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What is holding the Hydralisk back? - Page 11

Forum Index > SC2 General
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Nereites
Profile Joined November 2010
Canada102 Posts
October 26 2011 20:57 GMT
#201
Clearly the problem is the sound effect. Bring back the sound effects from BW. They sound more aggresive and scary.
Hydra fixed.
Stop whining about imbalance. You're just bad (likely) at the game and I am probably worse. Just have some fun
latan
Profile Joined July 2010
740 Posts
October 26 2011 20:59 GMT
#202
what is holding them back? tanks and colossus
Harrow
Profile Joined November 2010
United States245 Posts
October 26 2011 21:22 GMT
#203
Do Hydras NEED to be a core unit, used in every game? We're not talking about the BW Scout or SC2 Carrier here in terms of representation, Hydras turn up pretty frequently as a situational unit in ZvP.

I get that they were well-liked and iconic in BW, but I don't think that needs to drive game design decisions for SC2.
KimJongChill
Profile Joined January 2011
United States6429 Posts
October 26 2011 21:29 GMT
#204
On October 27 2011 05:46 reptile wrote:
Show nested quote +
On October 27 2011 05:20 BurningSera wrote:
i am confused by the fact that blizz is gonna give back the speed upgrade to hydra in HotS while they can make it happen in WoL now (like, RIGHT NOW).

hydra is too gas intensive imo, i'd rather get get roach or muta or infestor rather than invest the gas on this unreliable (fragile+slowass) unit. sad i know.


Everyone here is forgetting that this Speed upgrade for the Hydra is HIVE TECH. Who the hell uses Hydras at Hive tech? I think this is one of the biggest issues. The initial thought to the speed upgrade was, "Wow, Hydras can now be microed/more efficient/and may survive battles with retreating"; but when you learn that the upgrade is at Hive tech, doesn't it just destroy its purpose all together? I don't even care about the upgrade now because the death balls and compositions I'd expect to play against at Hive tech will completely destroy my Hydralisks, continuing to make them a worthless unit.

I'm with you man. I wish they would just take out hydra and corrupter and give us some better t1/1.5 stuff
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
sagefreke
Profile Joined August 2010
United States241 Posts
October 26 2011 21:51 GMT
#205
I don't know who mentioned it but I remember someone saying that hydra/ultra in HotS will be very powerful against toss since the ultras can tank so well and now the hydras will be fast enough for you to stutter step and micro around off creep resulting in less of an all in type attack
yo yo yo
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-10-26 22:07:25
October 26 2011 22:04 GMT
#206
The problem is that it is incredibly slow for its power. I mean what purpose does it serve in ZvT? There is literally no advantage to hydras over mutas at the moment.

Anything that you would want hydras to do, mutas do better. (in zvt)
Micket
Profile Joined April 2011
United Kingdom2163 Posts
October 26 2011 22:09 GMT
#207
Vs T: 2 marines beat 1 hydra whilst costing no gas. Tanks beat hydras harder than marines beat hydras. Hydras melt to Terran.

Vs P: blink stalkers beat Hydras really badly. Chargelots eat hydras, Phoenix builds destroy small amount of hydras, and colossus lololololololroflstomps hydras. Wait, HT eat hydras, and archon immortal go even vs hydras. Hydras are only good vs void ray, carriers and probes. They also have great all inning potential. They have no place in standard macro play unless Protoss has managed to force them.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2011-10-26 22:12:57
October 26 2011 22:11 GMT
#208
Hydras also melted to terran in BW. And were quite useless in ZvZ too.

