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On March 09 2010 13:14 jaybrundage wrote: 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 Recall is from the arbitor which is expensive as fuck, can be easily killed, and is at the way tippy point of the tech tree.
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On March 09 2010 11:56 zealing wrote:not much to add cause the other posts already cover it but lol at everyone making creep before putting it down  shows how logical it would be to have it that way If it had been the other way around in SC1, doubtless people would be saying that is the "natural" way
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I don't think it's too "good" but I think it's really fucking annoying and stupid that I can see it the instant it goes up and still not be able to kill it in time. At least make it require creep.
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this is why i never liked the nydus worm mechanic ever since it was first introduced. i knew it could potentially be abused in ways like this, such as sneak attacking in any of the terran or protoss's bases making the other player have to pay more attention to his bases than other things, which imo makes the game less fun and feels like it strains your attention more. it is a different case for drops, because drops are airborne so as long as you have map control you'll have more chances to anticipate it, but nydus worm can be rigged in the sense that the opposing player has to always constantly check his base, even progamers have a hard time doing this, as you sometimes see dts kill drones mercilessly, with no alerts.
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It is definitely imbalanced lategame, and I've posted on this exact thing before.
Once you get 4+ bases running, you CANNOT defend them all without seriously splitting up your army, and if you do that you'll simply die should he attack with his main army somewhere.
It's a flaw and something has to be done. You can simply abuse this to keep terran infinitely in their base while you just take the map.
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I don't see how it requiring creep is "natural". Granted, I had no idea that it didn't need creep until yesterday, but it does make sense that it can emerge anywhere seeing how it's a hole dug through the ground and out onto the surface. Why does creep need to be involved for that?
I think uping the time just a little bit can solve the problem. It's not like it's impossible to counter.
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Osaka27148 Posts
On March 09 2010 14:12 cHaNg-sTa wrote: I don't see how it requiring creep is "natural". Granted, I had no idea that it didn't need creep until yesterday, but it does make sense that it can emerge anywhere seeing how it's a hole dug through the ground and out onto the surface. Why does creep need to be involved for that?
The creep acts as the target for the worm so it doesn't get lost while travelling underground
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On March 09 2010 13:29 MeruFM wrote:Show nested quote +On March 09 2010 13:14 jaybrundage wrote: 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 Recall is from the arbitor which is expensive as fuck, can be easily killed, and is at the way tippy point of the tech tree. Not to mention you can scout more aptly for a recall (you see it flying into your base from a certain direction and can see it beforehand), and also, recall doesn't endlessly stream unlimited amount of units from just SIGHT of an area. I think its a little overpowered (possibly, haven't seen it too much) - either increasing the build time somewhat (to 15/20 seconds), or requiring creep would be fair.
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On March 09 2010 13:45 Raz0r wrote: it is a different case for drops, because drops are airborne so as long as you have map control you'll have more chances to anticipate it, but nydus worm can be rigged in the sense that the opposing player has to always constantly check his base, even progamers have a hard time doing this, as you sometimes see dts kill drones mercilessly, with no alerts.
I'm confused by this, if you have enough map control to anticipate/counter a drop how come you can't anticipate the unit flying in to spot for the nydus worm? Can you please elaborate?
By the way I really love the new nydus system, I thought it was a good start in the original SC, although I would be open to some tweaks- I think requiring creep is reasonable since you have overlords to drop creep by then anyway, but I would hope the build time would be reduced because of how squishy overlords are.
