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On March 09 2010 11:21 bendez wrote: Make couple of vikings and have them kill any overlords flying by. Also you can hear the nydus screech even if it isn't on your screen, so that gives you some time to pull your troops back. Nydus tunnels are very gas heavy (200 for the nydus network and 100 for the tunnel), so if you defend it few times, they'll be out of gas. hope this helps. Vikings will have a hard time preventing speed upgraded overlords from coming in at any angle and getting a few squares of sight on your base. You'd need a lot of Vikings to stop them
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I've been using changelings and burrowed infestors/roaches to spot for the nydus. It is quite powerful, but also vulnerable. I try to screen it behind LoS blockers. And send a queen to use Transfusion on it, because of course the enemy will fight back!
If it turns out too powerful, I'd rather they not force a creep requirement, but instead increase the construction time.
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simple way for blizz to solve this is increase build time to like 30 seconds or have it require creep to be planted.
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Creep sounds fine, Overlord can spread creep anyways so it doesn't really make them useless.
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if your terran, the biggest complication is not protecting the main base. it's when you go for second and third expansions that nydus becomes pain to deal with. it's much harder to monitor the new expo.
10 seconds and zerg can spawn unlimited amount of units to distant expansions. so even 2-3 bunkers wont do jack if your main army is off somewhere else. And the worst part is zerg army might make it back to his base on time that you can't even counter.
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TossFloss
Canada606 Posts
On March 09 2010 12:04 Ballistixz wrote: simple way for blizz to solve this is increase build time to like 30 seconds or have it require creep to be planted.
You want solve something without first proving a problem even exists.
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One siege tank can stop any nydus in its range. It will only take one or two tanks to guard your main. One tank for each expansion. And use your army to fill the gaps. Nydus is still powerful though and works wonders for map control and hitting island expansions which are harder to defends as terran. Planetary Fortress (with range upgrade) at your harder to defend expansions helps a great deal especially if they make the mistake of trying to all-in with against it with an inadequate army. Keep in mind that the siege tank will pay for itself as long as it stops one nydus worm.
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Have a dropship near his base, leave rest of units in your base. Wait for nydus sound, run in kill the nydus in his base then kill nydus in your base = his whole army insta dead!
Did this once, was amusing
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On March 09 2010 11:38 Liquid`Drone wrote: only allowing you to build it on creep sounds reasonable. that's what I've thought ever since I heard it didn't need creep :-/ Ovie would need to get above base instead of just in sight, would need to be there for a sec to spread creep, and the creep would be possibly more noticable.
Given how many cliff hopping units there are, it may be balanced as it is, but I like needing creep better and would prefer the other races be adjusted to match
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As some ppl mentioned it should only be allowed to emerge on creep. It seems natural and more balanced.
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It is imbalanced IMO. They should change it so it can only spawn on creep. It's much easier to generate creep with the addition of creep tumors and overlord ooze.
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On March 09 2010 12:35 tertle wrote: Have a dropship near his base, leave rest of units in your base. Wait for nydus sound, run in kill the nydus in his base then kill nydus in your base = his whole army insta dead!
Did this once, was amusing
Heh, cute 
I've seen 4 marines on patrol take the worm down if they catch it early, I'm sticking with the *build supplies around base edge* idea. Yeah it's tough, but then, it costs the same as a nuke (same calldown time?) it should be as devastating as a nuke.
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I think it's too powerful, especially the fact that you don't need a hive for it, creep, and also the build time is just ridiculously fast.
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Blizzard also thinks that it is too powerful, this is intentional since they want people to discover it. As you might know even though it is ridiculously powerful people still don't use it..
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From what I've seen it seems to be pretty balanced. I've witnessed average players stop it with just SCVs and if you had to build it on creep you would see if far less often. Maybe increasing the build time by a few seconds would be more reasonable.
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I really dont think its OP, atleast not vs terran.
Try building a sensor tower in your base, and have a little group of 3-4 marines ready to kill it. It's so easy. Also as an added bonus you will often see 1-2 overlords/overseer just outside your base ready to be killed by vikings. Vikings alone isnt a counter though since with speed upgrade I'm sure they'll be able to cast a nydus down, before dying.
I've been accused of maphacking twice by zerg players due to this.
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On March 09 2010 12:04 Ballistixz wrote: simple way for blizz to solve this is increase build time to like 30 seconds or have it require creep to be planted. lol then it would be useless only used to connect bases late game like the old nydus canal in sc1
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3-4 marines or all your scv's can't really kill a nydus when it plops anywhere but right next to them. At least I've had nydusses plop at a different corner of my base and tried to kill them immediately with scv's. Didn't work out so well.. Not sure if it's overpowered but it's definitely on the higher edge of powerful. Requiring creep would simply make it a means of fast re-inforcing ala warpgate, since you don't HAVE to put it up inside the terran base. Sensor tower would work to spot the overlords (although that doesn't actually prevent the nydus, just makes you paranoid everytime you see a red blip on the map =P), but if he just sneaks in a changeling the same problem arises.
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I really think people are overthinking this its just like a protoss recall but slower and with zerg units. Can't the same strats apply O.o
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As feefee said, sensor towers work wonders later in the game (after your nat is fully secure and you're considering moving out). They also help you respond quickly to muta harass. Place it in sort of the middle between your two ccs (usually near your production buildings).
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