[D] TvP FE Double Nuke - Page 4
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FinestHour
United States18466 Posts
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Shron
United States162 Posts
On October 27 2010 07:54 Jayzo wrote: "10% of the male population is red-green color blind and can not see the red nuke dot. " haha i love this. ![]() Chill beat me with a battlecruiser rush into nukes once because I can't see the dot. (also because I suck, but I may have had a chance!) He had 50+ drone kills on one ghost and it was physically impossible for me to check my expansions for the dot after I had more than two because it took me too long to make sure. Blizz needs to make it redder or more visible to us somehow. Colorblind nuke mode? | ||
Touch
Canada475 Posts
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smallerk
897 Posts
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azn_dude1
162 Posts
On October 26 2010 01:48 Markwerf wrote: Lots of times you'll be able to get 3 gateways + 3 pylons max or so which isn't enough for it to really pay off. You need a extra ghost academy, 2 nukes and probably the sacrifice of 2 ghosts to pull if off. 3 gateways, 3 pylons = 750m. Extra ghost academy, 2 nukes and 2 ghosts = 700m 550g. I only think this is worth it if you are notice at least 800 minerals of buildings bunched up and can do this relatively safely, ie. not losing your ghosts etc. I simply don't think any build that actively tries to do this is any good as in so many games it simply sucks, if they have a obs or cannon near their natural it is quite unlikely you walk in so easily for example. You're forgetting how much they are supply blocked (so no more probes), how many units they can't warp in (2-3 per warp gate destroyed), and just the psychological effect of just having been double nuked. Awesome build though. I loved the ending of the first video lol. I'll definitely try this out in team games first to see how well it does. | ||
winners32
5 Posts
You can nuke me once, but no more. | ||
Mithhaike
Singapore2759 Posts
i really liked the idea of 2nukes 1shot gateways, lots of protoss cluster them together. with this, he will lose the warpgates and cannot reinforce in the next battle. | ||
Tossup
United States208 Posts
You scan for the obs in the base. More than likely, there are less than 2 observers in any given place. Pop 4 ghosts into the base, use two to nuke, use two to kill obs. GG gateways. cost wise, this is going to be 600/600 + 200/200 to kill most production correct? All terran has to do is defend any kind of push there after and win? Regarding maps, LT must be the best place to do this strategy. If the protoss has taken the gold, you can nuke both at once using the high ground. | ||
HeadLikeAHole
United States14 Posts
1 Nuke: Pylon 200/200 Photon Cannon 150/150 2 Nukes: Assimilator 450/450 Gateway 500/500 Forge 400/400 Twilight Council 500/500 Robotics Facility 450/450 Templar Archives 500/500 Dark Shrine 500/500 Robotics Bay 500/500 Fleet Beacon 500/500 3 Nukes: Cybernetics Core 550/550 (1 EMP for 2 nukes) Stargate 600/600 4 Nukes: Nexus 1000/1000 | ||
Zvendetta
United States321 Posts
And in terms of tactical gameplay, nukes can be used to force units out of position, akin to how a raven's seeker missile makes units run away (which if you really want that effect that of course raven would be the choice), however, seeing how amazing ghosts are in TvP, I don't see why NOT to do it if you want to have actual fun in SC2. If people really think that the BO is vulnerable to this this and that, then just play standard then transition into double nukes when you would be normally adding on ghosts anyway. I think the video that showcased you eventually bringing a raven along was awesome, and also allows you to place better EMPs on HT's when there is no observer in the main army. | ||
OpAndroid
United States84 Posts
I like to either go for the double nuke on the gateways, like you were talking about, or something a little bit different. Load up one ghost into a Medivac, and make sure his Hold Fire option is on, so he doesn't reveal himself. Cloak up, and put him basically at the very top of their main's ramp. Now just go for a Marine Marauder drop into the back of their main. The key is to predict how long it will take the protoss to respond to your drop. In real time it takes a nuke 14 seconds to land, and it takes a protoss gateway army with collosi 12 seconds to make it to their ramp. So if you start the nuke launching on the protoss main's ramp right as the drop engages the probes, or just a few seconds after it, half of the Protoss' army is right on the ramp as the nuke goes off. Best case scenario, you kill off half their army, snipe off some structures in their