Ninja edit: Oh and they melted against speedlots way more than in SC2. Like not even close.
Revolutionist fan
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 26 2011 22:15 GMT
#209
Zerg are supposed to be faster than Terran/Toss. Infestors do not engage with direct attacks and are support so they don't have to be as quick. All they do is move forward to fungal one at a time. Hydras need to get a good arc and need to be able to retreat.
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
October 26 2011 22:21 GMT
#210
I think the reason that them being slowER than the other core army units of the Swarm is such a problem is that since they're fucking terrible as soon as anything starts shooting at them, they need to be able to reposition or retreat to gain any real usability (since losing them isn't a good option -- they're too expensive.) The reason this isn't a problem for roaches is because, besides the easily available speed upgrade and burrow synergy, roaches have so much health that them being shot twice with a colossus doesn't mean you lose the game.

If hydralisks were even slower than they are now, but had as much health and survivability as a roach, we'd see a LOT of them on the field. As they stand in WoL, they have trouble living long enough to pay for themselves, even with their high DPS.
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
Tektos
Profile Joined November 2010
Australia1321 Posts
Last Edited: 2011-10-26 22:27:30
October 26 2011 22:27 GMT
#211
The problem has never been the speed....

Hydralisk - 100 minerals, 50 gas, 2 supply
14.5 DPS, 80 health

Marine - 50 minerals, 0 gas, 1 supply
10.5 DPS (stimmed), 55 health (combat shields)

100min + 50 gas for one hydralisk is more valuable than 150 minerals (3 marines)
3 marines = 31.5 dps, 165 health

SIGNIFICANTLY better than the Hydra's 14.5 DPS and 80 health.



What is more? We Terrans have the medivac, the perfect synergy with the marine.


Hydras just aren't worth the cost. Yes, they have good damage compared to other zerg units but the problem is by the time they come out collossus / tanks / banelings are already out or very close to being, which obliterate Hydras.


Speed will help, but it isn't the only problem of the hydra....
Wren
Profile Blog Joined February 2011
United States745 Posts
October 26 2011 22:44 GMT
#212
On October 27 2011 04:51 Saraf wrote:
Show nested quote +
On October 26 2011 23:07 Jack.D.Ripper wrote:
I find the biggest problem with the hydralisk is the fact that it is the only vanilla unit in starcraft 2. What role does the hydralisk fill in the zerg army. Its a ranged ground/air attacker. What upgrade does it have? +1 range +damage +armor. The Hydralisk needs something to make it special. I propose a addition to the +1 ranged upgrade. Make the upgrade give hydralisk an auto attack that causes enemy units behind its target (like 1.5 additional range) to take the same amount of damage.

Just an idea to make hydra viable and I think it would be a flavorful upgrade.


Oh my god, a "Piercing Spines" upgrade would be absolutely amazing, I wouldn't even want it on the same upgrade, I'd take it at hive tech. Put 3 upgrades on the hydra den: range, "reinforced carapace" (+10 hp and remove armor typing; armor strong enough to not be light but also not armored) both at lair tech and "Piercing Spines" at hive tech (linear splash damage vs. light). It would be awesome (clearly I haven't considered balance but hey).

I really like the idea that the Hydra be a unit that gets way better over the course of a long macro game.

Here's what I would do:
~Hydralisk and Roach swap positions on the tech tree (roach to lair, hydra to hatch). My initial thoughts are that it makes early game, especially ZvT, more stable. Queens and spines are good defense against hellions, and light-armor hydras can't attack into hellions like roaches can. Zerg also gets a mobile low-tech anti-air, so banshee/void ray is far less likely to simply end the game.
~A series of buffs or added upgrades to make it more viable in combat. Balance team has to figure out where they fit, but the list could include: loss of light-armor designation (lair tech), combat shield-esque extra HP, range boost (currently in the game), innovative boost to attack power (I really like the notion of limited splash at Hive tech). Can also add a morph to the game, which at least would get the hydra into the game for a little while.
We're here! We're queer! We don't want any more bears!
gh0un
Profile Joined March 2011
601 Posts
Last Edited: 2011-10-26 22:54:03
October 26 2011 22:52 GMT
#213
If they really want to keep their low stats in comparison to their high cost, then they should atleast reduce their supply cost to 1.
Right now, even if you amass a 200/200 consisting of an hydra army (or any composition involving hydras), it still feels pretty weak.and small compared to other compositions because hydras are just that weak.

