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Nydus too good?

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Nadagast
Profile Joined January 2009
United States245 Posts
March 09 2010 01:43 GMT
#1
In TvZ if your army isn't in your base when this goes up you are in for a lot of trouble. I also just found out that they don't even need creep, just vision to plant the network... This seems like it's too difficult to counter unless you leave like 15 marines patrolling your base, but that would diminish your army size considerably

What are people's opinions on this?
micronesia
Profile Blog Joined July 2006
United States24678 Posts
March 09 2010 01:45 GMT
#2
My opinion on this is http://www.teamliquid.net/forum/search.php?q=nydus&t=t&f=34&u=&gb=date

But yeah they can be really tough haha.... gotta keep those ovies away or at least keep track of when they are coming near you.
ModeratorThere are animal crackers for people and there are people crackers for animals.
semantics
Profile Blog Joined November 2009
10040 Posts
March 09 2010 01:47 GMT
#3
I just build supply depots near the edges and if my army it out i pull scv's to kill it
micronesia
Profile Blog Joined July 2006
United States24678 Posts
March 09 2010 01:49 GMT
#4
On March 09 2010 10:47 Virtue wrote:
I just build supply depots near the edges and if my army it out i pull scv's to kill it

Can scvs really kill the worm in 10 seconds with no warning that it's coming?
ModeratorThere are animal crackers for people and there are people crackers for animals.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
March 09 2010 01:50 GMT
#5
On March 09 2010 10:49 micronesia wrote:
Show nested quote +
On March 09 2010 10:47 Virtue wrote:
I just build supply depots near the edges and if my army it out i pull scv's to kill it

Can scvs really kill the worm in 10 seconds with no warning that it's coming?


is there a excuse for not knowing he has a nydus?
life of lively to live to life of full life thx to shield battery
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-03-09 01:53:41
March 09 2010 01:52 GMT
#6
you scout it there is plenty of warning, i always see the ground break animation and the minimap showing it with in the second then i either go with rines to pop it or with all my scv. And yes you can break it before it comes out you get 10 secs

build supply depots at the edge of your base you should always notice it imo there is plenty of warning
pachi
Profile Joined October 2006
Melbourne5338 Posts
March 09 2010 01:53 GMT
#7
make a viking and shoot at any stray overlords. until they start using muta/nydus on you. then you can cry.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
Fogul
Profile Joined July 2009
United Kingdom179 Posts
March 09 2010 01:57 GMT
#8
One thing i've noticed is that you can always hear the scream the worm does as it pops (even if its way out of range/vision) it helps alot if you don't spot it fast enough.
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
March 09 2010 01:57 GMT
#9
it's awesome in 2v2 if you're Z/T, scan and bam you can make the worm
@QxGDarkCell ._.
Manifesto7
Profile Blog Joined November 2002
Osaka27149 Posts
March 09 2010 02:00 GMT
#10
Wow, and all this time I have been planting creep first before making the worm haha. I didn't even consider not needing it.

I don't think it is "too" good. Every matchup in SC2 requires you to protect your main more than BW.
ModeratorGodfather
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-03-09 02:11:05
March 09 2010 02:07 GMT
#11
I put depots in the corner of my base but depots can't even see the overlord if he positions it right. And with Overlord speed as cheap as it is (50/50 right?) I don't think it's really reasonable to say "no overlords should ever get within sight range of your base". Overlords will get in sight range and they will put the Nydus down. At that point it's basically a coinflip, do you have units in the area to kill it before it pops or are you going to take massive damage and possibly die? Pretty shitty mechanic IMO, and just further imbalances ZvT


Edit: Think late game ZvT, even if you play perfectly defending your main/nat (which I think is way way harder than it looks) you'll have a lot of trouble getting even just a third if they can Nydus to whichever base your army isn't at
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
Last Edited: 2010-03-09 02:09:19
March 09 2010 02:08 GMT
#12
Terran users pay attention

Ok, here's what you do if you scout a nydus in his base and you see a peculiar-looking overlord perched just outside a dimly lit area of your base:

First, position all your troops just outside of the sight of the place where he's going to plant it in your base. Your troops should be roughly in the center of your main.

