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Zerg drops? - Page 3

Forum Index > SC2 General
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tacrats
Profile Joined July 2010
476 Posts
October 13 2010 10:38 GMT
#41
Id say the cost of the upgrades is fine if you look at what you get. problem is, for zerg having no gas makes those upgrades almost impossible to get until much later game without hurting your army/upgrades/tech

lowercase
Profile Joined September 2010
Canada1047 Posts
October 13 2010 12:56 GMT
#42
Zerg drops as far as "getting behind your opponent" to do some damage are made redundant by the nydus when it comes out. You need too many overlords to transport all those units, so the nydus does it better. Using OLs to drop onto seiged tanks is a great, however.

The one thing I see the least is Protoss drops, actually. Too bad the warp prism is made of glass...

That is not dead which can eternal lie...
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
Last Edited: 2010-10-13 13:13:28
October 13 2010 13:08 GMT
#43
i think an important reason for the lack of drops in sc2 is the availabilty of the nydus worm. you can transfer so much more units with less micro that in most cases it isn't neccessary to use overlord drops.

baneling drops are pretty sexy though... i have no idea why these are hardly used. i can only speculate that the cost of the upgrades combined with the timing isn't as good as in broodwar.
http://twitter.com/jhNz
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
October 13 2010 13:12 GMT
#44
On October 13 2010 16:11 canikizu wrote:
Show nested quote +
On October 13 2010 15:53 Seam wrote:
On October 13 2010 15:44 canikizu wrote:
I think Zerg drops is underrated because unlike T or P, overlord is unlimited, and they are cheap too (only 100 mineral 200hp 25sec buildtime, compared to medivac 100 mineral 100 gas 150 hp, 42 sec build time). Sure that it takes quite long time to upgrade the tech, but consider zerg always having 2,3 hatcheries, you can easily research it at the same time.



While I agree that Drop should be used more, this is a bad way to justify it.

Yes, Overlords are cheaper than Medivacs, and yes, they take less time.

But they cost
1) larve and;
2) 8 Supply if they die.

Every Z units cost larva, as much as I feel for Z players, using the larva card is getting old. I think it's the Z core that larva management is the most important. If it's so much important, why not dedicate another hatch (300 more minerals I know) for overlord and other small stuff only. I'm practicing Z and I found out that it's easier for me to do that. I can create overlords, scout zerglings, quick drone spawning for small stuffs.

Besides, medivac also cost 2 supply, and they are useless when they have no mana (except drop, I guess lolz), but overlords cost no supply and can generate creeps. 3 overlords clumping up can generate creeps so fast that it's almost imba.

Queens dont.
i dunno lol
Crackensan
Profile Joined August 2010
United States479 Posts
October 13 2010 13:16 GMT
#45
Find me a window when I can freely spend my money and gas on O-Lord upgrades and I will drop stuff everywhere! :D The hard part is finding the window to safely do this and not get stomped by a mid game push or have to spend your resources/larva defending a harass.....

If the game makes it to late game, this works because you have a bit more freedom, but like others have said, early/mid game I have a bit more to worry about than upgrading my overlords....
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
TechDeft
Profile Joined August 2010
United States211 Posts
October 13 2010 13:30 GMT
#46
On October 13 2010 16:07 Effen wrote:
Show nested quote +
On October 13 2010 15:52 Hypatio wrote:
Unlike medivacs, overlords don't heal units and you do not risk 8 supply if it dies, and 300/300 for drop-viable overlords is way too expensive early to mid game.


haven't read many more inaccurate posts on tl before.

300/300 is the cost of 3 drop ships, not to mention the supply they take up, consuming the production abilities of your starport(s), etc. the cost for a terran to get 3 dropships can give zerg 20+. overlords are essentially free to use as a drop unit because you already have them made for other reasons. zerg drops are hands down the cheapest in the game.

