I made a thread about this on the battle.net forums but I didn't get a lot of feedback, mainly flames and comments about how Terran is OP and don't need buff, without actually taking a look at what I'm suggesting.
All feedback is welcomed.
Here is a list of my main comments/suggestions about patching nukes:
Does anyone else feel that something needs to be changed about nukes? Their uses are very limited and are quite difficult to pull off, even at higher level of skill.
Perhaps a faster call down but a nerf to damage and radius affected?
In my opinion, a definite patch to nukes is the graphic animation. Blizzard please improve this. (This one in particular)
lol I wouldn't mind if they cost supply, in fact I was quite surprised that they didn't. But honestly, why should they even be considered to cost supply? Nukes are like throwing money away, either your ghost dies in the process of nuking, which makes you lose both the nuke and the ghost, or the ghost has a successful nuke but it didn't hit anything because your opponent moved units/workers and then he prepares to counter nukes which is fairly easy to do for all races. That 100/100 could have been spent on stim, attack or armor upgrades, more factories but instead it went out the window and accomplished nothing.
Perhaps being able to control the guidance of the nuke instead of having a set location of where it will fall. This would allow the ghost the ability to move the red dot around (in the set radius of 10) while remaining motionless during the call down.
This would definitely help improve nukes as a strategy and make this strategy a lot more entertaining and fun to play. If a player moves his army you can follow it while calling down the nuke as long as he remains within range of the ghost, otherwise your nuke will land and hit nothing. There has been a few times where I would attempt to nuke my opponent's army and he would advance on my army and my nuke lands and hits nothing because of that. If I decide cancel the nuke after I have decided to launch, I lose the nuke and the time and money that went into it.
This still makes Ghost high priority for the opponent, while still having the same time length for call down, and allowing the person who is nuking a chance of the nuke actually doing something instead of nothing.
I think the nuke is fine the way it is. It might not seem that way though, since most games are so short, and nukes get better and better the longer the game goes on.
I also think that things like Nydus worms and nukes will be used more and more as time goes on, people just need to figure out some strategies.
Nukes are really cheap actually, compared to what they do. A well placed nuke can wipe out an entire army, i've actually done that a few times. Also, whenever i see a nuke in a game, it always seems to pay for itself, i've never seen a game where the player totally wasted a nuke.
you're definitely going to get flamed here too moving the red dot would be too cheap if the opponent and finds the red dot and moves his army, he'll be rewarded by having his army smashed by the nuke anyway? the point of the nuke is a risk if your opponent knows it's coming, he should be able to clear the area or kill the ghost calling down the nuke and saying that 100/100 is wasted isn't a valid argument that's like saying the money spent on a medivac was wasted because it was sniped before it got to heal anything
Considering how absolutely devastating the thing is if you hit it, I think it's fine. Seriously, the expense of a missed nuke is the time and cost of the nuke, a ghost, and the time and cost of that ghost.
Compare that with the expense of rebuilding after you get nuked to high hell
On September 25 2010 05:18 wooozy wrote: So you want nukes to come down faster and be able to be controlled after being called down? That just seems silly.
Sorry those were two separate ideas for improving the nuke.
Another thing i've tried is calling down 2 nukes at the same spot with 1 ghost being close to their army (easy to scan) and another hidden away.
They'll think it's only 1 nuke, so they scan, find the "easy" ghost, and then get a big suprise when the other nuke lands
Especially in TvT, double nuke on siege tanks, he'll scan first then move, and if he kills a ghost he'll think that was it. Just make sure not to place your ghosts too close to eachother so they dont both get cancelled.
Watch TLO vs Hyperdub GSL game 1 And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.
On September 25 2010 05:14 KentHenry wrote: I made a thread about this on the battle.net forums but I didn't get a lot of feedback, mainly flames and comments about how Terran is OP and don't need buff, without actually taking a look at what I'm suggesting.
All feedback is welcomed.
