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Active: 11394 users

Why no nukes? - Page 4

Forum Index > Brood War Strategy
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Saturnize
Profile Blog Joined November 2009
United States2473 Posts
November 28 2009 08:31 GMT
#61
On November 26 2009 06:19 YPang wrote:
i like how the entire post is in caps lol


?....
"Time to put the mustard on the hotdog. -_-"
LegendaryDreams
Profile Blog Joined November 2004
Canada1350 Posts
November 28 2009 10:50 GMT
#62
On November 26 2009 21:50 axel wrote:
I remember Boxer doing fast cc ( before rax) on longinus ,into 1 fact then fast nuke. That was quite good strategy because he could destroy totally 2 nexus thanks to some places behind expands that made impossible for any protoss units to shoot down the gost. During the time protoss was busy to not be nuked he was building lots of factories and of course upgrading fastly due to lab investissement. Then turtling to b3/b4 , b4 with 2 gas on longinus. He won quite easily :3-3 ups , vessels..This is viable on maps where u can wall your main with your nat, best exemple is longinus. I could not find the vod but i think it was vs some class b player in proleague.


Against Superman[Kal], and BoxeR lost that game.
call me moxie
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
November 28 2009 12:43 GMT
#63
On November 28 2009 19:50 LegendaryDreams wrote:
Show nested quote +
On November 26 2009 21:50 axel wrote:
I remember Boxer doing fast cc ( before rax) on longinus ,into 1 fact then fast nuke. That was quite good strategy because he could destroy totally 2 nexus thanks to some places behind expands that made impossible for any protoss units to shoot down the gost. During the time protoss was busy to not be nuked he was building lots of factories and of course upgrading fastly due to lab investissement. Then turtling to b3/b4 , b4 with 2 gas on longinus. He won quite easily :3-3 ups , vessels..This is viable on maps where u can wall your main with your nat, best exemple is longinus. I could not find the vod but i think it was vs some class b player in proleague.


Against Superman[Kal], and BoxeR lost that game.

owned?

I just don't think it's doable and useful. Otherwise pros would use it, no?
Forever Vulture.. :(
nayumi
Profile Blog Joined May 2009
Australia6499 Posts
November 28 2009 15:59 GMT
#64
On November 26 2009 20:40 29 fps wrote:
Show nested quote +
On November 26 2009 20:32 Cu(oCo) wrote:
On November 26 2009 20:30 29 fps wrote:
On November 26 2009 18:55 Cu(oCo) wrote:
nuke only if your opponent is red .cit


doesnt matter if they ctrl-tab to change their color to teal

is shift + tab.


damn. still got it wrong. i wrote alt-tab first, then changed it. i need to play more

Alt-tab while you're playing is instant win imo.
Sugoi monogatari onii-chan!
MrHickoryHam54
Profile Joined January 2009
United States208 Posts
November 28 2009 16:07 GMT
#65
cause alt-tabbing in games is always good
2009-10 Proleague MVP: Doctor.K_PsP
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
November 28 2009 16:52 GMT
#66
same as queens, it's just too much damn work
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
November 28 2009 18:04 GMT
#67
On November 29 2009 01:52 StylishVODs wrote:
same as queens, it's just too much damn work

aren't you the one who came up with the nuke strategy in tvz?
i remember watching replays of a sunken busting nuke strategy that was pretty pimp, and i think they were from you...
more weight
Neivler
Profile Blog Joined November 2008
Norway911 Posts
November 28 2009 18:18 GMT
#68
Does nuke work for units under swarm? And if does it work on burrowed units under a swarm?
I pwn noobs
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2009-11-28 19:47:23
November 28 2009 19:46 GMT
#69
On November 29 2009 03:04 alphafuzard wrote:
Show nested quote +
On November 29 2009 01:52 StylishVODs wrote:
same as queens, it's just too much damn work

aren't you the one who came up with the nuke strategy in tvz?
i remember watching replays of a sunken busting nuke strategy that was pretty pimp, and i think they were from you...


