Zerg drops? - Page 7
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bLuR
Canada625 Posts
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Liquid`Ret
Netherlands4511 Posts
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chuninexam
Canada56 Posts
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Karkadinn
United States132 Posts
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Deathstar
9150 Posts
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AlphaOfUrOmega
United States28 Posts
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. | ||
archon256
United States363 Posts
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. | ||
FLuE
United States1012 Posts
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
Canada1047 Posts
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FoxSpirit
Austria160 Posts
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DetrA
United States148 Posts
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. | ||
Taniard
United States114 Posts
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Uhh Negative
United States1090 Posts
On October 14 2010 06:33 adius wrote: 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: 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
United States363 Posts
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. | ||
Jahzaa
Germany30 Posts
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... | ||
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