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Nydus too good? - Page 4

Forum Index > SC2 General
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Nafaltar
Profile Joined May 2008
Germany302 Posts
March 09 2010 11:05 GMT
#61
Nah the problem isn't that a single overlord isn't as easy to detect as a group of overlords, its that a drop runs a risk if it gets intercepted as you could lose your entire army without a fight to AA units, or be forced to drop in a disadvantageous position. With a nydus all you lose is really 100 mins for the overlord and possibly 100 mins and 100 gas if you manage to plant the Nydus but don't get to use it.
However a 10 sec warning is often enough to deal with it. Still increasing build time slightly say to 12 seconds might be a reasonable "nerf".
McCrank
Profile Joined March 2008
204 Posts
March 09 2010 11:05 GMT
#62
On March 09 2010 14:50 CoL_DarkstaR wrote:
it's just the new arbiter ffs...

(im terran)


While the arbiter could fly around and recall everywhere to harrass. Units didn't do as much damage to buildings as they do in SC2.

Get 10 hydras in terran's base and it's gone before you can get any units there to defend. It's like every unit is a 3-3 adrenaling.
Velr
Profile Blog Joined July 2008
Switzerland10697 Posts
March 09 2010 11:08 GMT
#63
Requiring creep would COMPLETLY destroy it's use.

Fly an overlord into someones base, spawn creep and then have it take 10 seconds to build?
Yeah right, it may also should automatically display a chat message and ping on the minimap where it's built...
hns
Profile Joined January 2010
Germany609 Posts
March 09 2010 11:22 GMT
#64
What happens if you try to build the worm under a unit? Is it blocked?
ZerO, Action, Neo.G_Soulkey & FlaSh fanboy~~
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 09 2010 11:24 GMT
#65
if u make supply depots all around the nydus, can it still fart out units?
Progamerpls no copy pasterino
threehundred
Profile Joined July 2009
Canada911 Posts
March 09 2010 11:26 GMT
#66
they'll nerf the 10 second thing for sure, i mean it's cheaper and more effective then just overlord doom dropping an enemy anyway with minimal losses

anyway i think it's also a mix of expecting what units are coming out of the nydus, hydras in general are as tough as dragoons vs marines in sc1. i think most terrans, myself included don't produce as much when they scan mass hydra production for the fact they still think the ratio's of damage to hp are the same.
KimTaeyeon MEDIC MU fighting! ^^;;
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 09 2010 11:27 GMT
#67
To be fair, this and overlord drop are zerg's only ways to climb/ignore terrain blockades with ground units.

Terran has reapers and medivacs, also CCs for SCVs and Vikings which partly are ground units.

Protoss has warp-in, recall, stalkers and collossi.

SC2 is a lot about mobility and maintaining full vision of your half of the map. If it weren't for nydus, zerg would have a hard time keeping that same pressure of random units coming from everywhere up.

If you aren't currently pressuring the zerg so hard that he might be able to nydus you, then why don't you just keep a few units at home? You don't need too many because nyduses are so very fragile anyways. If you consider a nerf, look at values similar to what Nafaltair suggests, 12 seconds or so. Suggestions like creep + 30 seconds are just plain ridiculous.

About securing islands... This sounds more like an issue to me. It really depends on the map though. And neither longer build time nor creep requirement stop a zerg from taking a free island. If the nydus "build" time is long enough to kill it with 5-10 SCVs and maybe a banshee or viking if you react quickly then defense of your own island should be ok though. Protoss might be able to cover the island with a few cannons and warp in a few zealots to help kill it in time.
If you have a good reason to disagree with the above, please tell me. Thank you.
HTX
Profile Joined February 2010
Germany265 Posts
March 09 2010 12:05 GMT
#68
Iam using it to great success recently without any trouble. Right now its to strong because you can take the island expansions, harass your opponent and spawn worms all over the map. You you do it properly your emeny want be able to attack you because you can spawn worms every 10 seconds new in any cormer of his base. If he is attacking then pull your attack army back, defend, produce and hit him again.

Short: In Broodwar you are able to see when shuttle or arbiter are attacking, so you have time to react to one unit. Nydus worms pop extremly fast, its like every 10 seconds hits another arbiter into your base from different locations and trys to recall -> overpowered.
The internet: a horrible collective liar
WolfStar
Profile Joined February 2008
United Kingdom155 Posts
March 09 2010 12:57 GMT
#69
I don't find it OP to play against, however when I played as zerg in late game I basically had 12 hydras in the network at all times and worms at all expos. Makes defending harassment extremely easy!
The early bird catches the worm but the second mouse gets the cheese.
zee
Profile Joined January 2010
201 Posts
March 09 2010 13:03 GMT
#70
On March 09 2010 21:05 HTX wrote:
Iam using it to great success recently without any trouble. Right now its to strong because you can take the island expansions, harass your opponent and spawn worms all over the map. You you do it properly your emeny want be able to attack you because you can spawn worms every 10 seconds new in any cormer of his base. If he is attacking then pull your attack army back, defend, produce and hit him again.

