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It's a simple question. I was playing my first placement match (I played some FFA just to see how zerg mechanics work) and I got matched up with a terran.
I had an economic lead of 2 bases vs one and we were about even in terms of army.
I had a scout in the beginning but some marines shot at my overlord so I flew it away as I didn't want to get held back in supply (should I have kept it?).
Then I hear the words nuclear launch detection followed by my drones dying since my hydras and roaches were in the middle of the map.
Should I leave an overseer and a hydra at every base? Is that enough? Where do I check when I first hear nuke?
Also I am sorry I didn't leave a replay I forgot to save it and I can't figure out how to access replays in SC2
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Hit Spacebar. It centers the casting nuke. You really shouldn't need overseers at every gas, simply find which one is getting attacked and retreat your drones. Unless hes dropping dual nukes you won't lose the hatch. Do keep an overseer in/near your base, both for banshees and for ghosts.
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On April 03 2010 00:41 Volshok wrote: Hit Spacebar. It centers the casting nuke. You really shouldn't need overseers at every gas, simply find which one is getting attacked and retreat your drones. Unless hes dropping dual nukes you won't lose the hatch. Do keep an overseer in/near your base, both for banshees and for ghosts.
Spacebar really centers on the nuke? Can someone confirm this?
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On April 03 2010 00:44 TSL-Lore wrote:Show nested quote +On April 03 2010 00:41 Volshok wrote: Hit Spacebar. It centers the casting nuke. You really shouldn't need overseers at every gas, simply find which one is getting attacked and retreat your drones. Unless hes dropping dual nukes you won't lose the hatch. Do keep an overseer in/near your base, both for banshees and for ghosts. Spacebar really centers on the nuke? Can someone confirm this?
Barring this being some kind of sarcastic comment, spacebar will center on the last alert, being "Nuclear Launch Detect" or some kind of "Unit/Building Complete". If there are no recent alerts it centers on your starting base I believe.
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On April 03 2010 00:51 mianmian wrote:Show nested quote +On April 03 2010 00:44 TSL-Lore wrote:On April 03 2010 00:41 Volshok wrote: Hit Spacebar. It centers the casting nuke. You really shouldn't need overseers at every gas, simply find which one is getting attacked and retreat your drones. Unless hes dropping dual nukes you won't lose the hatch. Do keep an overseer in/near your base, both for banshees and for ghosts. Spacebar really centers on the nuke? Can someone confirm this? Barring this being some kind of sarcastic comment, spacebar will center on the last alert, being "Nuclear Launch Detect" or some kind of "Unit/Building Complete". If there are no recent alerts it centers on your starting base I believe.
It's not sarcasm, because I don't believe SCBW had this feature. The nuclear launch detected should be coming from a cloaked ghost in most cases, so how does it know where to center? Does the game just center you on the red dot? That seems to make nukes a lot less viable (as a lot of the power from a nuke comes from not knowing where it will drop).
Maybe i've just been fighitng nukes wrong this whole time, haha
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just when you hear nuclear lunch detected, press ''spacebar' and you will see where is the nuke
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Yup, just hit spacebar and move your units.
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wow thanks =D that seems like a flaw in the way nukes work but I'm all for it
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On April 03 2010 02:02 jakel wrote: wow thanks =D that seems like a flaw in the way nukes work but I'm all for it
You still lose the mining time, so the nuke pays for itself even if it kills no drones.
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Well the whole point making the nuke a small red dot is so that it is difficult to spot and so you might not find it in time.
I'm pretty sure putting the nuke location in the 'recent events' list is a bug. It had better be. The nuke location should NOT be in the recent events list.
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Can someone really confirm this, preferably by testing first. I'm skeptical too, because it wouldn't be hard for blizzard to just remove the notification thing for nukes. And as BlasiuS said, it defeats the whole purpose. Hehe, nothing makes you more paranoid then nukes .
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On April 03 2010 05:37 kme wrote:Can someone really confirm this, preferably by testing first. I'm skeptical too, because it wouldn't be hard for blizzard to just remove the notification thing for nukes. And as BlasiuS said, it defeats the whole purpose. Hehe, nothing makes you more paranoid then nukes  .
This has already been confirmed, just look at this thread, starting with the last post on page 1.
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On April 03 2010 02:10 BlasiuS wrote: Well the whole point making the nuke a small red dot is so that it is difficult to spot and so you might not find it in time.
I'm pretty sure putting the nuke location in the 'recent events' list is a bug. It had better be. The nuke location should NOT be in the recent events list.