Would you risk your Supply Depots to do a drop?
nihoh
Profile Blog Joined May 2010
Australia978 Posts
Last Edited: 2010-10-13 13:32:20
October 13 2010 13:32 GMT
#47
For me it's the 200/200 research cost. I'd still use it tho if i'm in a good macro position. Also I consider Nydus a form of dropping.
Dont look at the finger or you will miss all that heavenly glory.
TurtlePerson2
Profile Joined October 2010
United States218 Posts
October 13 2010 13:36 GMT
#48
I think that most Zerg players get Mutas out, so Terran players naturally are ready for air units coming into their base. If a player didn't give Terran a reason to build turrets, then drops would be more effective.
torturis exuvias eunt
kYem
Profile Blog Joined March 2010
United Kingdom412 Posts
October 13 2010 13:37 GMT
#49
where is the underrated option ? Baneling drops are SO DAM STRONG, sac 1 overlord with like 2-3 banelings and you will probably will get like 10 scv atleast, later on it might get you like 20....also roach drops totally devastate the tank play, drop on tanks plus first 2 overlord with banelings if marines go for the kill
Hell
H. Guderian
Profile Joined September 2010
United States18 Posts
October 13 2010 13:37 GMT
#50
I don't like OL drops for a few reasons:

1)Expensive upgrades. Any upgrade that is 200/200 is already a major investment for any race, but its virtually useless without the 100/100 speed upgrade.

2)Just doesn't do damage. What would you fear more, a medievac with 4 stim'd Marauders running at top speed in your main, or 4 lumbering Hydra? If the enemy has air you can bring 8 Marines! Also on top speed with the time! What can Zerg bring 8 of? Zerglings? 8 zerglings are near equal harass to any stimmed infantry? 4 Roaches can do equal harass to 4 Hellions, nay, Blue-Flame hellions?

3)Zerg need positioning and numbers in almost any engagement. Drops are temporary in most cases and not a doom-drop.

4)Nydus! Now Nydus can move enough units, is cheaper when it fails than a failed OL drop.

Zerg don't do drops because there are so many good reasons not to. I've had my fair share of interesting baneling drops on a mineral line, but the OL Drop is just inferior to other available strats ready at the same time.

As an aside, every race has a powerful 50/50 Upgrade, Concussive Shells/Warpgate. I'd reduce cost for the OL drop tech, maybe 150/150 on the carrying upgrade side, or maybe a 50/50 burrow. If Zerg are always gas starved why can't they have an optional 50/50 upgrade.
Noocta
Profile Joined June 2010
France12578 Posts
October 13 2010 13:43 GMT
#51
Try to find a window to use 300 GAS is a big deal for zerg mid game.
A 3 Muta's difference can be huge at this time.
Zerg have scouting problem, and don't use drops enough, i think they should lower Ovie speed at 50/50. I feel that theses days, zerg tend to skip it, and it was a no brainer in the Beta.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Red_beard
Profile Joined September 2010
17 Posts
October 13 2010 13:55 GMT
#52
I think the reason for the scarcity of Z drops is that zerg have a very good mid game harassment unit, which is easier to handle than drops. The muta.

A mixed muta+ground force is arguably not weaker than a straight ground force - as Z ground is cost-ineffective, vulnerable to splash damage and gets superhard countered by storms, tanks, colossi.

Also, the 300/300 investment for drops is hard for zerg in the mid-game, as you are really struggling to keep your army as strong as the opponent's.

Compare the mid game returns - 7 muta flying into enemy worker line, that is workers killed + enemy builds turrets everywhere + enemy afraid to leave base / splits army, for under 1000/1000 inc spire). Early muta harassment is fairly low risk, as aside from bunching them up and taking a thor volley it's really easy to avoid losses.

By comparison, bling drop: 300/300 research + 400/200 for 8 blings. The blings should be upgraded - a good opponent will flee his workers from slow blings, so we're getting into similar cost as 7 muta.

The drop can be intercepted much more easily than muta, so the risk is greater. The payoff? If you catch your opponent completely pants down, you own his mineral line. Except 7 mutas can perform equally well and will potentially survive. 8 bling drop seems much riskier.