Short: In Broodwar you are able to see when shuttle or arbiter are attacking, so you have time to react to one unit. Nydus worms pop extremly fast, its like every 10 seconds hits another arbiter into your base from different locations and trys to recall -> overpowered.

well you do hear the summoning sound of it even if u dont have sight of it. and if you got units close by u can destroy it rather easily as it doesnt have much health at all.
Deathfate
Profile Joined November 2008
Spain555 Posts
March 09 2010 13:07 GMT
#71
Zerg hasnt any other way except drops to climb cliffs, no colossi, no reaper, no stalkers, no warpgate etc... If you remove nydus you make zerg less mobile than the other races and with the weakest units in the game wouldnt be fair.
Feel the power of the zerg swarm.
done
Profile Joined January 2009
Germany70 Posts
March 09 2010 13:19 GMT
#72
I think its not OP but extremely strong! Without it zerg had no real options to harrass or be mobile at all, while warpgates and medivacs would give the other races a huge mobile advantage... also if I have my army in your base, you can beat my army at my main, so it doesnt seem to unfair imo.. And as people get better it will be figured out how to deal with it for most times, so I personally think it should stay the way it is
GunsofthePatriots
Profile Joined August 2007
South Africa991 Posts
March 09 2010 13:28 GMT
#73
I think they should make it so Terran and Protoss can send their units through the canal!
HTX
Profile Joined February 2010
Germany265 Posts
March 09 2010 13:47 GMT
#74
I think its not OP but extremely strong! Without it zerg had no real options to harrass or be mobile at all, while warpgates and medivacs would give the other races a huge mobile advantage


What about ovi drop? Right now ovi drop is pretty useless, like the 3 different functions to spread creep when you dont need it to spawn the worm.
The internet: a horrible collective liar
Rickilicious
Profile Joined July 2009
United States220 Posts
Last Edited: 2010-03-09 13:54:40
March 09 2010 13:51 GMT
#75
LOL. People don't seem to understand drawbacks. If they make it require creep, why would it traveling through it not be nearly instant(D to unload and then they all pop out) like in SC1? If they require it take the building take 30 seconds there better be some serious benefit for it taking so long.

But I use it to expo a lot too, and if I scout that my opponent is teching I build it right away and expo with it. While doing so, he'll have scouted it with an obs or detection and be waiting for a drop, if it's nerfed into oblivion there is no sense of threat involved anymore.
Doug Righteous
Greth
Profile Blog Joined November 2007
Belgium318 Posts
March 09 2010 14:07 GMT
#76
Isn't this a bit like reaver drops in TvP ?
I think one of the buildings that is overlooked here is the sensor tower. It can do the spotting of the potential overlords for you over a much wider range than sight range. Then you place one or two siege tanks inside your base to kill any incoming worms in the 10 seconds they need to spawn.
It's the same as getting rid of a reaver; a potentially much dangerous reaver - so two tanks are a worthy investment.
(Or you could also use a single thor to barrage it to death, and maybe even kill the ovie if it comes too close).
http://youtube.com/grethsc
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-03-09 14:11:24
March 09 2010 14:10 GMT
#77
I think moving the worm to tier 3, having to plant creep first, or have it take 20 seconds to finish can solve this problem.

Heck, just nerf it to hell. I miss Doom Drops.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
March 09 2010 14:15 GMT
#78
I found that the best solution vs. nydus is to keep stray overlords away. With terran, it's also helpful to have a couple siege tanks around with complete vision of your base so that the nydus are taken out before anything gets into your base. I do see nydus being quite difficult to deal with however and am thinking that it probably could be nerfed a little ..
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
March 09 2010 14:30 GMT
#79
On March 09 2010 23:15 Xyik wrote:
I found that the best solution vs. nydus is to keep stray overlords away. With terran, it's also helpful to have a couple siege tanks around with complete vision of your base so that the nydus are taken out before anything gets into your base. I do see nydus being quite difficult to deal with however and am thinking that it probably could be nerfed a little ..


Nerf medivac speed as well in that case.
Wut
Stropheum
Profile Joined January 2010
United States1124 Posts
March 09 2010 14:31 GMT
#80
On March 09 2010 11:38 Liquid`Drone wrote:
only allowing you to build it on creep sounds reasonable.

I agree. It'd also make for a really cool strategy. load up an ovie with a couple hydras, drop the creep, crop the hydras, attack his expo with a decent force while doing this, and that forces your opponent to be really really careful without it being ridiculously easy to pull off. Now it's just as easy as shooting an overseer to the corner, getting a changeling and popping the nydus in a dark corner somewhere
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