main, hurt their economy, and all the other perks of doing drops. Middle case scenario, the protoss spots the dot, and keeps their army back, which gives you more time to kill stuff in their main, and plenty of time to pull your drop out. "Worst" case scenario, the nuke lands before or after his army clears the ramp, and all the ghost serves to do is spot when the enemy army will be there, so you know when to pull your drop back before losing it. The strategy works well on any map where the two players move their armies a ways out from their base, and basically camp them out there. I haven't checked times on how long it takes for the armies to pull back to their main ramp on all the different maps, something I need to get around to, but when I have pulled it off on Lost Temple, it takes Protoss players completely off-guard, and usually gives a large lead, in that they lose either a large chunk of their main or a large chunk of their army, or both. | ||
0c3LoT
Canada162 Posts
On October 30 2010 05:49 Zvendetta wrote: At The very least, you never have to do any actual damage with nukes for it to be used semi-effectively. Its the psychological effect of "HOLY! MY base and probeline is about to get torn to shreds if I don't do something this moment." And in terms of tactical gameplay, nukes can be used to force units out of position, akin to how a raven's seeker missile makes units run away (which if you really want that effect that of course raven would be the choice), however, seeing how amazing ghosts are in TvP, I don't see why NOT to do it if you want to have actual fun in SC2. If people really think that the BO is vulnerable to this this and that, then just play standard then transition into double nukes when you would be normally adding on ghosts anyway. I think the video that showcased you eventually bringing a raven along was awesome, and also allows you to place better EMPs on HT's when there is no observer in the main army. I think people are underestimating the psychological effect nukes can have. Case in point: ![]() Opponent had a 100% chance of winning the game (he was about to finish me off), but I landed two clutch nukes on his base and he fell apart right afterwards. | ||
TehWinnahmon
United States12 Posts
On October 28 2010 08:12 Touch wrote: Not exactly a good Strategy, as it's so easy to counter...but fuck, that was so entertaining I'll quote someone else for this: On October 28 2010 07:36 FinestHour wrote: Everyone keeps mentioning how "oh putting cannons here and observers there will make this strat suck". I'm sure anyone with basic skill can walk around the detection range, or fly in with a medivac. But really, when was the last time you put cannons in your base against an enemy player that wasn't someone that muta harassed you? Plus many people do not make an excess of observers, let alone keep one in their base just chilling there doing nothing. Most of them are out at the enemy base or following the enemy army. People just won't want to throw away money on static defenses that have a big chance of never being used. | ||
NadaSound
United States227 Posts
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Damaskinos
Germany139 Posts
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darklordjac
Canada2231 Posts
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HeadLikeAHole
United States14 Posts
![]() Something I didn't realize is that the 125 damage ring is a little bit wider than it is tall & fits an extra 2 pylons on each side. The center point of each building is used to determine the damage, so if you place the nuke carefully, you can fit a lot of gateways and/or pylons in the inner circle. | ||
Fruscainte
4596 Posts
This is a fantastic build, I've only been trying it against Very Hard AI's at the moment so I can perfect the build, but I've been destroying every single one of them even with their maphacks and I can't wait to try this out in ladder. | ||
lololol
5198 Posts
On October 31 2010 05:13 HeadLikeAHole wrote: I finally got around to making that picture showing the nuke damage radius: ![]() Something I didn't realize is that the 125 damage ring is a little bit wider than it is tall & fits an extra 2 pylons on each side. The center point of each building is used to determine the damage, so if you place the nuke carefully, you can fit a lot of gateways and/or pylons in the inner circle. All 3 areas are circles. Nuke on top of a pylon: ![]() Nuke in the middle of 4 pylons: ![]() The damage is the same on all sides. | ||
HwangjaeTerran
Finland5967 Posts
Although I wonder where are all the observers in your games, or why they let you nuke them instead of building like one cannon at their choke....... | ||
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