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The Productive Zerg Thread - Page 5

Forum Index > SC2 General
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Mr.Tinkles
Profile Joined August 2010
United Kingdom9 Posts
August 05 2010 13:00 GMT
#81
long time TL forum lurker here, nydus worm insertions into an enemy main remove the need for attacking units to have mobility- a nydus worm assault force could (theoretically) efficiently include queens as the main attacking unit.

queens can be spammed from early on
queens dont cost gas, making early dual worm easier
queens are cost efficient defenders
queens own air
depending on your micro, queens can transfuse eachother/the nydus

this queen/nydus build would work even better with infestors (since queen spam saves on gas), which could either be sent with the nydus fork to spam infested terran (if your infestor is the first unit out, it can quickly spam out a tonne of infested terrans to hold the beachhead till your stuff gets out) or to defend in the event of a baserace (keep the infestors in the network and bounce them back to your base for infested terran speedbump in the event of a counterattack)

gogo gadget innovation!
lover de ballbag
collective
Profile Joined February 2010
Canada138 Posts
August 05 2010 14:11 GMT
#82
how about...

instead of the traditional approach of "my army vs his army" focus your strategy around base trades with nydus escape. your goal is to scout really well. keep building an army, and wait for his army to go attack your base. when he moves out, attack his main, and plant a nydus at his entrance for a quick escape back to your base after you've crippled it.

focus on an army composition that is effective against buildings, like hydras. also you can try planting a nydus somewhere near his base, but not within his vision. when he moves out to your base, go through the nydus and attack his base for the base trade.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-08-06 00:36:03
August 06 2010 00:34 GMT
#83
I'm curious, has anyone tried or had any success with using a simcity at the natural to help deflect early-game hellion harassment or zealot aggression? I'm sure that people who have played/watched BW should be somewhat familiar with this setup:

[image loading]

Obviously Reapers limit the usefulness of a similar wall-in in SC2, but I'm curious if perhaps it could be at least a little bit helpful on certain maps that allow for it (admittedly, a lot of the maps seem to make natural walling difficult).
Moderator
TerranHater
Profile Joined August 2010
18 Posts
August 06 2010 01:20 GMT
#84
Nydus Worm
You can build 1st nydus worm very close to enemy's base and plant 2nd one at the far corner of enemy's base.
When it goes RAWRRR, you transfer all your army to 2nd one.
When you see enemy's come, you quickly transfer them back to 1st one and attack the entrance.
Parametric
Profile Blog Joined February 2010
Canada1261 Posts
Last Edited: 2010-08-06 02:47:51
August 06 2010 02:47 GMT
#85
I'm reading and there are a few misconceptions about the nydus worm, sorry if they were addressed earlier in the thread.

- Nydus networks do not cost 100/100 the exits cost 100/100 on top of the original 150/200

- If an enemy sees it as it's building it can't be canceled = wasted tech because once surprise is used up the worm is pretty useless on the majority of the current mapset due to map size.

- If he catches the worm before your entire force is out having a party in his base (takes awhile to set up that party because units pop out painfully slow) your force either hauls ass back into the worm or they get toasted with your.

- ONE i repeat ONE exit can be built at a time per nydus network, to make multiple exits at the same time multiple networks are required. Expensive to say the least.

- 2 nydus worms + army that can do anything = mid to late game and the opponents base is usually covered by vision and they have a decent force.

- If your army is caught in the nydus network and the network is destroyed before they can all get out (almost had this and a heart attack happen in beta lol) your army dies. *I do not know however if the nydus exits remain after the nydus has been destroyed, it may be possible to save your army after the network has been destroyed. **Liquipedia says exits still remain after network has been destroyed

All that said, i would love some ZvZ BOs suggestions for maps with back doors that create a mid game.
Crispy Bacon craving overload.
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 06 2010 03:48 GMT
#86
A thing to do in the somewhat late game is to drop 3 changlings and hold position the ramp while using an Overlord drop. If he doesn't notice, you delay his army by a good bit. It is sure to work to buy at least a few seconds of time.
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