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Zerg drops? - Page 7

Forum Index > SC2 General
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bLuR
Profile Blog Joined June 2010
Canada625 Posts
October 13 2010 21:57 GMT
#121
i dont agree with this poll... how does it cost too much you pay 200/200 for drops or w/e it is and u get like 30 dropships aka overlords... makes sense zerg players.
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
October 13 2010 22:15 GMT
#122
vs terran drop is a must.
Team Liquid
chuninexam
Profile Joined April 2010
Canada56 Posts
October 13 2010 22:19 GMT
#123
the cost is cheap as hell, i don't know what that poll is all about. pay 200/200 and 100/100 for speed and suddenly you have unlimited drop ships. that's too much cost? give me a break. all the top players use overlord drops and are successful with them so if you can't work it into your game that your own fault
Karkadinn
Profile Joined August 2010
United States132 Posts
October 13 2010 22:36 GMT
#124
Thirty dropships is only useful in a game where you can actually use all thirty dropships. How often does that happen? You can't just look at the raw numbers and ignore the actual play environment they're implemented in.
Deathstar
Profile Blog Joined May 2010
9150 Posts
Last Edited: 2010-10-13 22:41:06
October 13 2010 22:40 GMT
#125
Nydus is good for very long distance army traveling, but drops are better for quick hits. The nydus spends too much time trying to penetrate the ground that they're not worth it offensively.
rip passion
AlphaOfUrOmega
Profile Joined August 2010
United States28 Posts
October 13 2010 22:44 GMT
#126
I don't think zerg drops are bad, they just look bad compared to terran.

A zerg player has to invest more than terran in order to get a quick 4-hydra drop to harass with, but the amount of damage that a 4-hydra drop will do is much less than what a 4-marauder drop will do, and the hydra drop will come later in the game.
I am the alpha of your omega, the beginning of your end.
archon256
Profile Joined August 2010
United States363 Posts
October 13 2010 22:50 GMT
#127
On October 13 2010 17:39 Sirion wrote:
There are many factors why overlord drops are not used, I will make a list:

a) Unsuitable units: The only high range high dps unit is the Hydralisk. It is also not used against terrans, and against Protoss the timing window where Hydras can be very effective before storm/colossus arrive is small. Also 8 Hydras << 8 stimmed Marines + 4 stimmed Marauders + 2 Medivacs.
b) Long and expensive research: Investing 100/100 for better scouting is already tight early midgame, 200/200 more for drop is impossible. High research time means that you cannot spontaneously decide to drop after a decisive battle.
c) Slow overlord speed: Before the speed upgrade drop research is useless. After the upgrade an overlord has a speed of about 1.87, a medivac has a speed of 2.75, a huge difference.
That means:
-retreating is more difficult
-If the drop is seen, the opponent has more reaction time
-The time your main army is weaker is longer
d) Zerg has no defenders advantage, so an army is necessary to stay safe. If you load half your army in overlords for a drop and the opponent attacks, you lose the game. If your drop fails because the opponents army is at home and you drop, you lose that half of your army. Then the opponent attacks and you lose the game.
e)Economy: Early game a zergs economy is way behind, and the only stable gameplan is to gain a better and better economy to be even in midgame and ahead in lategame. Spending 300/300+units in midgame on drops does not help this plan, better get upgrades and stay safe.

In my opinion there are essentially three reasons for droping as a zerg:
-you are way ahead economically and just need a way to end the game
-you need to defend against cliffdrops (better to downvote the map...)
-Baneling-Bombing, which is actually viable

So what is the message to take home? Try out baneling bombing instead of mutalisk harass.

Just quoting this post on the 2nd page for those of you who skipped it.

Yes, Overlord Drops are cheap compared to drops for Terran. But Zerg can do far less with its drops than Terran can (sniping a Spire with a drop = a huge deal. sniping a single factory = practically useless) and lack units that can burst down buildings in small numbers (until you get Ultras, which each take up one Overlord slot...).
Yes, you get a ton of Drop-capable units as soon as you spend 300/300 resources in research. But unlike Terran you actually NEED all those units to carry our unit-heavy armies.
Finally the lack of a wall-off means that sending your whole army in would lead to a base trade scenario, which Terran excels at (lift-off to islands, anyone?).

