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Been messing around with christmas gifts to my fellow opponents and this is one of many i came up with.
The so called 'Troll Nukes'.. or just simply a christmas gift.
Christmas gift being sent and received:
![[image loading]](https://i.imgur.com/nEE44sl.png)
While this is pretty and all we do need to know the boundaries of magic boxes before we can start wrapping the gifts:
![[image loading]](https://i.imgur.com/KKxOSkT.png)
This is the constraints for wrapping the gifts as shown with medics as the boundaries until formation is broken.
Arranging ghosts to center of map tiles are done by right-clicking on minimap, this is also how you stack mines as explained in a previous thread:
![[image loading]](https://i.imgur.com/BxddkcL.png)
![[image loading]](https://i.imgur.com/GyLqpGQ.png)
![[image loading]](https://i.imgur.com/A4Lg2QA.png)
![[image loading]](https://i.imgur.com/bO0ZS2M.png)
If the formation of ghosts when nuking matters to you then you need to right-click from nuking distance (see next-next image) first then deliver the christmas gift. It CANNOT be done with queue command. The ghost formation is always how the nukes will be placed (exact placement see next-next image):
![[image loading]](https://i.imgur.com/lGVi7jM.png)
The nuking center-point (where you deliver your christmas gift) and max distance is decided by the center-point of the formation as shown:
![[image loading]](https://i.imgur.com/JK0jEXB.png)
Economics are 12 ghosts in a pretty arrangement times 200m/200g, a hefty 2400m/2400g per christmas delivery. Totally attainable on BGH games and plausible budget gifts possible on regular Hunters or 1v1's alike. Probably more likely to make a pretty gift in 1v1's id say. Much that can go wrong in a team game.
Total costs:
CC's & Silo: 500m/100g x12 = 6000m/1200g Ghosts & upgrades: 25m/75g x12 + 200m/200g = 500m/1100g Nukes: 200m/200g x12 = 2400m/2400g
Sizeable 8900m/4700g for a pretty christmas gift.
P.S Accidentally posted this before i was done but oh well..
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If you're magic boxing nukes, then you're really showing off xd
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Netherlands4817 Posts
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Never read that one.
About mine stacking. Its done by placing your first mine with left-click on minimap, let the mine settle, re-apply without moving mouse. You can "aim" with right-click (move-command) beforehand to know where you are.
What happens is that mines get stacked and when a target comes around they all try to move but as they are stacked they are stuck, if target comes close enough it will blow up all mines (ive had 7-8 mines blow up at once so the outer splash range is deadly enough, huge area coverage). If target kills all mines stacked the last one will be able to move meaning it 90% of the time will blow up on target as its already up and seeking. If target runs away you can manually kill the stacked mines for the final mine to run at the target while its fleeing. There is an untrigger range whete mines will drop target but its very far.
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Ah nukes.. The OTHER Ultimate Weapon of Tesagi.
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What a lovely gift, ho ho ho.
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On December 17 2022 07:09 MeSaber wrote:Never read that one. About mine stacking. Its done by placing your first mine with left-click on minimap, let the mine settle, re-apply without moving mouse. You can "aim" with right-click (move-command) beforehand to know where you are. What happens is that mines get stacked and when a target comes around they all try to move but as they are stacked they are stuck, if target comes close enough it will blow up all mines (ive had 7-8 mines blow up at once so the outer splash range is deadly enough, huge area coverage). If target kills all mines stacked the last one will be able to move meaning it 90% of the time will blow up on target as its already up and seeking. If target runs away you can manually kill the stacked mines for the final mine to run at the target while its fleeing. There is an untrigger range whete mines will drop target but its very far.
Do you think that we should stack mines to prevent minedragging? Or maybe in TvT, if some tanks or goliaths on A move trigger a mineclump, will they overkill one mine, and get hit by the second?
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On December 20 2022 04:31 vOdToasT wrote:Show nested quote +On December 17 2022 07:09 MeSaber wrote:Never read that one. About mine stacking. Its done by placing your first mine with left-click on minimap, let the mine settle, re-apply without moving mouse. You can "aim" with right-click (move-command) beforehand to know where you are. What happens is that mines get stacked and when a target comes around they all try to move but as they are stacked they are stuck, if target comes close enough it will blow up all mines (ive had 7-8 mines blow up at once so the outer splash range is deadly enough, huge area coverage). If target kills all mines stacked the last one will be able to move meaning it 90% of the time will blow up on target as its already up and seeking. If target runs away you can manually kill the stacked mines for the final mine to run at the target while its fleeing. There is an untrigger range whete mines will drop target but its very far. Do you think that we should stack mines to prevent minedragging? Or maybe in TvT, if some tanks or goliaths on A move trigger a mineclump, will they overkill one mine, and get hit by the second?
Here is a use case: https://ufile.io/iigmvo3k (recorded in bnet)
In TvT its always a gamble with mines, some hit some dont, Tanks are bad at killing mines while goliaths are great. Versus Tanks in particular stacking could prove useful if you place em in unorthodox locations, like behind trees or weird pathings where you usually go to retreat.. Most people dont use a-move when they retreat and even so Tanks are slow at firing.
VS Zerg it will work vs minedragging but if you stack mines you most likely wont place many stacks at the same place. Same here you will try to place mine stacks in weird locations that serves as retreating paths where you can scare your opponent into.
Mines in general is 5Head tactics, if you place mines at obvious locations they wont have a purpose. When you stack mines its even more important its uncommon location as it will be static, they have to be charged into.
As for melee units, stacking is very effective. While a zealot can usually wipe out 8-10 mines if standardly placed, in a stack it might look like a single mine not worth giving some zealots to (usually you siege behind so a single zealot will get killed before reaching mines, protection against mine clearing). Its the same here though, if they know you mine stacked its very easy to mitigate its potential damage. Hiding the stack is of highest priority for its efficacy.
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