Second, resist the urge to destroy the nydus when it pops up.

Third, and this is crucial, the very second it's finished building, have your troops attack from 2 separate groups 90 degrees apart from one another. This will allow them to have the perfect arc around the nydus almost instantly.

Fourth, scream for joy as he, like an idiot, continues to pour his troops through the mouth of the nydus while you 30v1 all his troops.

Fifth, roflstomp his base.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
March 09 2010 02:08 GMT
#13
I don't think the idea is extremely imbalanced or anything, but I do think 10 seconds is definitely not enough. I think 20 seconds is reasonable.
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-03-09 02:14:06
March 09 2010 02:13 GMT
#14
On March 09 2010 11:08 danl9rm wrote:
Terran users pay attention

Ok, here's what you do if you scout a nydus in his base and you see a peculiar-looking overlord perched just outside a dimly lit area of your base:

First, position all your troops just outside of the sight of the place where he's going to plant it in your base. Your troops should be roughly in the center of your main.

Second, resist the urge to destroy the nydus when it pops up.

Third, and this is crucial, the very second it's finished building, have your troops attack from 2 separate groups 90 degrees apart from one another. This will allow them to have the perfect arc around the nydus almost instantly.

Fourth, scream for joy as he, like an idiot, continues to pour his troops through the mouth of the nydus while you 30v1 all his troops.

Fifth, roflstomp his base.

Ok so assuming the zerg plays horribly and the Terran plays perfectly the Terran gets an advantage?


What if you see the Nydus, and see no Overlords around your base? Overlords with speed are reasonably fast and unless you have like 4 vikings patrolling around your base you won't be able to even see them coming (and even then you can miss it)

What if he attacks your nat while your entire army is in your main? Why can't he just stop units from popping out in my base and pop them out in his own? (can he not do this?)
bendez
Profile Joined February 2010
Canada283 Posts
March 09 2010 02:21 GMT
#15
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.
Liquid`Drone
Profile Joined September 2002
Norway28665 Posts
March 09 2010 02:38 GMT
#16
only allowing you to build it on creep sounds reasonable.
Moderator
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2010-03-09 02:39:54
March 09 2010 02:39 GMT
#17
Question: can Z load and unload units from both ends of the nydus at the same time? Or can the nydus worm not accept units again until all the units are spewed out from one end...

On March 09 2010 11:38 Liquid`Drone wrote:
only allowing you to build it on creep sounds reasonable.


yep
:)
Manifesto7
Profile Blog Joined November 2002
Osaka27149 Posts
March 09 2010 02:53 GMT
#18
On March 09 2010 11:38 Liquid`Drone wrote:
only allowing you to build it on creep sounds reasonable.


Not only reasonable, but natural too. I simply assumed it would have to be this way (a la nydus in BW)
ModeratorGodfather
zealing
Profile Blog Joined January 2009
Canada806 Posts
March 09 2010 02:56 GMT
#19
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
Think you got lag? It took Jesus 3 days to respawn.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-03-09 02:59:09
March 09 2010 02:58 GMT
#20
On March 09 2010 11:53 Manifesto7 wrote:
Show nested quote +
On March 09 2010 11:38 Liquid`Drone wrote:
only allowing you to build it on creep sounds reasonable.


Not only reasonable, but natural too. I simply assumed it would have to be this way (a la nydus in BW)

