually end the game right there.

Here's the gist, and I invite anyone to post replays:

1. Spanishiwa type start - early map control is not your objective.
2. Spread creep aggressively; use crawlers to support your creep expansions and control the wide spaces you want to engage in
3. Upgrade and build ling/bling/hydra; continue to expand behind your contain.
4. Evolve into whatever the appropriate counter; use Nydus to block / take out their attempts at expanding.

Ling/bling/hydra/spine is economical on larvae and resources, and keeps you better prepared for timing pushes than more gas intensive builds would. By having spines out in a containing manner, instead of solely a defensive one, you are forcing the Terran to go air or slow their push as they use tanks to clear the way. Hydra's are pretty good againast air =p.

In the case that they try to seige you on the ground, the Zerg's objective is to force the Terran to push out into the open as they strategically retreat. Terran leapfrogs forwards, Zerg leapfrogs backwards with the ability to spring forward when they advance too far -- otherwise known as the "rope a dope".

The similar speed that hydras and banelings move at make them much easier to control than having to juggle the variances that come with mutas, lings, and speed roaches.

On Creep/Off creep:
- Baneling 3.25 (3.8) / 2.5 (2.9531)
- Hydra 3.375 / 2.25
- Zergling 3.83903 (6.10883) / 2.9531 (4.6991)

Zerglings are the flanking units. The banelings and Hydras will obliterate what comes their way but will most likely result in some sort of army trade. Now you should be free to reestablish your spine position with spare drones and literally mass whatever unit you want fully upgraded to keep them in their hole.

Well that's my theory anyway. I'll see how it goes, today.



Do you practice on Macro Or Die maps? You should - http://www.teamliquid.net/forum/viewmessage.php?topic_id=216550
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
June 22 2011 16:16 GMT
#113
TLO used hydra infestor as zerg in a ZvT on Shakuras Plateau in, I want to say a video from the 12 Weeks with the Pros series VTMrBitter did. Rather than spire tech in this game, when he saw that the terran opponent was going heavy bio, he canceled his spire after a scan and opted for hydra den once the scan expired, leaving the terran in the dark for a moment. TLO claimed to Mr Bitter that hydra dps keeps up well with stimmed bio, which is an interesting assertion. I think if you're going to spend gas on blings, why not instead try spending it on hydras? At least you'll have a chance of your army, if it wins a fight, not being a bunch of dead blings that were simply traded. He did have good creep spread, and olord speed, making use of them for creep highways. I think hydra/ling/infestor has a chance of being more cost effective than ling/bling infestor, simply because of the non-suicide dps the hydra offers, which holds its own vs stim. Unless the opponent tech to bc's or heavy tanks, hydras are decent.

Myself, I have yet to truly incorporate them, but I think if you do, you need to be better at preventing drops without mutas, and give up mutas for hydras instead, something I'm still not comfortable with, as I prefer to medivac snipe via muta interception. But once bio unloads, my mutas become useless unless in crushingly larger numbers, and I have to retreat. Idk, hydras have potential, though realize your army will be slower, and you'll need to be better with olord mechanics, drops, tumors, and playing more defensively.
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
June 22 2011 16:21 GMT
#114
On June 21 2011 11:25 peidongyang wrote:
unfortunately hydras dont have stim and thus die to every terran ground unit with the exception of the scv and mule.

vs marines - hydras get owned horribly here once you have stim, combat shields and medivac, which is basically all the time.
vs marauders - hydras do well, but with stim, medivacs and marine support hydras get melted.
vs tanks - trololol
vs thors - they do decently but thors are usually supported with either tanks which trololol hydras or bioball which beats hydras
vs ghosts - pew pew pew
vs hellions - hydras do really well against hellions but you're probably never gonna get mass hydra vs hellion on creep unless the enemy is metagaming you when you're going ling heavy and mass hellions. in this case you probably win but then the opponent has tanks so hydras go lulz

hydralisks basically suck because they don't do shit offcreep and have shit hp, making them take infinite damage vs most unit compositions that terrans typically make


TLO would argue with you that hydra dps matches stimmed bio dps.
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Sanitys
Profile Joined April 2010
Canada126 Posts
June 22 2011 16:24 GMT
#115
One of the zergs I regularly practice with was determined to make hydras work in TvZ. He tried using them against me for like 20 games and they were just never effective. Everything terran has can kill them pretty effectively. Further more any current standard terran composition is just going to obliterate any hydra centric play. Your much better off putting the resources into banes/mutas/infestors than hydras.