If they were 1 supply, you could atleast get a really big army in size at the cost of paying a lot for it.
ThisGS
Profile Joined October 2011
Germany255 Posts
Last Edited: 2011-10-26 23:02:55
October 26 2011 22:58 GMT
#214
2 Problems the Hydralisk has:

Yes, Hydralisks are just as fast as gateway / mm without stimp.
The difference: The Protoss race is made so once you attack, you have to commit to it more or less. You have to be careful everytime you move out.
The Zerg race is completly different. Your army has to be mobile and it is needed that you can poke in and out and not commit heavily to your attack.

--> Concerning movement, a Hydralisk army feels like a Protoss-Army without having forcefields and a reinforcement proxy-pylon.
You decide to attack, you can never move back.

2nd problem is: The Protoss army has 1 advantage to overcome the movement and commitment issues: It is actually not too fragile and pretty strong. The Hydralisk on the other hand is countered by every single AOE unit in game (storm, tanks, colossi, even hellions) and even a standard bio / biomech army does very well against the hydralisk in combat.

Putting both things together, the Hydralisk has only 2 purposes right now: Defending vs Protoss air and fight against pure gateway armys, since thats the only non-zerg army the hydralisk is decent against.
ThisGS
Profile Joined October 2011
Germany255 Posts
October 26 2011 23:00 GMT
#215
On October 27 2011 07:52 gh0un wrote:
If they really want to keep their low stats in comparison to their high cost, then they should atleast reduce their supply cost to 1.
Right now, even if you amass a 200/200 consisting of an hydra army (or any composition involving hydras), it still feels pretty weak.and small compared to other compositions because hydras are just that weak.

If they were 1 supply, you could atleast get a really big army in size at the cost of paying a lot for it.


you could never make Hydralisks 1 supply while zealots and roaches are 2 supply.
KDot2
Profile Blog Joined March 2011
United States1213 Posts
October 26 2011 23:03 GMT
#216
On October 27 2011 06:51 sagefreke wrote:
I don't know who mentioned it but I remember someone saying that hydra/ultra in HotS will be very powerful against toss since the ultras can tank so well and now the hydras will be fast enough for you to stutter step and micro around off creep resulting in less of an all in type attack


hydras still basically get 1 shotted by collosus
ThisGS
Profile Joined October 2011
Germany255 Posts
October 26 2011 23:07 GMT
#217
On October 27 2011 08:03 ToguRo wrote:
Show nested quote +
On October 27 2011 06:51 sagefreke wrote:
I don't know who mentioned it but I remember someone saying that hydra/ultra in HotS will be very powerful against toss since the ultras can tank so well and now the hydras will be fast enough for you to stutter step and micro around off creep resulting in less of an all in type attack


hydras still basically get 1 shotted by collosus


well... Viper + new Ultra + new Hydra... i dont wanna fight that as WoL Protoss :D 1 range colossus or coloss poked into the zerg-army, the hydralisk in the back as heavy dps, ultras that tank and stomp into your ball... woot?^^
Lucid90
Profile Joined September 2008
Canada340 Posts
October 27 2011 00:45 GMT
#218
little life, very slow.
Give a lair tier speed upgrade with maybe 100 starting life and it'd be nice.
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Antares777
Profile Joined June 2010
United States1971 Posts
October 27 2011 00:48 GMT
#219
On October 27 2011 09:45 Lucid90 wrote:
little life, very slow.
Give a lair tier speed upgrade with maybe 100 starting life and it'd be nice.


Lair tier speed upgrade is too powerful in my opinion. In HotS, it gets one at Hive tech, which is a good idea.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
October 27 2011 00:53 GMT
#220
I see the speed upgrade doing little. Unless you rush to hive and hit before a decent number of colossi (or storm) or tanks they will still die... and die fast. If the upgrade was lair tech they would be unbelievably scary in the mid game, but that's not the case.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
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