Actually not so much as the nydus worm is like a unit as you build one off the nydus network also why would something that in theory drigs a huge ass hole underground to connect 2 places need creep, seeing as the nydus worm cost 100 gas and mins i would say it's fine as is, although i haven't tried map abusing cliffs near the natural or something with nydus worm.
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
MeruFM
Profile Joined February 2010
United States167 Posts
March 09 2010 04:29 GMT
#41
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.
malathion
Profile Joined March 2009
United States361 Posts
March 09 2010 04:32 GMT
#42
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
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
March 09 2010 04:43 GMT
#43
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.
brood war for life, brood war forever
Raz0r
Profile Joined September 2008
United States287 Posts
March 09 2010 04:45 GMT
#44
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.
Masq
Profile Blog Joined March 2009
Canada1792 Posts
March 09 2010 05:00 GMT
#45
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.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
March 09 2010 05:12 GMT
#46
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.
Jaedong <3 HOOK'EM HORNS!
Manifesto7
Profile Blog Joined November 2002
Osaka27149 Posts
March 09 2010 05:14 GMT
#47
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
ModeratorGodfather
Comeh
Profile Blog Joined July 2008
United States18918 Posts
March 09 2010 05:25 GMT
#48
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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BladeRunner
Profile Blog Joined February 2010
United States407 Posts
March 09 2010 05:26 GMT
#49
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.
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-03-09 05:33:04
March 09 2010 05:32 GMT
#50
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
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
March 09 2010 05:37 GMT
#51
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
Writer
Masq
Profile Blog Joined March 2009
Canada1792 Posts
Last Edited: 2010-03-09 05:49:11
March 09 2010 05:47 GMT
#52
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.
CoL_DarkstaR
Profile Joined January 2009
Germany649 Posts
March 09 2010 05:50 GMT
#53
it's just the new arbiter ffs...

(im terran)
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
March 09 2010 05:57 GMT
#54
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
Kinky
Profile Blog Joined September 2008
United States4126 Posts
March 09 2010 08:13 GMT
#55
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.
Acies
Profile Joined September 2009
Australia196 Posts
March 09 2010 10:48 GMT
#56
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.
AvalancheGaming.org - SC2 Tournament and LAN in Bunbury, Western Australia
Vedic
Profile Joined March 2008
United States582 Posts
March 09 2010 11:02 GMT
#57
I'd worry much more about warp prism than nydus.
I tried to commit seppuku, but I accidentally committed bukkake.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 09 2010 11:03 GMT
#58
Put it to hive tech. Lair tech is currently too strong with all the roach upgrades, banelings, hydras, mutas.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 09 2010 11:03 GMT
#59
i think its imba cause zergs can secure/kill islands so damn much easier than everybody else its not even funny
Progamerpls no copy pasterino
Champi
Profile Joined March 2010
1422 Posts
March 09 2010 11:04 GMT
#60
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
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
Switzerland10702 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
Stropheum
Profile Joined January 2010
United States1124 Posts
March 09 2010 14:35 GMT
#81
On the other hand. I haven't seen a game yet where the zerg player uses the nydus worm to take up a hidden expo. Think about it. You don't have to "waste" the nydus entrance cause you can have more than one exit attached if i recall. Also, you can instantly maynard a bunch of drones to your new base when it's done, gas and all, no matter where it is. This makes for some sick end game defense as well, especially if you have a bunch of hidden infestors creepin around somewhere
Pupsilein
Profile Joined March 2010
Germany17 Posts
March 09 2010 14:35 GMT
#82
I find it is not that easy to use. It's quite expensive, very easily killed and the units pop out only one by one, so half your army could still be in the canal while the other half is demolished. Then you could also forget your troups in the canal while being attacked or all worms could be killed and all troups inside it die as well.
I also second to NOT change it. There are no other ground unit that can walk up cliffs or jump over to islands in the zerg race. Needing creep will almost make it useless for offensive strategies and makes the zerg rely on air to much.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2010-03-09 14:59:19
March 09 2010 14:55 GMT
#83
I think making it require creep and reducing the cost is a fair adjustment. It makes overlord dropping more appealing and keeps nydus around to be used like a nydus in sc1, as a powerful defensive tool

It can still be used offensively or to take islands etc but right now buildings die so fast that its just not fair to be able to send your whole army into someones base once they move out. It's not like it can't just be done with overlords. Though your units risk death and it requires more than a few clicks to do it and they cant just be like lol back to base if the opponent tries to counter

It takes too much of the calculated risk out of big drops
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-09 17:32:53
March 09 2010 17:29 GMT
#84
They removed the creep requirement because it wouldnt be a surprise anymore.