Reducing the costs on the Drop researches would probably lead to Drops being used more, but they really won't be any more effective, especially considering the ENORMOUS research time.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
FLuE
Profile Joined September 2010
United States1012 Posts
October 13 2010 22:57 GMT
#128
Thirty dropships is only useful in a game where you can actually use all thirty dropships. How often does that happen? You can't just look at the raw numbers and ignore the actual play environment they're implemented in.


Was just thinking the same thing. But it isn't any zerg players saying that obviously. The question is why don't you see more drops, well they are only cost effective late in games, and then you have to choose to use them, and the game has to last that long.

Just the fact that only a certain small percentage of games go long enough to make drops cost effective, couple that with needing to be the right situation to use them = not used often.
lowercase
Profile Joined September 2010
Canada1047 Posts
October 13 2010 22:57 GMT
#129
Summarizing this thread, I think the ultimate argument is that Zerg doesn't drop because Zerg doesn't have anything good to put in the dropship.
That is not dead which can eternal lie...
FoxSpirit
Profile Joined April 2010
Austria160 Posts
October 13 2010 23:04 GMT
#130
Yup. And I think that's a pretty good assessment.
Q.Q because of PewPew
DetrA
Profile Joined October 2010
United States148 Posts
October 13 2010 23:12 GMT
#131
On October 14 2010 07:15 Liquid`Ret wrote:
vs terran drop is a must.


I agree but if the terran is playing right you wont be able to afford the upgrades until mid/late game, but you're ret so I’ll be quiet now.
"Nothing in the world can take the place of Persistence." -Calvin Coolidge
Taniard
Profile Joined June 2010
United States114 Posts
October 13 2010 23:13 GMT
#132
drops are most effective against tanks... I think they are underused actually, because especially with the banelings they are awesome
An amateur practices until he can get it right, a professional practices until he can't get it wrong.
Uhh Negative
Profile Joined May 2010
United States1090 Posts
Last Edited: 2010-10-13 23:49:11
October 13 2010 23:47 GMT
#133
On October 14 2010 06:33 adius wrote:
Show nested quote +
On October 14 2010 06:05 Uhh Negative wrote:
And LOL at all the people who continue to think that zerg drop MUST be used for harrassment and not part of a regular engagement.


What do you mean by "regular engagement"? I could see where it might be useful to allow your ground units to attack from a direction you wouldn't normally be able to access and avoid death by choke, but I think nydus might actually be better for that.

As in, 1A half your army into the enemies' army then have the other half of your army in the ovies and do a moving drop over top of the enemy. Watch FruitDealer do this in the GSL.

On October 14 2010 08:12 GenT wrote:
Show nested quote +
On October 14 2010 07:15 Liquid`Ret wrote:
vs terran drop is a must.


I agree but if the terran is playing right you wont be able to afford the upgrades until mid/late game, but you're ret so I’ll be quiet now.

And what is wrong with that? No one said "Oh you must use drops in the early game OR ELSE!"
archon256
Profile Joined August 2010
United States363 Posts
October 14 2010 00:53 GMT
#134
I guess most people associate Drops with dropping units into the enemy's main to take out structures and units. But Zerg are better off using them to get their fragile units into the middle of the Terran ball. (<3 Baneling Drops)

To be honest, I'd love some sort of anti-building unit (or upgrade for some other unit) to drop into bases. Right now there's only Banelings, and I'd rather save those to use against Bio due to their one-time-use.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Jahzaa
Profile Joined May 2010
Germany30 Posts
Last Edited: 2010-10-14 01:14:31
October 14 2010 01:06 GMT
#135
The researchtime takes sooooo long.. and 200m/200g is very expensive. banelings, are expensive too, hydras too, mutas too... 200gas in hydras/banelings/roaches/mutas+upgrades or dropping??? so often u just need units unts units, before starting some fancy stuff like dropping with overloards

One the other hand, zerg is spending alot of money in making overloards, so fu*** use them! its maybe as good as medivacs, u can spread them out in the base of the enemy!!! U just can spend ur overmins in droping alot of lings and mb gas heavy units in the lategame.
Overloard could get some more armor for dropping against marines, tank stuff...
Legalize StimPack
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