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[D] Current state of nydus-/dropplay - Page 4

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Frostfire
Profile Blog Joined January 2011
United States419 Posts
January 19 2013 19:52 GMT
#61
Yesterday I made a thread on reddit about nydus play specifically: http://www.reddit.com/r/starcraft/comments/16rzgh/why_doesnt_nydus_worm_have_a_build_speed_upgrade/

I feel like nydus worms should get like a +5 armor upgrade or something, so that they don't get killed by half a handful of workers before it's even done, and then zerg has to unload their army 1by1 back into their main when the other player sees the failed nydus and attacks.
"In solitude, we are least alone"
ALPINA
Profile Joined May 2010
3791 Posts
January 19 2013 20:27 GMT
#62
The problem is not that drops are too expensive, it's just zerg is always afraid of strong counter attack after drop. Unless of course zerg is in super all in and opponent just does not have enough stuff to defend right away. But that usually not the case and after the drop toss (especially) can just march their army into zerg's main and kill him.
You should never underestimate the predictability of stupidity
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 19 2013 20:29 GMT
#63
On January 20 2013 04:52 Frostfire wrote:
Yesterday I made a thread on reddit about nydus play specifically: http://www.reddit.com/r/starcraft/comments/16rzgh/why_doesnt_nydus_worm_have_a_build_speed_upgrade/

I feel like nydus worms should get like a +5 armor upgrade or something, so that they don't get killed by half a handful of workers before it's even done, and then zerg has to unload their army 1by1 back into their main when the other player sees the failed nydus and attacks.

Just make Nydus be affected by ground armor upgrades or make separate upgrade, that adds +2 armor for nydus
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-01-19 21:05:43
January 19 2013 21:04 GMT
#64
Drop play isn't too weak, zerg harass isn't too weak, nydus worms aren't too weak.

Just because zerg doesn't need to use these tools to win games and therefore doesn't usually use them doesn't make them weak or mean they need to be buffed. With 2 upgrades, every single one of your supply providing units that you have no choice but to build anyway becomes a dropship. I mean.... really?

Nydus worms and drops seem weak because the zerg army is relatively weak when it's not in the open, and you generally drop or nydus worm into an enclosed area. That's pretty much all there is to it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 19 2013 21:08 GMT
#65
On January 20 2013 04:52 Frostfire wrote:
Yesterday I made a thread on reddit about nydus play specifically: http://www.reddit.com/r/starcraft/comments/16rzgh/why_doesnt_nydus_worm_have_a_build_speed_upgrade/

I feel like nydus worms should get like a +5 armor upgrade or something, so that they don't get killed by half a handful of workers before it's even done, and then zerg has to unload their army 1by1 back into their main when the other player sees the failed nydus and attacks.


Can't be done at the moment. 1-base nydus as a response to FFE is unstoppable if you can't kill it with workers. If you ask me, the problem is definitely not with the durability of the nydus, but how little it really does for the zerg army. You can only unload and load one unit at a time, so they get bottlenecked pretty badly going through nydus (something neither runbys nor drops have issues with). In addition, with the amount of vision possible in the mid- and late-game in SC2, it's WAY too easy to spot a nydus; perhaps a slight decrease in size can make it a little harder to spot. I mean, let's face it, the dot for nukes is like the size of a roach and doesn't show up on the minimap; I'd rather have a "nydus worm detected" alarm and have to find it manually.
StrategyAllyssa Grey <3<3
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
January 19 2013 21:35 GMT
#66
imo the nydus should be buffed since it is not only interesting gameplay-wise but it also offers excitement for the spectator. I find it ridiculous that a worker surround can kill a nydus canal before it completes.
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
Sissors
Profile Joined March 2012
1395 Posts
January 19 2013 22:18 GMT
#67
If they can't then directly zerg is OP as hell. It means you have a keep an extra group of military units in every base you have, regardless if he makes nydus or not.

The nydus worm in its current state must be destroyable by workers, it is a direct two-way teleportation device, it would be like as soon as a toss deploys a warp prism he can teleport his entire army into your base.

The only way I see is you can buff a nydus worms strength, is if you add other restrictions (so different types). For example only allow it to be placed on creep. Or if you want it directly into enemies main, only allow it for a one way, limitted number of units.
Piousflea
Profile Joined February 2010
United States259 Posts
January 19 2013 22:39 GMT
#68
Zerg drops have a totally different purpose than terran/protoss drops.