Besides its really easy to stop if you prevent it.. it will have very few hp at start.. something that isnt the case when you fly over with a couple medivacs.

It can still be used offensively or to take islands etc but right now buildings die so fast that its just not fair to be able to send your whole army into someones base once they move out. It's not like it can't just be done with overlords. Though your units risk death and it requires more than a few clicks to do it and they cant just be like lol back to base if the opponent tries to counter


The very same thing applies for medivacs. You can easily just move your army away when the Zs units come along and go get the next expansion. And I dont really see Z putting up turrets all over the place like T, also.. they dont even have detection like turrets do :/
Wut
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
March 09 2010 17:37 GMT
#85
medivacs are susceptible to all the downsides overlords are in addition to being more expensive, how are they comparable to nydus?
PizzaHash
Profile Joined February 2010
Netherlands76 Posts
Last Edited: 2010-03-09 19:47:48
March 09 2010 17:39 GMT
#86
Show nested quote +
On March 09 2010 11:38 Liquid`Drone wrote:
only allowing you to build it on creep sounds reasonable.



Not only reasonable, but natural too. I simply assumed it would have to be this way (a la nydus in BW)


Its not a building, its a worm... It should be able to come above ground almost anywhere

Edit: logically speaking it should be able to emerge beneath buildings, and even attack them!
Anzat
Profile Joined February 2009
United States90 Posts
March 09 2010 20:50 GMT
#87
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.


This.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 09 2010 20:59 GMT
#88
On some maps you're going to need a lot more. Also that forces you to leave 3+ tanks behind every time you move out. That's just wrong. There is 100% something wrong with the current nydus mechanic and I've been talking to my friends in and out of game about it for weeks. There's not even a reason to use overlords as transports anymore. It weakens the strategy of the game.

If you make the nydus only buildable on creep again, it makes it a hell of a lot harder to lay one down, and it fits better strategically (can I get an overlord in to lay creep before it dies?). Honestly, all I really have to say is "wtf blizzard?" I'm tempted to switch to zerg just because they're so unreal imbalanced due to nydus.
Half man, half bear, half pig.
Disastorm
Profile Joined January 2008
United States922 Posts
March 09 2010 21:10 GMT
#89
On March 10 2010 05:59 Floophead_III wrote:
On some maps you're going to need a lot more. Also that forces you to leave 3+ tanks behind every time you move out. That's just wrong.

Is there a reason why its wrong?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
wintergt
Profile Joined February 2010
Belgium1335 Posts
March 09 2010 21:16 GMT
#90
It adds more dynamics to the game it's a pretty cool thing. Zerg might need some work but not the nydus. Spread buildings out so you have vision everywhere and some units nearby, you don't have to kill it in 10s perse, even if a few units go through before you kill it it's np. Plus if you are keeping the pressure on the zerg enough it will be hard for him to commit to a nydus.
here i am
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 09 2010 21:19 GMT
#91
What's wrong with leaving units back behind in your base? What military officer in the right mind would leave his entire base defenseless? If you produce an army and send it just to attack the enemy, what happens when the enemy appropriately divided his forces, rather than basically going "all-in" like you did?

It's your fault if you don't keep at least ONE combat unit in your base. People have to learn that keeping a back-up plan is just dandy.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 09 2010 21:20 GMT
#92
Slow the exit rate in which units exit? Make it as slow as normal units drop out of a medivac, etc. Units would still in essence "pour out" if it was unaccounted for but I think it's retarded that you can have in essence an infinite recall, no matter how underpowered Zerg might be otherwise.
TheGreatWhiteHope
Profile Joined March 2010
Brazil2 Posts
March 09 2010 21:28 GMT
#93
It has just occured to me, but I believe that thing you build in your base is the worm´s ass. A huge worm comes out on the other side and you release your units through it´s mouth.