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On March 09 2010 14:26 BladeRunner wrote:Show nested quote +On March 09 2010 13:45 Raz0r wrote: it is a different case for drops, because drops are airborne so as long as you have map control you'll have more chances to anticipate it, but nydus worm can be rigged in the sense that the opposing player has to always constantly check his base, even progamers have a hard time doing this, as you sometimes see dts kill drones mercilessly, with no alerts. I'm confused by this, if you have enough map control to anticipate/counter a drop how come you can't anticipate the unit flying in to spot for the nydus worm? Can you please elaborate? By the way I really love the new nydus system, I thought it was a good start in the original SC, although I would be open to some tweaks- I think requiring creep is reasonable since you have overlords to drop creep by then anyway, but I would hope the build time would be reduced because of how squishy overlords are. The build time definitely does not need to be reduced, it's already extremely fast
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Australia7069 Posts
maybe have a fleet of 3-4 vikings that you initially use for harass, ad late game you use for shutting down nydus's so your army can stay out in the field
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On March 09 2010 14:37 Kiante wrote: maybe have a fleet of 3-4 vikings that you initially use for harass, ad late game you use for shutting down nydus's so your army can stay out in the field
For example, you don't even need an overlord, you can use burrowed roach to spawn the nydus. Another trick is to use a nydus and "queue up" builds (SHIFT + Click). This allows you to build nydus in locations where you don't have vision (you just need initial vision). When the queue comes up, it'll build the nydus regardless of you still having vision of the target location.
These are just possibilities that I came up with in 15 seconds, and I don't even play Zerg. Just wait until someone truly creative comes up with something. It'll be nasty.
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it's just the new arbiter ffs...
(im terran)
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On March 09 2010 14:47 GG.Win wrote:Show nested quote +On March 09 2010 14:37 Kiante wrote: maybe have a fleet of 3-4 vikings that you initially use for harass, ad late game you use for shutting down nydus's so your army can stay out in the field For example, you don't even need an overlord, you can use burrowed roach to spawn the nydus. Another trick is to use a nydus and "queue up" builds (SHIFT + Click). This allows you to build nydus in locations where you don't have vision (you just need initial vision). When the queue comes up, it'll build the nydus regardless of you still having vision of the target location. These are just possibilities that I came up with in 15 seconds, and I don't even play Zerg. Just wait until someone truly creative comes up with something. It'll be nasty.
Hmm I'm surprised that works but I don't really see how it's a big advantage, to get the initial sight you're going to be hinting that a nydus is inc regardless.
I think using a changeling to spot for nydus would much more sinister
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United States4126 Posts
On March 09 2010 14:50 CoL_DarkstaR wrote: it's just the new arbiter ffs...
(im terran) Except it's no longer late-game tech and can warp in as many unit as the Zerg wants, wherever he has vision.
The thing I find hardest to deal with is multiple worms. If they do one in your main and you pull your army to defend, they could be making another one at your nat or other expos and run their army back into the nydus to teleport again.
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On March 09 2010 14:12 cHaNg-sTa wrote: I don't see how it requiring creep is "natural". Granted, I had no idea that it didn't need creep until yesterday, but it does make sense that it can emerge anywhere seeing how it's a hole dug through the ground and out onto the surface. Why does creep need to be involved for that?
I think uping the time just a little bit can solve the problem. It's not like it's impossible to counter. Why does it make sense that it can burrow between floating islands in space with no ground between them? Requiring creep make sense as a gameplay mechanic and that's the only reason it needs.
On March 09 2010 14:26 BladeRunner wrote:Show nested quote +On March 09 2010 13:45 Raz0r wrote: it is a different case for drops, because drops are airborne so as long as you have map control you'll have more chances to anticipate it, but nydus worm can be rigged in the sense that the opposing player has to always constantly check his base, even progamers have a hard time doing this, as you sometimes see dts kill drones mercilessly, with no alerts. I'm confused by this, if you have enough map control to anticipate/counter a drop how come you can't anticipate the unit flying in to spot for the nydus worm? Can you please elaborate? By the way I really love the new nydus system, I thought it was a good start in the original SC, although I would be open to some tweaks- I think requiring creep is reasonable since you have overlords to drop creep by then anyway, but I would hope the build time would be reduced because of how squishy overlords are.
That is the difference between an ICBM and a wing of bombers. With nydus, only one ovie has to get through to destroy a base, it is harder to spot and it doesn't have to get as close to the drop zone.
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I'd worry much more about warp prism than nydus.
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Put it to hive tech. Lair tech is currently too strong with all the roach upgrades, banelings, hydras, mutas.
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i think its imba cause zergs can secure/kill islands so damn much easier than everybody else its not even funny
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overlords can spawn creep anyways, so it makes only 3 or 4 seconds of difference whether they can spawn on creep or not..not a whole lot of difference imo, terrans just counter attack their main with stimmed reapers and eye for an eye their arse =D
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