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[D] TvP FE Double Nuke - Page 4

Forum Index > StarCraft 2 Strategy
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FinestHour
Profile Joined August 2010
United States18466 Posts
October 27 2010 22:36 GMT
#61
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.
thug life.                                                       MVP/ex-
Shron
Profile Joined March 2010
United States162 Posts
October 27 2010 22:58 GMT
#62
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?
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
Touch
Profile Joined August 2010
Canada475 Posts
October 27 2010 23:12 GMT
#63
Not exactly a good Strategy, as it's so easy to counter...but fuck, that was so entertaining
Sieg
smallerk
Profile Joined October 2010
897 Posts
October 27 2010 23:15 GMT
#64
Well , someone did this to me earlier ( i play P) , if he plays it right he will drop the ghosts into your base and/or expansions and nuke them one by one, making it completly impossible for you to focus on anything but pulling your probes and desperatly checking for the red dot everywhere.I would rather be harassed by mutas 20 minutes straight than have this strat done to me.
Never Regret anything because at one time it was exactly what you wanted.
azn_dude1
Profile Joined October 2010
162 Posts
October 28 2010 00:11 GMT
#65
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
Profile Joined October 2010
5 Posts
Last Edited: 2010-10-28 00:45:32
October 28 2010 00:43 GMT
#66
Well, it's fun. But I have to claim that nobody can hold a real 4Gate rush with any one rax build. Unless the toss you face don't know how FF the bunk so you can repair it. 4Gate now become a pvt stander openning, it stop any Terran FE or Fast tech bulids than savely expand and trans to later game.

You can nuke me once, but no more.
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
October 28 2010 01:01 GMT
#67
regardless of how viable this build is against "good toss", its a good gimmick to have in your mind when you have ghosts. its going to be causing massive confusion in the enemy's game, disrupting him. i think quite a few people has said how playing against a skilled nuke user is like playing against a ninja, its very frustrating and makes you go ZOMG WHERE'S THE RED DOT.

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.
Mew Mew Pew Pew
Tossup
Profile Blog Joined September 2010
United States208 Posts
Last Edited: 2010-10-28 01:50:13
October 28 2010 01:48 GMT
#68
So basically, it's impossible to stop two nukes happening at once.

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
Profile Joined June 2009
United States14 Posts
October 29 2010 20:25 GMT
#69
Most Protoss buildings can be killed with 1-2 nukes, so you can take out most tech & production all at once if they are close together:

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
Profile Joined July 2010
United States321 Posts
October 29 2010 20:49 GMT
#70
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.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
OpAndroid
Profile Joined July 2010
United States84 Posts
October 30 2010 01:03 GMT
#71
I've started experimenting with nukes in TvP matchups. On a map like Lost Temple, when on close air positions, or cross map positions, Terran armies usually setup at their watchtower with their MMMG, and Protoss setup at their watchtower with stalkers, zealots, and collosi, the map quickly transitions into Macro style, with a large end game battle, where one side comes out in the lead.

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
Profile Joined May 2010
Canada162 Posts
October 30 2010 01:25 GMT
#72
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:

[image loading]


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.
Winning is a lifestyle choice.
TehWinnahmon
Profile Joined May 2010
United States12 Posts
October 30 2010 15:45 GMT
#73
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
Profile Joined March 2010
United States227 Posts
October 30 2010 16:11 GMT
#74
Very nice vid. It got me all hyped up about this build.
Damaskinos
Profile Joined September 2010
Germany139 Posts
Last Edited: 2010-10-30 16:28:46
October 30 2010 16:28 GMT
#75
Funky vids! Can you put them somewhere more accessible for download? I am living in Germany, they Videos dont show cause of DRM-issues on Youtube. Had to use an proxy to even watch them...
"Give not that which is holy unto the dogs, neither cast ye your pearls before swine, lest they trample them under their feet, and turn again and rend you." Matthew 7:6
darklordjac
Profile Joined July 2010
Canada2231 Posts
October 30 2010 16:42 GMT
#76
Haha those videos were sick ill defiantly test this out
HeadLikeAHole
Profile Joined June 2009
United States14 Posts
October 30 2010 20:13 GMT
#77
I finally got around to making that picture showing the nuke damage radius:
[image loading]

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
Profile Blog Joined December 2009
4596 Posts
October 31 2010 16:56 GMT
#78
Back to the top with ya'.

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
Profile Joined February 2006
5198 Posts
November 10 2010 12:03 GMT
#79
On October 31 2010 05:13 HeadLikeAHole wrote:
I finally got around to making that picture showing the nuke damage radius:
[image loading]

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:
[image loading]

Nuke in the middle of 4 pylons:
[image loading]

The damage is the same on all sides.
I'll call Nada.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2010-11-10 12:39:59
November 10 2010 12:38 GMT
#80
Some of the reactions by the protosses seemed so incredibly stupid I can´t believe they´re higher diamonds. I´m 1600 T myself, I used to nuke (rush) a lot in TvT and it actually had some viability but to see nukes working so well against Protoss... I definitely have to try this (vP 38% winrate ATM lololol)

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.......
https://steamcommunity.com/id/*tlusernamehere*/
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