I'm assuming it's a bug as well, no idea why they would want to limit nukes more then they already have. Once it's gone you'll just have to search for it like SC BW, which isn't a big deal imo. In the majority of matches there are only a handfull of locations that are plausible for nuke placement, so it isn't a huge deal. Check Army -> Mineral Lines -> Tech. Although I could see someone dropping a nuke on some random corner of the map while engaging, just to try and split the other player's attention between micro/nuke searching.
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On April 03 2010 05:47 Volshok wrote:Show nested quote +On April 03 2010 02:10 BlasiuS wrote: Well the whole point making the nuke a small red dot is so that it is difficult to spot and so you might not find it in time.
I'm pretty sure putting the nuke location in the 'recent events' list is a bug. It had better be. The nuke location should NOT be in the recent events list. I'm assuming it's a bug as well, no idea why they would want to limit nukes more then they already have. Once it's gone you'll just have to search for it like SC BW, which isn't a big deal imo. In the majority of matches there are only a handfull of locations that are plausible for nuke placement, so it isn't a huge deal. Check Army -> Mineral Lines -> Tech. Although I could see someone dropping a nuke on some random corner of the map while engaging, just to try and split the other player's attention between micro/nuke searching. "Limit nukes more than they already have"
Really? Please tell me you dont' believe that. You no longer have to sacrifice a command center to grab a nuke. Getting a nuke is easier to hide as there's no tell-tale nuclear silo any more. Ghost are harder to kill. Nukes build 20 seconds faster. Against Zerg, it's harder to get detection to even find the Ghost.
How is it limited??? If anything nukes are more viable than ever before.
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Good terrans drop two nukes at a time, making it hard to make them move all their units, kills a hatch, and if in different locations, they cant use spacebar...
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Nuking gets far more effective if you do it while distracting your opponent, maybe do some pushing or other harass at the same time. Give your enemy as many possibilities as possible to make a major mistake
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On April 03 2010 05:52 Ryuu314 wrote:Show nested quote +On April 03 2010 05:47 Volshok wrote:On April 03 2010 02:10 BlasiuS wrote: Well the whole point making the nuke a small red dot is so that it is difficult to spot and so you might not find it in time.
I'm pretty sure putting the nuke location in the 'recent events' list is a bug. It had better be. The nuke location should NOT be in the recent events list. I'm assuming it's a bug as well, no idea why they would want to limit nukes more then they already have. Once it's gone you'll just have to search for it like SC BW, which isn't a big deal imo. In the majority of matches there are only a handfull of locations that are plausible for nuke placement, so it isn't a huge deal. Check Army -> Mineral Lines -> Tech. Although I could see someone dropping a nuke on some random corner of the map while engaging, just to try and split the other player's attention between micro/nuke searching. "Limit nukes more than they already have" Really? Please tell me you dont' believe that. You no longer have to sacrifice a command center to grab a nuke. Getting a nuke is easier to hide as there's no tell-tale nuclear silo any more. Ghost are harder to kill. Nukes build 20 seconds faster. Against Zerg, it's harder to get detection to even find the Ghost. How is it limited??? If anything nukes are more viable than ever before.
I think he means limited in its ability to do damage. Noones arguing that they're hard to get 
If you can always use spacebar, then as long as you aren't deaf you can just listen for the 'nuclear launch detected' warning, press spacebar, and you know exactly where the nuke will land. Space, drag-select, click somewhere.
Unless you're terribad at multitasking you should never lose a single unit to nukes.
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wow, even for nydus canals then?
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well you can just see a red dot on your mini map for those they arent really a big deal since blizz increased their build time
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On April 03 2010 05:43 BlasiuS wrote:Show nested quote +On April 03 2010 05:37 kme wrote:Can someone really confirm this, preferably by testing first. I'm skeptical too, because it wouldn't be hard for blizzard to just remove the notification thing for nukes. And as BlasiuS said, it defeats the whole purpose. Hehe, nothing makes you more paranoid then nukes  . This has already been confirmed, just look at this thread, starting with the last post on page 1. I checked that thread and while people seem to agree that it is true, no one actually tested it so I'm not sure. Someone also said that that was possible in BW too, and that is not the case (I tested it). I also checked that battle.net thread and one guy among the last posters asked how to do it since he and his friends couldn't. So it may just be not true and people kept assuming.
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The feature that shows you were the enemy is nuking you is quite bad in my opinion. Besides the fact that it partially defeats the fear/paranoia factor that a nuke traditionally produces, it is fundamentally flawed. If you hear the nuke warning, instantly followed by some random unit poping or upgrade finishing then the mechanic is useless.
Furthermore, the opponent can choose to send a unit to attack you at the precise moment of the launch, which is really silly in my opinion.