On the other side it is the worm´s anus. You load things in there. This changes everything.
roflstomp
checo
Profile Joined November 2008
Mexico1364 Posts
March 09 2010 21:32 GMT
#94
On March 10 2010 06:20 FabledIntegral wrote:
Slow the exit rate in which units exit? Make it as slow as normal units drop out of a medivac, etc. Units would still in essence "pour out" if it was unaccounted for but I think it's retarded that you can have in essence an infinite recall, no matter how underpowered Zerg might be otherwise.


+1
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
Comeh
Profile Blog Joined July 2008
United States18918 Posts
March 09 2010 21:32 GMT
#95
On March 10 2010 06:10 Disastorm wrote:
Show nested quote +
On March 10 2010 05:59 Floophead_III wrote:
On some maps you're going to need a lot more. Also that forces you to leave 3+ tanks behind every time you move out. That's just wrong.

Is there a reason why its wrong?

Not having 3 tanks in your main attacking force, and forcing the terran to NOT have that while zerg will be fine not having anything in their base is a HUGE loss.
Of course, if you have a couple more seconds to go back to save your base (a la recall), its fine. But the zerg's nydus just seems a little too strong. Tough to say whether this is due to playing styles or balance though.
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sythax
Profile Joined May 2009
Scotland57 Posts
March 09 2010 21:33 GMT
#96
why in the hell would a nydus need to uproot on creep?
(。◕‿‿◕。)
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
March 09 2010 21:35 GMT
#97
You have an OL there anyways... making it take 1 second longer to poo some creep juice on the ground isn't going to be revolutionary.

A single tank (non siege mode) will prevent a nydus worm from finishing.

If they decided to doom drop you have < 10 seconds to respond before their units are on the ground and they don't come out 1 at a time. I've been playing Terran mostly and with the pressure I keep on my opponents they really don't have the 300 (i think?) gas to spend on the network and worm unless they already had a clear advantage.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 09 2010 21:46 GMT
#98
On March 10 2010 06:32 Comeh wrote:
Show nested quote +
On March 10 2010 06:10 Disastorm wrote:
On March 10 2010 05:59 Floophead_III wrote:
On some maps you're going to need a lot more. Also that forces you to leave 3+ tanks behind every time you move out. That's just wrong.

Is there a reason why its wrong?

Not having 3 tanks in your main attacking force, and forcing the terran to NOT have that while zerg will be fine not having anything in their base is a HUGE loss.
Of course, if you have a couple more seconds to go back to save your base (a la recall), its fine. But the zerg's nydus just seems a little too strong. Tough to say whether this is due to playing styles or balance though.


What happens when you drop them as a Terran?

OH, RIGHT, THE SAME THING.

The only argument that remains is that you "only" need sight for a Nydus, and that a Nydus has infinite capacity. Well, setting an Overlord on top of the land isn't going to be revolutionary. A Nydus takes time to "build," and that time basically makes up for the fact that you can't see the Overlord sometimes.

As for the infinite capacity, that might be a problem. However, Medivacs can heal, and Warp Prisms can emit Pylon power for Warp Gates/Proxy Cannons. I don't know if those factors completely balance out the infinite capacity, but it definitely isn't "lol imba"

Stop complaining about being dropped by a Zerg via Nydus; you've been dropping them for ages.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 10 2010 03:29 GMT
#99
On March 10 2010 05:50 Anzat wrote:
Show nested quote +
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.


This.

This isn't a bad idea, I think it's analogous to leaving hts, reavers, and defilers at expansions in bw. While yes it sucks to be a few tanks short, it should be a manageable lack I'd think, not having tried this myself yet.
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
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-03-10 06:24:32
March 10 2010 06:23 GMT
#100
Requiring creep to be planted seems like the best idea. It fits with lore and it still allows it to be quite viable while making it a little weaker.

I've seen some vods of players creeping the area (unnecessarily) before building a nydus and they still pull it off rather well if the Terran doesn't spot it in time.

TBH, I think it's really just a less risky version of the Zerg doom drop with speed ovies.
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