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Nydus too good? - Page 2

Forum Index > SC2 General
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Nadagast
Profile Joined January 2009
United States245 Posts
March 09 2010 03:00 GMT
#21
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
Kimera757
Profile Joined August 2007
Canada129 Posts
March 09 2010 03:01 GMT
#22
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.
http://starcraft.wikia.com/wiki/StarCraft_Wiki ; a complete and referenced database on the StarCraft game series, StarCraft II, Lore, Characters and Gameplay.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-03-09 03:05:07
March 09 2010 03:04 GMT
#23
simple way for blizz to solve this is increase build time to like 30 seconds or have it require creep to be planted.
MeruFM
Profile Joined February 2010
United States167 Posts
March 09 2010 03:10 GMT
#24
Creep sounds fine, Overlord can spread creep anyways so it doesn't really make them useless.
DN2perfectionGM
Profile Joined August 2004
United States233 Posts
Last Edited: 2010-03-09 03:16:37
March 09 2010 03:16 GMT
#25
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.
JHU
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 09 2010 03:29 GMT
#26
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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Tor
Profile Joined March 2008
Canada231 Posts
Last Edited: 2010-03-09 03:31:41
March 09 2010 03:31 GMT
#27
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.
tertle
Profile Joined February 2010
Australia328 Posts
March 09 2010 03:35 GMT
#28
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
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
March 09 2010 03:36 GMT
#29
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
Kurdran
Profile Joined March 2010
36 Posts
March 09 2010 03:40 GMT
#30
As some ppl mentioned it should only be allowed to emerge on creep. It seems natural and more balanced.
Mindrust
Profile Joined May 2009
United States33 Posts
March 09 2010 03:42 GMT
#31
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.
It is in virtue that happiness consists, for virtue is the state of mind which tends to make the whole of life harmonious. - Zeno of Citium
emikochan
Profile Joined July 2009
United Kingdom232 Posts
March 09 2010 03:46 GMT
#32
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.
Probes need love too.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
March 09 2010 03:52 GMT
#33
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.
"So I turned the lights off at night and practiced by myself"
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 09 2010 03:59 GMT
#34
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..
OverShield
Profile Joined February 2010
Canada41 Posts
March 09 2010 04:03 GMT
#35
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.
MostDifferent
Profile Blog Joined March 2010
Norway124 Posts
March 09 2010 04:04 GMT
#36
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.
semantics
Profile Blog Joined November 2009
10040 Posts
March 09 2010 04:07 GMT
#37
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
Feefee
Profile Joined November 2009
Canada556 Posts
March 09 2010 04:09 GMT
#38
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.
jaybrundage
Profile Joined December 2009
United States3921 Posts
March 09 2010 04:14 GMT
#39
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
The more you sweat in training, the less you bleed in battle.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 09 2010 04:18 GMT
#40
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).
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
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