The only potential place I could see them would be 4-6 to drop in mineral lines but even then your investing time, and money that could be better used on something else. Bane drops would be cheaper and more effective anyways in my opinion.

So unless their is some weird crazy meta game shift I don't think hydras will see a place in zvt. Even if the meta game were to shift, I am still having trouble thinking of a unit composition from terran that would make me want to have hydras.
HyperionDreamer
Profile Blog Joined June 2011
Canada1528 Posts
June 22 2011 16:26 GMT
#116
On June 23 2011 01:21 DuncanIdaho wrote:
Show nested quote +
On June 21 2011 11:25 peidongyang wrote:
unfortunately hydras dont have stim and thus die to every terran ground unit with the exception of the scv and mule.

vs marines - hydras get owned horribly here once you have stim, combat shields and medivac, which is basically all the time.
vs marauders - hydras do well, but with stim, medivacs and marine support hydras get melted.
vs tanks - trololol
vs thors - they do decently but thors are usually supported with either tanks which trololol hydras or bioball which beats hydras
vs ghosts - pew pew pew
vs hellions - hydras do really well against hellions but you're probably never gonna get mass hydra vs hellion on creep unless the enemy is metagaming you when you're going ling heavy and mass hellions. in this case you probably win but then the opponent has tanks so hydras go lulz

hydralisks basically suck because they don't do shit offcreep and have shit hp, making them take infinite damage vs most unit compositions that terrans typically make


TLO would argue with you that hydra dps matches stimmed bio dps.

Does anyone above silver league only make pure bio as Terran in TvZ?

The problem with using hydras is that Terran always gets tanks, and we all know how that goes for the hydras.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
BushidoSnipr
Profile Joined November 2010
United States910 Posts
June 22 2011 16:46 GMT
#117
I've seen them used against mech, to no real avail. I'd really like to have some sort of hydra usage in ZvT as well...maybe dropping behind min line? they have crazy DPS so it just might be effective
aebriol
Profile Joined April 2010
Norway2066 Posts
June 22 2011 16:52 GMT
#118
One possible use is to use them like protoss can use DT's in late game: a harass unit.

What you can do on some maps is:
- Drop down or just move 2-4 hydras behind in the mineral line (like some protoss do with stalkers). It will kill off SCV's, turrets, and be out of range of the planetary, and can attack / kill off an orbital if it's way out of position.

It does however mean that you pretty much:
- Aren't going mutas.
- Allready researched drop.

Otherwise I think it costs too much to get the tech, or you could instead just harass with mutas.

Also, I guess, if you go the superfast lair / ultra build:
- Ling
- Infestors
- Ultras

With just melee and armor for ground upgrades, and neural parasite / fungal growth, a few hydras can be okay to kill medivacs and banshees, while still keeping your ground focus, so you don't end up facing 10+ medivacs late game because you always killed off the ground army but never the medivacs.

... but even then, I think going corruptors and just have 3-4 in your army following it around, until you have too much resources and can go for broods, is better.
KillerPlague
Profile Joined June 2010
United States1386 Posts
June 22 2011 17:07 GMT
#119
hydralisks have insane dps, but lack mobility and high health. i think they are very weak vs mech in general which is why you don't see them used much. to exploit this i would say nydus or drops to avoid fighting the mech army straight up. just load up when the terran comes back to save his base. the only thing is you have to stay alive long enough to mass up hydras and tech drops with speed. not really worth that kind of investment until late game
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Saishuuheiki
Profile Joined November 2010
United States188 Posts
June 22 2011 17:27 GMT
#120
I think what's not mentioned enough in comparing hydralisk is the food cost.

While they may not be as mineral/gas efficient at taking down bio as roaches, they are better in terms of food cost. If you mix half-roach half-hydra, your army will be much stronger vs most terran compositions for the same food cost. This can be important mid and late game when you max your army. It can be better to top yourself off with hydras rather than roaches.

Even vs mutas, if a terran has turrets and thors all over and are turtled tight, it may be better to get hydras for fighting or dropping.
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