For any balance concerns, since the nuke is way more easy to use and viable now, the cost or damage can be reduced or increase the built time or the time from launch until hit etc etc, but as long as it forces you to search for it, I believe it brings a much more interesting (psychological) aspect.
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wow, I did not know blizzard noobified nukes like this. I always thought that the moment I launch a nuke my opponent is scrambling his attention to search for where I dropped it...but apparently they are just pressing the goddamn space bar?
LOFL
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On April 03 2010 00:35 jakel wrote: It's a simple question. I was playing my first placement match (I played some FFA just to see how zerg mechanics work) and I got matched up with a terran.
I had an economic lead of 2 bases vs one and we were about even in terms of army.
I had a scout in the beginning but some marines shot at my overlord so I flew it away as I didn't want to get held back in supply (should I have kept it?).
Then I hear the words nuclear launch detection followed by my drones dying since my hydras and roaches were in the middle of the map.
Should I leave an overseer and a hydra at every base? Is that enough? Where do I check when I first hear nuke?
Also I am sorry I didn't leave a replay I forgot to save it and I can't figure out how to access replays in SC2
Having a base up on terran as Z does NOT put you in an economic lead. Watch the replay and look at the income. If terran is properly spamming mules, the income in minerals is equivalent to a fully saturated 2 base zerg.
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On April 04 2010 03:38 minus_human wrote: The feature that shows you were the enemy is nuking you is quite bad in my opinion. Besides the fact that it partially defeats the fear/paranoia factor that a nuke traditionally produces, it is fundamentally flawed. If you hear the nuke warning, instantly followed by some random unit poping or upgrade finishing then the mechanic is useless.
Furthermore, the opponent can choose to send a unit to attack you at the precise moment of the launch, which is really silly in my opinion.
For any balance concerns, since the nuke is way more easy to use and viable now, the cost or damage can be reduced or increase the built time or the time from launch until hit etc etc, but as long as it forces you to search for it, I believe it brings a much more interesting (psychological) aspect. Actually you can just hit the spacebar twice then. But it is definitely stupid if you can just spacebar to the launch spot.
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I think zerg should be able to use nukes. I mean WTF we are supposed to absorb and evolve...
Just kidding guys!
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yeah i found this hilarious poor terrans
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hmm one question, if you neural parasite a ghost, can you use his nuke?
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After thinking about this a little bit I actually think it makes sense, launching a nuke is no small thing just think in our world we would know pretty quickly or rather the powers that be would know quickly not only of the launch but where it was going. There are still other factors effecting results but I think this is both logical and balanced. Nukes are still very powerfull but they aren't a one stop auto win which is good. You can't move supply depots or pylons and big clumps of supply are juicy nuke targets.
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Ok, i tested it ingame and it doesn't work. I had the vision of the ghost and he wasn't cloaked. They either fixed it or people never tried it and just assumed it works. Or the nuke was launched in their base and since notifications from the base are very frequent it just led them there and they thought it was because of nuke. Either way it is proven to be untrue and nukes are still awesome .
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On April 05 2010 00:24 kme wrote:Ok, i tested it ingame and it doesn't work. I had the vision of the ghost and he wasn't cloaked. They either fixed it or people never tried it and just assumed it works. Or the nuke was launched in their base and since notifications from the base are very frequent it just led them there and they thought it was because of nuke. Either way it is proven to be untrue and nukes are still awesome  . Its interesting how easy this nonsense spread. O.o
Thx for properly testing.
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On April 05 2010 00:24 kme wrote:Ok, i tested it ingame and it doesn't work. I had the vision of the ghost and he wasn't cloaked. They either fixed it or people never tried it and just assumed it works. Or the nuke was launched in their base and since notifications from the base are very frequent it just led them there and they thought it was because of nuke. Either way it is proven to be untrue and nukes are still awesome  .
This is right, I did some testing as well. I think I found where the confusion started. Here is how it works (as far as I can tell from testing).
When you get the initial nuclear launch warning, you cannot use "space" to move to where the nuke is targetting, nor can you by clicking no the warning icon that pops up.
HOWEVER, when using space to "tab through" past announcements/warnings, you can use it to see where nukes have already hit.
Basically, you cannot use the "space" button while the nuke is en-route, but once it detonates, it can be used to move to the devasted area.
EDIT: This is in patch 7 btw.
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Aye, I played a 2v2 last night where a Terran was constantly nuking and spacebar definitely did NOT centre on where the nuke's red dot was.
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While this isn't specifically centered around ZvT, I'm very curious to see how users and abuse the multiple angles and turn cameras of the screen in SC2 to produce some very ingenious hiding spaces for ghosts to nuke IE turning the camera, positioning a ghost being an assimilator and nuking a protoss base, keeping your ghost almost completely out of sight.
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