Here is a list of my main comments/suggestions about patching nukes:
Does anyone else feel that something needs to be changed about nukes? Their uses are very limited and are quite difficult to pull off, even at higher level of skill.
The reason why they are made hard to pull off is because they kill practically any non-tier-3 unit. If they were easier to get off, they would kill armies so much easier.
Now, I don't agree with nerfing it just to make it easier to get off either. Nuke's are used to break positions, especially in TvT. Nukes should not be used so offensively as to chase an enemy army.
On September 25 2010 05:21 awu25 wrote: you're definitely going to get flamed here too moving the red dot would be too cheap if the opponent and finds the red dot and moves his army, he'll be rewarded by having his army smashed by the nuke anyway? the point of the nuke is a risk if your opponent knows it's coming, he should be able to clear the area or kill the ghost calling down the nuke and saying that 100/100 is wasted isn't a valid argument that's like saying the money spent on a medivac was wasted because it was sniped before it got to heal anything
The ghost can only move the red dot within his range of 10.
some of the benefits of calling down nukes is forcing your opponent to react under pressure to find the nuke...so they cant necessarily focus on macro until they move their army/workers
you can also use it to push against opponents and establish a more forward position with slow moving mech
it also forces the opponent into some kind of detection and for the rest of the game they have to be ready for a nuke at any expo/on their army.
TLO showed a great use of nukes in his high level TvT when he was way behind to crawl his way back into the game.
bro. You got flamed on B.net forums b/c 1. It's the B.net forums... 2. Nukes are fine as is... aka, theyre not meant to be a thing you use early or even mid game...
but late game when you can call down 2 or 3 on their main and obliterate their production while a battle is going on
On September 25 2010 05:24 Bibzball wrote: Watch TLO vs Hyperdub GSL game 1 And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.
Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.
if you wanna enjoy some good interactive nukes, i'm sure someone will make a UMS map for it. the sc2 nukes are so much easier to get/use than bw so i really think its fine the way it is.
On September 25 2010 05:31 Grobyc wrote: I think they're much better than they are in BW, but I wouldn't mind making them cost supply in exchange for like a 2 second faster call-down.
On September 25 2010 05:24 Bibzball wrote: Watch TLO vs Hyperdub GSL game 1 And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.
Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.
Yeah, but those nukes were in great defensive position anyway. They have a ton of potential that has yet to be explored.
And i seriously recommend you watch the BO3, or game 1 atleast. Search "TheLittleOne vs oGsHyperdub [Round of 32 match 16]" on Gom.tv, seriously best SC2 game ever.
yea nuking in bw was almost impossible to get to since it was so high up the tech tree and in sc2 nukes are easy to tech to and would be over powered if it did enough dmg to kill important tech structures.
Nukes really shine in 4v4. I found the average player reacts to the nuke warning by pulling their army back and then all their workers. In a game where everyone has one expo that is 8 expos temperarly not mining and a huge blow to the other teams economy.
Nuke is ridiculously good. Obviously it needs some thought put into it, but for 100/100 its more than you can ask for. A nuke does not need to be landed to deal "damage". You can use tactical nukes to distract - or to force your opponent to move his army somewhere he doesn't want to be.
Also in TvT to move tanklines you can nuke - land or cancel it and move in with marauders. Nuke is fine as it is
Edit: The nuke animation is so "small" because its a competetive e-Sports title. If you want a crazy animation that lasts for 30 seconds and covers the whole screen, the game will suffer from it.. I'm perfectly fine with it and still can feel the power of the nuke.
On September 25 2010 05:24 Bibzball wrote: Watch TLO vs Hyperdub GSL game 1 And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.
Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.
Yeah, but those nukes were in great defensive position anyway. They have a ton of potential that has yet to be explored.
And i seriously recommend you watch the BO3, or game 1 atleast. Search "TheLittleOne vs oGsHyperdub [Round of 32 match 16]" on Gom.tv, seriously best SC2 game ever.