Terran and protoss drops need to move fast because they are harassment, just like hellions or banshees or ling runbys. The dropships or prisms attack at a different point, away from the main army.

A zerg drop is not harassment; Overlords move far too slow for that and roaches/lings run much faster than most ground units. The Zerg drop is a devastating attack that always has the potential to go all-in (see Stephano roachling drops) because Zerg will ALWAYS have enough overlords to carry their entire army. (8 supply = 8 spaces) Overlord drop is used as part of the main army, and is very powerful for carrying roach/ling over forcefields and walls, or putting Banelings in the middle of the enemy army.
Seek, behold, and reveal the truth
FancYCaT
Profile Joined October 2012
45 Posts
January 19 2013 22:44 GMT
#69
Honestly, I think there shouldn't be any big changes. Comparing races and then making statements that one way has a disadvantage over in other in term of a specific feature leads to homogenization within the game. Overall this usually leads to gameplay becoming less interesting over a extended period of time.
Silencioseu
Profile Joined June 2011
Cyprus493 Posts
January 19 2013 22:53 GMT
#70
On January 20 2013 02:29 Jotoco wrote:
Show nested quote +
On January 19 2013 20:53 rEalGuapo wrote:
On January 19 2013 20:14 Kaldi wrote:
100% aggree with this thread. The overlord drops need to be alot cheaper so we can drop in the midgame and get similar harass possiblitities as the other races. Personally i love to drop and try to incorporate it as much as possible but i feel every time i got for it it is better not to since its so exspensive.

I think the question shouldnt be is zerg drop play too weak but is it too expensive? which is 100% is.



Sure, sure Stephano 11 minute max with drops so that you get to drop 100ish army supply into Protoss' main while still having 60 Lings attacking everything else. That sounds pretty damn balanced, I mean Protoss can barely hold with Cannons and good forcefields, circumvent them for Balance's sake!

Honestly Zerg has always way better economy in mid game, getting drops wouldn't hurt that much, people just don't do it because they ... I have no clue.
I mean, I hear IdrA saying that it is too big of an investment and you would lose ever single game doing it, meanwhile he looks at 40 Speedlings running against a Force Field and getting destroyed rather than pulling them back.


PLUS your "Dropships" are completely free of supply, no tech required AND you get them either way, it is not like Warp Prisms or Medivacs which cost a ton.

For 300-300 you get to drop as many units as you can afford. That is the cost of 3 Medivacs not counting the Starport or the Reactor. Or the Factory which is required for the Starport.
A single Medivac is 450-300 counting in Starport and Factory.

A single Warp Prism costs 200 Minerals, if I were to get enough to drop my 40 supply army that would be 2000 Minerals and another 20 Supply.

Sure, Zerg drops are WAYYY too expensive. . . .

Fact of the matter is that neither Protoss nor Terran can possibly withstand an all-in without walling and having perfect positioning as well as some sort of static defense. Even then, it is often not enough.

Now add in close-to-free drops and no Zerg would ever feel the need to go into a macro game because no Protoss or Terran Player could ever hold any 2 or 3 base all-in.

____

Edit: Just took a look at OPs math. . . . Either change that or close this thread please.

You cannot compare getting cost of a single Medivac to the Cost of Overlord drops.
A single Medivac also requires a Starport, which also requires a Factory, factor those in and you get yourself pretty much the same price as Zerg drops. 450-300 to be precise.
Now you got ONE Medivac against ALL Overlords. Seems like Zerg drops aren't quite as expensive, now are they?
Also Medivacs cost supply and Overlords grant supply. so it is more like 485-300 to 300-300 (cost of a quarter of a Supply Depot and 10 minerals worth of mining time lost)

2 Medivacs, Starport and Factory are way more expensive (Mineral and Gas-wise) than getting Overlord drops and speed Upgrade.
And now Terran has the potential to drop a force that can do significant damage if you react too slow.
Zerg on the other hand has the possibility to drop his entire army and all the Queens, then spread creep like a mad man in the Opponent's base.

True, Warp Prisms function differently and you can warp in a ton of units from a single one (that costs, counting the Robo 300-100) But you sacrifice the possibility to retreat with most of your Units, so you are FORCED to do damage or you are guaranteed to get pretty far behind.