Yeah;) well I got it from Casy first but remodelled it more into a rush...
But incorperating it into standard play lategame or whatever would be too much work imo.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
November 28 2009 19:48 GMT
#70
The obvious short-term response is: Not everyone is like (T)BoxeR.
YellowDeath
Profile Blog Joined June 2009
Ireland53 Posts
November 28 2009 20:12 GMT
#71
@ OP: Too High risk and too expensive.
mmp
Profile Blog Joined April 2009
United States2130 Posts
November 28 2009 21:51 GMT
#72
Obviously they're expensive.

It's a game though, have some fun. Make it as potent as possible though, plan it out, not just a gimmick.

Fast nukes in TvZ can demolish a zerg's sunkenline and let marmed storm in to victory. Granted this is very unlikely to succeed (since it is so easy to scout and has a weak follow up), but it's one of the few ways you can actually turn the game by killing a bunch of stationary stuff. Likewise, in TvP you will want to bring along EMP to ensure you 1-hit KO the toss base.

I think nukes in TvT are entirely viable if you need to uproot your opponent from a critical turtled position, and normal dropship distractions aren't getting the job done. Granted cattlebruisers would be nice also (you sort of have to choose one or the other).
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 29 2009 06:07 GMT
#73
On November 29 2009 06:51 mmp wrote:
Fast nukes in TvZ can demolish a zerg's sunkenline and let marmed storm in to victory. Granted this is very unlikely to succeed (since it is so easy to scout and has a weak follow up), but it's one of the few ways you can actually turn the game by killing a bunch of stationary stuff. Likewise, in TvP you will want to bring along EMP to ensure you 1-hit KO the toss base.

Tanks do that too! Except they're faster, cheaper, more mobile, and stronger at it.
I'm on GOLD CHAIN
Vestige
Profile Joined November 2009
United States303 Posts
November 29 2009 06:38 GMT
#74
some guy actually used nukes against me and took out the same expansions. like 3 times. then i got obs. gg. i also had him contained in his main the entire game. 4 base P v 1 base T i think that stands for itself though lol
"You'd wish it were hell"
Duckvillelol
Profile Blog Joined July 2009
Australia1259 Posts
November 29 2009 08:09 GMT
#75
When it all comes down to it, just about any tactical/strategic decision is made based on the simple equation of cost vs gain.

As many would know, for example with an early Reaver drop, you want to do enough damage to hurt the economy yes, but you also want to make the investment of the: Reaver/shuttle/scarabs worth it (and some people even take it further sometimes to robo/support bay/reaver/shuttle/scarabs but that's too harsh in my opinion).

When you take this into the equation of a nuke, you need to obviously gain the cost of the nuke; 200/200 (and 100 seconds if you want to take time into account). Then you also take in the cost of the ghost + cloak research; 125/175 (total).
Basic cost so far: 325/375.
Then you need to take into account the possibility that you may need a dropship if the terrain or enemy positioning isn't favourable: another 100/100.
Total cost: 425/475.

Thus we take it back to cost vs gain, you need to gain 425/475 worth of damage to your opponent.

These days given how fast most of the programers are, you generally don't get any of the workers, and, if possible you get most of a resource center.

And then that whole equation comes down to the risk element the others had spoken about... Does the ghost survive long enough? I think if you looked at it statistically at an end-game scenario, where both sides have taken up most of the map (assuming a 4 player map) and there is a lot of micro/macro to focus on - the ghost has a 50-75% chance of getting the nuke out (numbers up for grabs guys I'm just taking a swing in the dark) - but to me... the 50% chance is still kinda ugly, given what you have to pay for, for what you gain.

This, to me, is why they aren't used that often. I would love to see them used more, but as Boxer has said, I do think they need to be worked into a build somehow.
Former SC2 commentator. youtube.com/duckvillelol
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 29 2009 08:35 GMT
#76
On November 29 2009 17:09 Duckvillelol wrote:
When it all comes down to it, just about any tactical/strategic decision is made based on the simple equation of cost vs gain.

As many would know, for example with an early Reaver drop, you want to do enough damage to hurt the economy yes, but you also want to make the investment of the: Reaver/shuttle/scarabs worth it (and some people even take it further sometimes to robo/support bay/reaver/shuttle/scarabs but that's too harsh in my opinion).