Already have seen it, it was an ok game. Surprised me to see TLO come back.
These may be some good ideas, but here's why the "moving red-dot" won't work. Imagine nuking the edge of your enemy's base: all you'd do is get your ghost within 10 range of his base, aim the nuke out into nowhere the opposite direction of his base (out of his sight range), and at the last second move the nuke back into his base. It would be almost impossible for him to predict where the nuke would be until the very last second. Not exactly what I would call a fair tactic.
Well in the late-game when you're both on like 3 or more bases, I can't really see why you will need to be able to move the nuke. And shorten the call-down time? I find it allready really hard to spot the dot in those 20 seconds when you need to watch on your army, your bases, etc....
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
These nukes weren't anything special and turning your screen white is not an awesome nuke effect. The SC2 one could be improved, since the "fireball" looks kind of bad, but it's not really worse than any of those.
I think a ghost should be ablle to call down multiple nukes. after he casts the first nuke he can just keep going on nuking other places. If this happened I would be god of the mortal realm.
...What? Nukes already got improved in usability. They sacrificed some damage from BW while making it come down a little faster + nukes don't cost supply + ghost are useful so you don't have to go out of the way to get nukes + relatively cheap. I think that's a huge enough buff. Now you want a large radius nuke to be moved? This is just too much. If I find the dot and start moving my workers, usually it's in the nic of time. Now if you can move it with a radius of 10? You can cover almost any part of the base like that.
On September 25 2010 05:50 KentHenry wrote: You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
have you ever played a TvT? your tanks would take out the opponent's marines moving siege lines would be in a stalemate situation
If you nerf the ease of use of nukes then you won't have a korean commentator 3 years down the line yelling NUKKKKKUUUUUUUUUUU.
More seriously, I could see the argument for a slight tweak in something like cast range if it doesn't gain in popularity over time, but we should let it go as is now. It's not like they're unused. Players are fighting creative ways to use them.
Also on marines picking off the ghost... you can have a ghost nuking backed by marines/tanks/marauders so that the marines can't move forward to pick off the ghost.
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.
First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.
Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.
On September 25 2010 06:00 KentHenry wrote: How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.
First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.
Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.
Thoughts and opinions?
Actually, building a nuke already requires factory
On September 25 2010 05:53 cHaNg-sTa wrote: ...What? Nukes already got improved in usability. They sacrificed some damage from BW while making it come down a little faster + nukes don't cost supply + ghost are useful so you don't have to go out of the way to get nukes + relatively cheap. I think that's a huge enough buff. Now you want a large radius nuke to be moved? This is just too much. If I find the dot and start moving my workers, usually it's in the nic of time. Now if you can move it with a radius of 10? You can cover almost any part of the base like that.
Tell me, where would this ghost be located in your base that none of your units could get to? You don't have an detector? You should have probably got one.
But someone earlier in this thread mentioned how if controlling the red dot you can nuke in a different location and then at the last second move it somewhere else and that made me realize that the idea of controlling the dot is broken.
On September 25 2010 05:57 Zerker wrote: nukes are good...... I mean honestly? it's a nuclear bomb that kills everything if it lands, Do you really think it should be easy to use?
It doesn't kill BCs, carriers, ultras, thors, there are probably some other units I'm missing.
On September 25 2010 06:00 KentHenry wrote: How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.
First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.
Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.
Thoughts and opinions?
where are you getting the idea that nukes have a low chance of landing? people have to first find the tiny red dot, then they have to have an observer nearby and units to kill the ghost
Building nukes is absolutely terrifying, late game vs protoss when you have mass ghosts, 3-5 simultaneous nuke harass vs 4x Marauder drops, I'll take the nukes unless the Protoss is an absolute God.
i know this is against the spirit of the forum and all that, yes thats nice, but i believe i speak for all my zerglings out there when i say : fuck you.