The way you look at it is ridiculously far away from reality. No wonder it looks expensive, the math could hardly be any more biased.


Don't be ridiculous.

Next you're saying the cost of an SCV is 450 because you need a command center...

Every game Terrans build Starports. Be it mech or bio. Stargates are not built as often, but you make ridiculous clains.

Don't be ridiculous, the only reason terrans build starports is medivacs, else they wouldn't build it at all wouldn't they? Also in MMM comps factory is also useless.
i kno i r badass no need to repeat
gCgCrypto
Profile Joined December 2010
Germany297 Posts
January 19 2013 23:01 GMT
#71
I think Drops really need to be cheaper or research faster.
Right now there is this huge pressure to get something to deal witha 3 base colosus push in ZvP that there is simply no time and resource to invest into drops, you need to focus on getting to your anti colo composition.
Best thing imo would be to make drop research slightly longer then speed (say 20 ig sec)
Also Roaches and Hydras are really supplyinefficient and thus drops as a herras (NOT doomdrops) are very weak.
L E E J A E D O N G ! <3
DeCoup
Profile Joined September 2006
Australia1933 Posts
January 20 2013 00:30 GMT
#72
Rather than buff the Nydus, I think they should make it the requirement for hive instead of Infestation pit. Infestors and (arguably) Swarm Hosts are specialised and powerful enough to warrent having to choose it as a tech option, and one of the main reasons people don't experiment with nydus is the initial investement in the Nydus Network. If it were to become a prerequisite of standard tech then I am sure we would see a lot more use and innovative use of it across the board.

I would also consider adding an upgrade to the Network itself which once upgraded allows 2 worms to be placed simultaneously. The upgrade would need to cost 50:50 or 100:50, and would be per network. So to be able to place 4 worms simultaneously you would need a total of 300 gas invested, and it would always be preferable to upgrade an existing network instead of building a new Network building due to the lower gas cost.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
January 20 2013 01:24 GMT
#73
btw zerg drops usually not harrasing drops like T or P - it's usually DOOM DROP that rape your base if you're unprepared
bankobauss
Profile Joined December 2012
204 Posts
January 20 2013 01:38 GMT
#74
heres my ideas to fix nydus

network now costs 50/100 (+50 for drone) but has 70 seconds increased buildtime. nydus worms can simply be casted anywhere on the map without vision, if something is blocking the worm, the worm gets automatically placed (pushing the unit) or if a building is there the worm says "cannot be placed"

zerg can only own/control one nydus network. if a network is building or exists and zerg tries to build another network, the game says "cannot make more than 1 network"

nydus worms have a 60 second cooldown and cost 50/50 to place.

when nydus worms are placed it says "nydus worm detected" for the enemy and it pings an area on the map where the worm is.

nydus networks and worms are permanently revealed to the enemy always (like buildings after all hatcheries are dead)

nydus unload rate increased by 35%

nydus network has 1000 increased health (worms health unchanged)

a 200/200 upgrade exists at hive which turns all hatcheries/lairs/hives into functioning nydus networks (for base defense)


overlord speed reduced to 50/50 cost
i feel drops are totally fine. 200/200 to give basically unlimited dropships
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 20 2013 01:45 GMT
#75
On January 20 2013 05:29 Existor wrote:
Show nested quote +
On January 20 2013 04:52 Frostfire wrote:
Yesterday I made a thread on reddit about nydus play specifically: http://www.reddit.com/r/starcraft/comments/16rzgh/why_doesnt_nydus_worm_have_a_build_speed_upgrade/

I feel like nydus worms should get like a +5 armor upgrade or something, so that they don't get killed by half a handful of workers before it's even done, and then zerg has to unload their army 1by1 back into their main when the other player sees the failed nydus and attacks.

Just make Nydus be affected by ground armor upgrades or make separate upgrade, that adds +2 armor for nydus


If they would make the Worm able to be thrown at your enemy and them needing a fair force to deal with it getting up, then they will probably have to deny the ability to getting multiple Worms up at the same time. I would prefer the Worm staying fragile, maybe even more fragile and make it easier to setup more Networks for a defensive purpose.
It would also reward sneakyness and skill more then having a Nydus that takes 1 damage from marines. Which then would allow a Baby to pull a large force of the opponent away even if you put it right into their base, because those things can spit out anything, so if they are up they are a huge threat.

