For what are hydras?
frmehe
Join Date: 2012-07-08 Member: 153980Members
So, for what are hydras in b216?
You could change them to a Flower, it would make no change, hydras are useless in b216.
I talk to many people on a server and everybody confirm.
Hydras are for free but it make no sense building them, it just stops marines for 2-4 seconds if it stop them, they can simply pass by.
Change them, please!
You could change them to a Flower, it would make no change, hydras are useless in b216.
I talk to many people on a server and everybody confirm.
Hydras are for free but it make no sense building them, it just stops marines for 2-4 seconds if it stop them, they can simply pass by.
Change them, please!
Comments
This way you can stop a marine advance for a long time untill GL's, Arcs or Flamethrowers
+1
While a full clog wall + hydras + gorge there to heal is VERY annoying and can lock down entire areas of the map, think about how much time investment goes into that. Not only does the gorge have to place, what, 9 clogs and 3 hydras, but has to STAY there to constantly heal spam or the marines will focus down each hydra in a flash.
It's fine if this tactic still exists, but it should not be the only viable tactic for hydras.
Anything that 1 10 pres unit can do needs to be easy enough to defeat for a team of marines, hypothetically as few as 2 marines.
If a good gorge has a good clog wall in a good possition with hydras, this wouldnt happen.
It would.
There are two ways to clog a way.
1. Build a wall or
2. build a line (starting from ground or wall)
The line is fragile, if the rine shoots the right clog the hole line or a big bunch will just fall to the ground -> dead gorge.
The wall is better because u build 2-3 clogs on top of each other... a lower clog can be shot and the rine can just jump over it.
But its only a small opening. But it got some downsides with hydra placing and passing through.
Most of the time if i see a gorge its a dead gorge.. dont care if there r clogs or hydras.
And if my com gives me a healthpack or nano... the gorge can say goodbye to his 10 res.
I went from a gorge for life ns1 player to someone who just dont want to play this weak and boring class anymore in ns2.
I want 2 changes:
1. Clogs connect to each other forming a combined health pool. U can only shoot the hole wall down not single clog (hp is a balance question).
2. Hydras should add a stacking movement and/or vision debuff with every shot.
3. It should be easier to kill as a gorge.
the purpose of the hydras in my opinion is not an alien turret, but rather a long term deterrent.
the whole purpose of clogging an entrance and placing hydras on top of it is to keep marines busy enough until actual frontline aliens come to defend, but still good enough against rogue marines who try to backdoor.
what i don't understand is why they deal light damage now!!!
+1
Could you show me the post that says that hydras "should" hold a room by themselves?
Many have the feeling that hydras have no impact whatsoever.
until GL's come out, but then if your khammader is decent they'll drop you a crag and a few whips.
Anything that 1 10 pres unit can do needs to be easy enough to defeat for a team of marines, hypothetically as few as 2 marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
^ This!
Not a week ago, we had a thread about how overpowered gorges with hydras are. Mostly because the new people don't understand that they need to hunt the gorge down and not standing in front of the hydras shooting them. I don't even blame them. The game needs a way to explain them, that they do nothing by shooting the hydras, while the gorge is healing. I have literally seen games, where most of the marine team tried for the whole round to get the hydras of two gorges down that had a farm near our base. I told them... I thought, they would learn it after 15 minutes... but no... Standing there shooting hydras. I think something has to be made more intuitive about that.
Now we got the same thread here, we have already about the glass sentries. People like the warm fuzzy feeling of building sentries / hydras to lock down an area. Everyone likes to stand with the butt against the wall, so nothing can get you from behind. But we had this already. We had sentries that were strong enough to shut a hallway down for aliens. This led to commanders, that don't researched weapons or upgrades, but spamed sentries were they could. They locked down room after room. It was neither fun for the aliens that couldn't move into most parts of the map, neither was it fun for the marines, that lost most fights against mid-game aliens because of missing upgrades.
All this led to the change of having damage dealing buildings only as support for the players. Not as a additional static AI unit. While I got more into the sentry topic here, it is the same with hydras. They are useful. You can lock down a room with them. But you need at least one gorge and one skulk to make this possible. And that is how it should be. You should sacrifice attack-potential (=players) when you want to defend. And not building up defense out of res while keeping your full attack-potential.
TL;DR: Good placed hydras together with a gorge can't hold of more than 1 marine. (If marines focus the gorge.) But as soon as one skulk is together with this gorge in the room, it becomes way more powerful.
vs. 2 Marines: 1 Skulk > 1 Gorge with Hydras
But!
vs. 3 Marines: 2 Skulks < 1 Gorge with Hydras + 1 Skulk
Anything that 1 10 pres unit can do needs to be easy enough to defeat for a team of marines, hypothetically as few as 2 marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, on the other hand if you make hydras cost 10 pres again they could be much stronger, killing them as marine would mean -30 res for the gorgy, and no instant redrop possible.
Anything that 1 10 pres unit can do needs to be easy enough to defeat for a team of marines, hypothetically as few as 2 marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
So not only do you lose a mobile assault unit when a player goes gorge, but the gorge only functions when other mobile assault units sacrifice their mobility in order to camp a room which the gorge is meant to be defending?
Ooooh, I get what you're saying. Don't go gorge. Right.
Sure Hydras arent very effective if you place em in a row, keep some distance between the hydras so if a Rines runs past the first, he will face another around the next corner and another one after this corner.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->F.e.:
H H H
\ | /
..M
Isnt as effective as:
...........H
H....... /
...\
....M .-- H
(ignore the dots it is for fotmation)<!--QuoteEnd--></div><!--QuoteEEnd-->
And this is the biggest fault Gorges do, lining up the Hydras!
The difference is that a gorge has the ability to keep marines in a single location for a prolonged period of time, thats why you place them all together, and fight near them, so that they can provide maximum support when you need it. Fighting at the location of a single hydra is pointless. You might as well be fighting with no hydras at all.
If you have 3 kids that throw sbowballs at you and they all stand in fron of you, you can evade all shots, but if one kid stands at your right, one above and one in front of you atleast 1 will hit you.
And hydras are free so if they die at the front retreat a bit and place a new one, as I said they are here to slow the marines down and doing assist DMG.
And if a Gorge set up a Hydra line the rines will flank him and get him defenseless from behind.