I've tried drops and it's always like "yes, dropped 12 roaches! Yes! roaches killed 3 workers! Oh no, workers escaping, stimmed marauders incoming"

Maybe at Fruitseller skill level, when you can control everything lightning fast and get the maximum utility out of a ground army while managing drops in separate places - you get more value for your buck than with muta harassment. But at my skill level, a drop seems all innish - I risk a costly force, have a questionable chance of actually killing something valuable and a couple of vikings means I've lost all my guys.

MrMotionPicture
Profile Joined May 2010
United States4327 Posts
October 13 2010 14:04 GMT
#53
You need the speed upgrade, then the drop upgrade. I think that takes too much time to get both :\
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
ryanAnger
Profile Blog Joined April 2008
United States838 Posts
October 13 2010 14:06 GMT
#54
On October 13 2010 16:07 Effen wrote:
Show nested quote +
On October 13 2010 15:52 Hypatio wrote:
Unlike medivacs, overlords don't heal units and you do not risk 8 supply if it dies, and 300/300 for drop-viable overlords is way too expensive early to mid game.


haven't read many more inaccurate posts on tl before.

300/300 is the cost of 3 drop ships, not to mention the supply they take up, consuming the production abilities of your starport(s), etc. the cost for a terran to get 3 dropships can give zerg 20+. overlords are essentially free to use as a drop unit because you already have them made for other reasons. zerg drops are hands down the cheapest in the game.


And medivacs aren't already there for other purposes? What Terran player doesn't make medivacs for their healing? They always have a couple, and they are immediately allowed to drop.

Your argument that Zerg already has Overlords is null, because Terran already has Medivacs.
On my way...
Yilar
Profile Joined September 2010
Denmark90 Posts
Last Edited: 2010-10-13 14:18:09
October 13 2010 14:09 GMT
#55
Has already been mentioned before, but the fact that you need 2 upgrades for it to be even viable is just plain stupid. Reduce upgrade time and decrease cost!
Not another Terran failure :(
LeCastor
Profile Joined July 2010
France234 Posts
October 13 2010 14:10 GMT
#56
On October 13 2010 23:04 MrMotionPicture wrote:
You need the speed upgrade, then the drop upgrade. I think that takes too much time to get both :\



You can have both on the same time, since you will be already on two bases.

It just take two much time anyway.

Nydus is more aggressive since it comes earlier and terran would not have enough army, but it's less effective.
ava34
Profile Joined March 2010
United Kingdom153 Posts
October 13 2010 14:14 GMT
#57
Ovie drop I think should be used differently than the drops of other races... ie Baneling drops. Otherwise the Nydus Worm just does it cheaper and better.
sevia
Profile Joined May 2010
United States954 Posts
October 13 2010 14:20 GMT
#58
I think drops are useful for backstabs and sniping key buildings. Against toss, I like dropping a dozen or so roaches and taking out forges, robo bays, templar archives, etc. Terrans I usually drop a production cycle of lings to kill workers, or carpet bomb with banelings if I have them available.

The drop tech is really, REALLY expensive; I think drops would be a lot more accessible if they took ovie speed back down to 50/50. Scouting is such a huge deal in ZvT and ZvP that it's basically required as it is.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Zack1900
Profile Joined January 2010
United States211 Posts
October 13 2010 14:41 GMT
#59
If overlords were as fast as medivacs I think drop would be better. As it stands you louse way to much when trying to fly over anything that shoots up or their army can come back. Anytime you drop those units are dead. If you try to retreat the overlord and units are dead. This may be the biggest problem.

Now that I'm already posting the second biggest problem with drops in my opinion is that the units take to long to unload for zerg in nydus and to a lesser extent ov drops. Using a nydus to do damage should mean your sending through things like roaches, hydras, queens, ultralisks, banelings. These are the big units that can get things done in relatively small numbers. Lings should be the go to drop unit but are to clumsy to transport to work in most cases.
NonY
Profile Blog Joined June 2007
8748 Posts
October 13 2010 14:44 GMT
#60
Terran drops are strong because of the units that go in the medivacs, not because of the unit transporting them. If there were reavers and lurkers, p/z could make do with warp prisms and overlord upgrades
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
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