On the other hand creep and every Zerg ground unit being fast in general, really reduces the usefulness of a defensive nydus. (except spines and spores who can't enter them and the siegeshroom). The only thing would be for cross posi expansions. But since we have no 4 player maps in sc2 the cross posi expansions will be occupied.

With the Hydra getting a Speed upgrade without Creep, it also seems like they will leave the Nydus the way it is. Until they see an opportunity in the metagame to work it into the game.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
January 20 2013 01:52 GMT
#76
I'm sorry but drop play is not too weak at all. I use zerg drops all the time. Ling drops are the cheapest things imaginable and yet they can do serious damage. Baneling drop is still awesome (although can be microed against of course). Other units are a bit expensive to use as drops but nonetheless effective.

The reason people don't use Nydus right now is they don't have a use for it right now. That's pretty much it. When metagame stuff shifts and different strategies pop up Nydus play will be more useful. It's a tool in a toolbox. Find a strategy that uses it well, and you won't find it that weak.
jbeL
Profile Joined March 2012
United States13 Posts
January 20 2013 02:04 GMT
#77
If zerg drop play was meant to be effective than the nydus worm would never have been created
Your all F*ckers - IdrA <3
doggy
Profile Joined May 2010
Germany306 Posts
Last Edited: 2013-01-20 11:10:00
January 20 2013 11:08 GMT
#78
On January 20 2013 04:52 Frostfire wrote:
Yesterday I made a thread on reddit about nydus play specifically: http://www.reddit.com/r/starcraft/comments/16rzgh/why_doesnt_nydus_worm_have_a_build_speed_upgrade/

I feel like nydus worms should get like a +5 armor upgrade or something, so that they don't get killed by half a handful of workers before it's even done, and then zerg has to unload their army 1by1 back into their main when the other player sees the failed nydus and attacks.


I think that would be a bit too much, still i wanna go a bit into detail about your idea and what i think about it. I dont think a buff for loading/armor will be enough, its just so expensive to invest 300 gas for 1 nydus attempt and 100 more gas for every next attempt(Why cant we cancle the nydus? Would be still 25gas for every cancle which would feel more right to me). I really feel like the nydus needs to be reworked completly. Maybe they should (in case they buff it) move it even to T3 to not encourage allin heavy play with it. I just can repeat myself, it would be super cool if nydus worms would be used defensively too, its just not possible atm because of the costs. To just add a upgrade for armor or/and loading time it would be even more gimmicky because u would have to pay even more gas

Regards the drops: We can argue now wheter the costs should be lowered or not (very different opinions on that so far), but dont you really think that the overlordspeed should be buffed slightly? Just a little bit to compensate for the speedbuffs P/T got. For sure they need to be much slower (because of high HP and because of how doom drops work) than P/T drops but 1.88 speed seems really low to me.
I disagree tho for reducing the research time, there are already powerful allins which include drops, reducing the research time could easily lead to imbalance in some situations.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-01-20 11:58:58
January 20 2013 11:48 GMT
#79
Another nice game with nydus as reinforce outpost. Sadly he used only roaches to fight against terran. If he did other units, maybe then zerg was able to win

MilesTeg
Profile Joined September 2010
France1271 Posts
January 20 2013 13:35 GMT
#80
On January 20 2013 10:52 DoubleReed wrote:
I'm sorry but drop play is not too weak at all. I use zerg drops all the time. Ling drops are the cheapest things imaginable and yet they can do serious damage. Baneling drop is still awesome (although can be microed against of course). Other units are a bit expensive to use as drops but nonetheless effective.

The reason people don't use Nydus right now is they don't have a use for it right now. That's pretty much it. When metagame stuff shifts and different strategies pop up Nydus play will be more useful. It's a tool in a toolbox. Find a strategy that uses it well, and you won't find it that weak.


I completely agree. They just don't fit in standard builds that people are using these days (it doesn't help that the dominant strategy is "tech to hive"; Zerg these days isn't about denying economy for your opponent, it's about taking care of yours). I use both a lot more in HotS, both go very well with swarm hosts in particular. I am willing to bet we'll see a lot more of them when HotS comes out.
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