When you take this into the equation of a nuke, you need to obviously gain the cost of the nuke; 200/200 (and 100 seconds if you want to take time into account). Then you also take in the cost of the ghost + cloak research; 125/175 (total).
Basic cost so far: 325/375.
Then you need to take into account the possibility that you may need a dropship if the terrain or enemy positioning isn't favourable: another 100/100.
Total cost: 425/475.

Thus we take it back to cost vs gain, you need to gain 425/475 worth of damage to your opponent.

These days given how fast most of the programers are, you generally don't get any of the workers, and, if possible you get most of a resource center.

And then that whole equation comes down to the risk element the others had spoken about... Does the ghost survive long enough? I think if you looked at it statistically at an end-game scenario, where both sides have taken up most of the map (assuming a 4 player map) and there is a lot of micro/macro to focus on - the ghost has a 50-75% chance of getting the nuke out (numbers up for grabs guys I'm just taking a swing in the dark) - but to me... the 50% chance is still kinda ugly, given what you have to pay for, for what you gain.

This, to me, is why they aren't used that often. I would love to see them used more, but as Boxer has said, I do think they need to be worked into a build somehow.


Not everything is simply dollars and cents... even if it costs more to do something, it can be worth it if it does more than just mineral damage. For example if you kill tech with it, it could perhaps be worth it since the zerg can't make any ultras or defilers until he gets another one up and maybe you use that opportunity to push in and win. You can argue that there are other ways to kill tech but I'm jsut giving an example of how you can do less than 425/475 worth of damage and have it still be worth it.
Against protoss, instantly killing a base with emp+nuke could possibly be worth it, if your opponent was already at a disadvantage...

In any case, I dislike how people tend to just think that they need to get what they spent out of something, instead of thinking about what other types of damage it does.
When
UntitledQ
Profile Joined August 2009
Germany99 Posts
November 29 2009 20:27 GMT
#77
If you really want to talk numbers I might add that you'll easily get your mineral investment out of it considering the lost mining time; even if your opponent manages to pull all his workers of his saturated mineral line into safety, he's losing roughly 1 mineral per second per worker, which can easily be around another 100 minerals. So you're mainly spending gas here (and you likely won't get it back since buildings are usually mostly minerals and the few gas mining workers pulled will barely make up for it).
Also note that the actual cost of nukes is closer to 225/275 + 200/200 * number of nukes used throughout the game.
And last, the attention to the game you steal your opponent for a few seconds may not be expressible in numbers but definitely plays to your advantage if you just coordinate the timing of your nuke with a push or a drop.
Schezar
Profile Joined July 2009
United Kingdom16 Posts
November 29 2009 22:16 GMT
#78
atm0sphere33 explains it all lol ^^ and the scanner :L
http://www.youtube.com/user/AlexSchezar - My Starcraft Commentaries
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2009-11-29 22:55:34
November 29 2009 22:55 GMT
#79
The more starcraft progresses, the more room for nukes there will be.

It's a perfectly reasonable late game tactic in my opinion.

It consumes a huge amount of your opponents attention, and by doing that, gives you an advantage in the battles you'll be fighting on the other side of the map.

Nobody want's to lose an expo full of drones/probes. (even if the hatch/nex survives)

So, when you launch a nuke, you can bet your ass that your opponent is gonna switch his attention to the nuke until he finds the dot. A good way to abuse nukes would be to even nuke empty space, and keep doing the standard things while the opponent panicks. Do it 2 times, then 3rd time nuke him for real.

Combining the nuke with a drop, like fantasy showed, is a combination that can't NOT do serious damage.

In short, nuke sucks as a pillar of your strategy.
But it's an awesome "multitasking overloader".
poutipou
Profile Joined April 2009
Canada30 Posts
November 30 2009 00:29 GMT
#80
12 marines, 2 firebats, 2 medics, 1 vessel, 1 matrixed ghost, 1 nuke on sunk line in early tvz = much lulz
[...]-lisk.
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