On September 25 2010 05:50 KentHenry wrote: You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
have you ever played a TvT? your tanks would take out the opponent's marines moving siege lines would be in a stalemate situation
I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?
In sc 1 it was even more difficult to nuke, I think I never witnessed a single nuke in pro league /tournament games except boxer. now in sc2 nuke is a lot lot more accessible so this is much enought, not mentioning that protoss and zerg don't have a unique ability like that
On September 25 2010 06:00 KentHenry wrote: How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.
First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.
Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.
Thoughts and opinions?
No - thors are deadly when massed against Zerg (don't point to Cool v Top, that's a relatively special situation), and thors are no slouches against P already.
Think about the role of nukes. Why do you want nukes to be patched? So they can be used more? In what role?
Nukes against P is offensively is relatively pointless unless you want to distract them from you moving your siege line. Ghost works best here. Nuking their front instead of sieging their front with the thor overlaps the role of the tank.
Nukes against zerg is the same thing.
Nukes against terran moves THEIR siege line so YOUR siege line can get into place. Again, it's all about allowing terran positioning. Therefore, I submit that nukes are a situational tool to supplement the tank army. Not as an assault tool.
Admittedly, nukes can be used to harass. But that's also the ghost role, not the thor role.
On September 25 2010 06:00 KentHenry wrote: How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.
First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.
Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.
Thoughts and opinions?
Actually, building a nuke already requires factory
Nukes rarely do significant damage directly, however they do pose enough of a threat that it leads to positional advantage. Nuking the path your opponent will have to use to defend an expo you're attacking or using it on tanks to force unsiege, these are all greatly beneficial.
On September 25 2010 05:50 KentHenry wrote: You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
have you ever played a TvT? your tanks would take out the opponent's marines moving siege lines would be in a stalemate situation
I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?
usually tank lines are just within range of each other, so again, the marines would die to your tanks if they tried to approach your ghost
As other people have said, there have been some great games with nukes being used to break siege lines or at least reposition the enemy army. Nukes are not supposed to be easy to pull off but they actually are rather cheap and build decently fast from what I've seen. I play zerg though, and have never been nuked, I don't think.
nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho
you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.
against low level opponents though, you can just nuke on his army :p
Also to the Thor/Nuke patch suggestion nukes would have to be built on Thors and if the Thor is lost than the nuke is lost as well. Also a Thor channeling a nuke for 20 seconds should be plenty of time to take them out even though they do tank. But what about mind controlling a Thor with a nuke if you're zerg, that would totally change the balance of the game.
On September 25 2010 05:50 KentHenry wrote: You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
have you ever played a TvT? your tanks would take out the opponent's marines moving siege lines would be in a stalemate situation
I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?
I think you're just underestimating with what people can do with the nuke right now. When you receive the Nuclear Launch Detected message, it's not like you can immediately find the ghost and react perfectly. Usually people will first look in their mineral lines, then look at their army, and then if they are able to locate the nuke by the time, they still need to get the proper detection and units to kill the ghost in time. This isn't a simple math problem where I just need to kill the ghost that is nuking at my siege line. And whose to say that ghost can't nuke from the side just to make it that much harder to locate the ghost? The ghost doesn't have to nuke at the most predictable spot all the time.
The nuke is pretty much a nice fancy item for Terran to use, by no means should it be a standard tactic.
On September 25 2010 06:18 bulge wrote: nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho
you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.
against low level opponents though, you can just nuke on his army :p
TLO admits this was a fluke. He was trying to nuke the turret.
On September 25 2010 06:19 KentHenry wrote: Also to the Thor/Nuke patch suggestion nukes would have to be built on Thors and if the Thor is lost than the nuke is lost as well. Also a Thor channeling a nuke for 20 seconds should be plenty of time to take them out even though they do tank. But what about mind controlling a Thor with a nuke if you're zerg, that would totally change the balance of the game.
