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Active: 2213 users

Nydus Network ideas

Forum Index > StarCraft 2 Strategy
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terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-07-22 06:20:29
July 20 2010 00:18 GMT
#1
Before I start on my ideas for this structure that I have seen very little use from. I will post a link to another TL thread that had an interesting video of a way to use the Nydus Network.

It should probally be noted that if the zerg player had gone for hydras or ultras chances are he would not have bee able to spawn sooo many nydus worms.

Nydus Network Vid

It is very obvious when a nydus worm pops up somewhere as everyone can hear it. Similar to a ghost launching a nuke. I see overlords dropping things as more effective in most cases. As far as transporting units to the enemy base ect. however, I have some ideas for the nydus network as a whole.

Saving drones from harrasment.

Obviously a toss/terran opponent does not want a zerg player sitting on the same number of mining bases as them let alone more. So they will attempt to disrupt your expantions at every chance they get. 2 good examples of drone harrasment are templar drops or hellion drops(run-by). Why not build a nydus network in your main and have a worm pop out nearby your resource lines if you are keeping up with your creep tumors and overlord placements you should have advanced knowledge of an incoming harrasment. Just before the harassment comes tell all of your drones to load up in the worm. Even if the worm and the hatchery go down you are no where near as badly put back as you would have been previously without running the drones. If your drones stay then you lose the drones and the hatchery but insta teleporting your drones away even if you lose the hatchery in the process seems like it would be worth the investment of a 100/100 worm per expansion.

Assistance in an overlord drop.
It is pretty obvious to me why people opt for drops instead of nydusing and that's if your opponent notices the worm attempting to spawn... well he can pretty easilly stop it (just don't tell that to kungfuukitten ) Overlord dropping is much more sure way to get your forces in initially. As there are more targets for the opponent to attack (If you nydus they only have to attack the worm if you use overlords they have 6zillion overlords to kill to completey end the drop)
Well pop out nydus worms on the opposite side you are wanting to drop from this should draw the majority of the opponent away from the drop spot. Also as discussed already the problem with a nydus worm spawning as opposed to a drop is they can usually kill it before it spawns.
Let's say you drop your opponents island expansion but while you are there your opponent decides, "I'll just go eliminate the zerg player real quick while he is attacking that island." This thought process could be very troublesome for a zerg player. But if you already have dropped and eliminated most of the defenses then spawning a worm is relatively safe so as you are finishing of the expo spawn the worm and then teleport to whichever spot your opponent is hitting as opposed to loading up and flying all the way across the map again.

Simply to distract your opponent.
This is just a short point it may not work in the pro level but I've seen it work with nukes before (which btw are also 100/100). Just start building a worm outside of your opponents sight range just the fact that he/she hears it should make them worry.

______________________________
Edit:
Base linkage
This one may seem very obvious but it came to my attention to mention it after Luminox made a post.
As the zerg get more and more bases their production facilities get spread further and further apart. If your opponent hits you with a 2 pronged attack, one whose purpose is to delay reinforcements and the other to hit your main either the forces in the main or the forces that are reinforcing from the expos will die or get delayed from reaching the other allowing the opponent to do more damage. If you have a network up you can just rally your hatcheries to your worm in each base so you are always engaging the enemy with your full strength (similar to the nydus canal in BW)
____________________________
________________________________
Edit:
Harass Preventing
Unless your opponent is being very agressive in killing your spotting overlords and creep tumors you should if you are observant enough see any potential harasses coming in. If your army is nearby on creep while it can move in to intercept the harass (whether or not the harass is a drop, warp in hellion runby is irrelevant). But say your spotters notice 2 medivacs moving in to your gold expo on desert Oasis on the right side of the map and the majority of your army has just killed off the enemies natural on the bottom left side of the map. At the current time that's all you have for an army and you can't afford to lose your gold atm as it is your only mining expo. Spawn 2 worms (as the drop is still incoming so you have time to spawn a worm). One behind your forces that just killed the enemy expo and one somewhere near your gold expo preferably on creep so you get the movement bonus. Your forces should arrive in time to defend the expo.
_______________________________

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"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Dance.jhu
Profile Blog Joined May 2010
United States292 Posts
July 20 2010 00:31 GMT
#2
I mean...your ideas aren't bad. But this has been common knowledge for quite some time.
It is what it is...
Luminox
Profile Blog Joined June 2010
France223 Posts
July 20 2010 00:32 GMT
#3
I think one of the most obvious options for the nydus worms still wasn't explored: mobility over the map, not necesseraly in the ennemy's main.

I think of it like a protoss pylon, which can be used not only to transport all of your units from one spot of the map to the other, but also to give them the creep speed bonus.

That said, the gas cost may be somehow high for this use, but as it gives you the bonus speed I think it's ok. Also, a nydus worm makes backstabbing much easier.

I don't need to mention that it can be used like the nydus canals in BW -_-

However, the uses you describe are well-thought. Have to try distracting the ennemy with a nydus before doomdropping him :p

(please don't be harsh on my grammar, the French educational system is poorly designed when it comes to teaching languages)
Half-french, half-polish, Half-greek Half-english, and yet fully zerg! For the swarm till the end!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 20 2010 00:46 GMT
#4
What I have been starting to do with Nydus worms is using them like Nydas canals in BW. I find its very effective and has saved me games as I was able to save a drop to my third/fourth instead of having it die because my army can't get there in time.

I think it will eventually be the standard imho its just it will be awhile I think .
When I think of something else, something will go here
slowmanrunning
Profile Joined March 2010
Canada285 Posts
July 20 2010 00:53 GMT
#5
What I think is fairly decent strategy to use is to do a doom drop, then start growing the nydus in their base behind the safty your army, It'll give a better escape route than trying to shift click back into the overlords, and also give your army creep, and a means to move in the bigger units that overlords dont hold as well such as ultras into the attack. It will also make drops not a suicide attack, once things get dangerous you can retreat unlike in a doom drop which is usually an all or nothing strategy.

This combined with using nydus canels as a means to run workers to safety away from harass makes a nydus worm in my opinion always worth while if the game is long enough to get to hive tech. At lair tech you may need the gas for something else, but late game its benefits are far more noticible.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
July 20 2010 00:54 GMT
#6
I think the problem with Nydus worms is that you have to click the network and press unload every time you want the units to come out. That's the price to pay for more than one worm though. Give it some time, and I'm sure there will be really creative Nydus plays coming out. Zergs are just too busy in the mid-game to worry about Nydus' at the moment.
There is no one like you in the universe.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-07-20 03:11:59
July 20 2010 03:10 GMT
#7
This can be solved with hotkeys if you want actually. Which makes it little slower than nydus canals of sc1 but the worms are useful in more situation imho. (as worms dont have to be spawned on creep on the networks do)
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
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