Again, it's not about USING the nuke in the game, it's about WHY. WHY is the nuke being used? In what ROLE?
Because honestly, if you're gonna make the nuke into something so ubiquitous to a thor as say, stim to a marauder, then it's going to be pretty broken unless it's nerfed to a point where it really has no reason to be used.
Re: Mind control the thor - neural parasite lasts 12 seconds, so unless you want the nuke coming down in less than 12 seconds, it ain't working.
On September 25 2010 06:18 bulge wrote: nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho
you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.
against low level opponents though, you can just nuke on his army :p
TLO admits this was a fluke. He was trying to nuke the turret.
No. This was when he took out the 3oclock expansion. He set the nuke down in between his army and the enemy army, then canceled when he knew he was safe.
really don't want to say anything bad...but i stopped reading at "That 100/100 could have been spent on stim," cause i already know what comes after that comma....and that is all stuff you should have done before nuke...or at least have started to a good level according to where you are in the game...but i think nukes are alright...i use them when im in a bind and i need a diversion or i use them to bust open a wall.
Did you see TLO's abuse of nukes in his Round of 32 first game, It's hard to use and expensive because one good nuke can wipe out an entire mineral line or army, buffing nukes would be one of the worst possible things blizz could do especially the fact that you think u should be able to move the dot to follow the army or you could just corner workers with no escape, nuke is super effective and powerful when used correctly
The longer the macro game goes on the more difficult it becomes for the opposing player to deal with nukes. It is not ungodly difficult to threaten an attack on one front, drop on another, and nuke on yet another, the more you make them react to the more effective the nuke becomes - it really is an all out APM race at that point, so no it's not too difficult or too easy. Nukes are pretty good at being relatively easy or difficult to use based on who you are playing against, so I don't see how they need a buff.
Nukes are quite cheap, and people like TLO show very well how nukes are best used - boldly in high numbers, because you can afford it. A couple of semi-accurate hits are usually enough for the nukes to pay off.
Also the nuke-move: fake nuke, he frees some area, you cancel and move there - eg: up a ramp. It's quite popular, you can even see NaDa using this in his 2nd casual game on Artosis' channel.
I think Blizzard needs to replace Infested Terrans with Infested Nukes. They would shoot out of the ass of the Infestor. Infestors would also be able to launch them while burrowed, of course.
the nuke is more than just a damage tool. it forces the opponent to stop what he's doing and spend 10-15 sec desperately trying to find a red dot else retreat his forces/saturated mineral lines. it also forces your opponent to spam scans and invest in more detection.
what most people do wrong when trying to use nuke, is going into a game thinking "i'm gonna go nuke build". the effective way is to use a solid build with ghosts. when you have ghosts in the field, it's pretty standard to get a nuke... just make sure you use it with a bit of guile and not spamming for random econ damage.
Nukes are for crushing big defenses/cluttered buildings and workers, NOT armies. Just you see when terrans spread out their ghost all over the map nuking everywhere at once. Try avoid that if you can. And they really do pay for themself, if not for the economical damage but then for the threatening effect it surely has.
Nukes are fine for the most part sure they could do a little more but it forces your opponent to be scared of nukes so no real changes needed. There also great for taking out tank lines in TvT
They're just great as they are now. The calldown time gives the nuked person a reasonable amount of time, the damage isn't too high or too low, yeah I love the current nuke.
nukes with moveable dot's within 10 range would probably mean that every bo would be some variation of a nuke rush/strat. People would have to clear every base every time since it'd be so easy to hide the dot and then plomp it down last second.
On September 25 2010 06:18 bulge wrote: nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho
you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.
against low level opponents though, you can just nuke on his army :p
TLO admits this was a fluke. He was trying to nuke the turret.
False. TLO said that it was a fluke to hit Hyperdub's retreating Vikings, but said that he routinely practices using nukes to displace sieged enemy tanks.
Also, I'm closing this thread. SC2 General is not the place to propose minor game changes.