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[D] are nukes cost-effective - Page 2

Forum Index > StarCraft 2 Strategy
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Yoshi Kirishima
Profile Blog Joined July 2009
United States10343 Posts
December 13 2010 05:46 GMT
#21
Nukes easily make up for their cost simply by forcing the opponent to pull away workers... see my earlier post for mathcraft xD

Really, 100/100 isn't much. It distracts your opponent and may make him feel like he's in a terrible situation (the surprise factor can play a large role psychologically).

Plus, it's not like you can't take those ghosts back home and use them to fight later. They are actually a lot like marauders, except their damage is for light units, and that they're gas heavy instead of mineral heavy. But they have EMP, cloak, snipe, AND Nuke.

Also remember nukes can be used defensively too, to delay a timing push or such (or to punish someone silly enough to walk into one or keep fighting in the target of one xD) or even contain an army if you nuke like every 10 seconds lulz

Quite a deal no? :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
shadymmj
Profile Joined June 2010
1906 Posts
December 13 2010 05:48 GMT
#22
in BW if 2 nukes landed in the base...

game over, everything flattened

even 2 nukes took out the 5k overmind
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
-{Cake}-
Profile Joined October 2010
United States217 Posts
December 13 2010 05:56 GMT
#23
Nukes are cost effective, the problem with using them comes from build time + ghost academy restrictions, and launching from a squishy ghost. So while resource-wise they are great, you cant exactly pump them like marines...

or can you! o.O 8-Academy Nuke spam anyone?
Conrose
Profile Joined October 2010
437 Posts
December 13 2010 05:58 GMT
#24
On December 13 2010 14:46 Yoshi Kirishima wrote:

Also remember nukes can be used defensively too, to delay a timing push or such (or to punish someone silly enough to walk into one or keep fighting in the target of one xD) or even contain an army if you nuke like every 10 seconds lulz

Quite a deal no? :D


I once destroyed a Biomech Deathball during a 2v2 using a Defensive Nuke in the middle of my own base, having floated my Various Raxes around and landed them to effectively lock him in while he was trying to push towards my mineral line.
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
December 13 2010 06:25 GMT
#25
You only need to kill 1 sieged-up tank to make the nuke itself cost-effective. There was a post a while back about using the targeting reticle to nuke a tank so that even if they scan you, the 13-range tank can't hit you. They have to either unsiege and run away or risk mobile units like MM to try and kill the ghost before the nuke lands.
Formerly known as carbonaceous
Yoshi Kirishima
Profile Blog Joined July 2009
United States10343 Posts
December 19 2010 01:11 GMT
#26
Hmm, thanks for mentioning that carbonaceous...

perhaps it can prove to be useful sometime
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kpyolysis32
Profile Joined April 2010
553 Posts
December 19 2010 05:24 GMT
#27
Yeah, if a Nuke lands, it's almost certainly paid off. Forcing them to pull workers or killing like three pylons is already enough, especially because of the psychological advantage. As a Protoss player, I can attest that the threat of nukes makes the game a lot more stressful. Especially because it's not something we really get to practice against much.

Also, Nukes were epic on Kulas, when the threat of reapers forced Toss to bunch all of their buildings up away from the cliffs. I do not miss that.
Man, do I not keep this up to date, or what?
Kpyolysis32
Profile Joined April 2010
553 Posts
December 19 2010 05:26 GMT
#28
On December 13 2010 14:46 Yoshi Kirishima wrote:
Also remember nukes can be used defensively too, to delay a timing push or such (or to punish someone silly enough to walk into one or keep fighting in the target of one xD) or even contain an army if you nuke like every 10 seconds lulz

Quite a deal no? :D


I have actually done a double expand into Nuke contain on a shared base ramp in a 4v4. Took so many Ghost Academies, xD. Probably was the funniest thing in the world.
Man, do I not keep this up to date, or what?
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 19 2010 05:38 GMT
#29
Personally I usually don't look for a dot when people nuke me, because it's so easy to hide. I look for the ripple of a ghost.
eth3n
Profile Joined August 2010
718 Posts
December 19 2010 05:44 GMT
#30
On December 13 2010 14:58 Conrose wrote:
Show nested quote +
On December 13 2010 14:46 Yoshi Kirishima wrote:

Also remember nukes can be used defensively too, to delay a timing push or such (or to punish someone silly enough to walk into one or keep fighting in the target of one xD) or even contain an army if you nuke like every 10 seconds lulz

Quite a deal no? :D


I once destroyed a Biomech Deathball during a 2v2 using a Defensive Nuke in the middle of my own base, having floated my Various Raxes around and landed them to effectively lock him in while he was trying to push towards my mineral line.


My empire for the replay
Idra Potter: I don't use avada kedavra because i have self-respect.
DNB
Profile Blog Joined November 2010
Finland995 Posts
December 19 2010 14:08 GMT
#31
I remember using nukes when I started in bronze... I did a lot of creative stuff. When I started to watch Day9 and other casts to learn "standard play", my creativity vanished suddenly O.o

Still, I'm tempted to use nukes after reading this thread...
Exxo
Profile Joined November 2010
United States79 Posts
December 19 2010 14:15 GMT
#32
As delightful as this sounds, and as much as it worried me to read this at first (as a protoss player), Protoss have something to easily combat ghosts in the base. Photon Cannons. If protoss actually used Cannons to their full potential (doing 20 damage to air AND land targets [something not offered in other races]) it would be impossible for a ghost to slip into the base, even with cloak.Maybe dropship nuking, but even then you have to find a very weak spot in the base, and it would have to be a very large base to attack.
Hi.
pokecal
Profile Joined October 2008
United States3 Posts
December 19 2010 14:41 GMT
#33
Or someone gets the chance to nuke the cannon and it's pylon fairly easily. You might get a supply block out of that
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
December 19 2010 14:45 GMT
#34
In the other hand, Photon Cannons are not Crawlers and may not get up and scuttle somewhere else if you find you built them somewhere bad, and they're not bunkers that you can salvage and build elsewhere when you expand. Part of the conundrum of the Photon Cannon is that when you build it, it's stuck where it is. This usually creates openings in the protoss detection ring where a ghost can sneak in with a nuke. Just hitting a couple pylons is enough to make back the resources, and if you depower buildings, it helps a lot.

I'd also like to note that it diverts APM. If you nuke during a battle, your opponent is caught between searching for your ghost and microing the battle, which could make the difference in the "emp vs feedback/storm" dance-fest that TvP casters experience.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-12-19 15:27:56
December 19 2010 15:26 GMT
#35
Two nukes aren't cost effective. 5 nukes, on the other hand...

Four ghost academies sounds like a big investment, but nuke spam tends to pay off really quick. Against P, focus on killing the vulnerable observer. Against Z, focus on multiple area strikes. You can hide the ghost in the relative safety of tank/turrets, and even nuke from behind bunker/barrack walls to protect against melee. Nuke from high ground to get the cliff advantage.

Nukes are amazing for "tank crush" strategies. They push your opponent against a wall, giving you time to build a forward base. When his back is against a wall, he has no choice but to counter attack, directly into your walled off position.
understandable
Profile Joined May 2010
Korea (South)79 Posts
December 19 2010 15:42 GMT
#36
i think they r cost effective and very underused
vahgar.r24
Profile Joined October 2010
India465 Posts
December 19 2010 17:42 GMT
#37
they suck on buildings, of all races. If u can get a nuke out, it will do only half damg to a rax/gate or town hall. For toss, need emp+nuke to take out to red.its more the meta game than the actual damage, but greate for expos that are not gaurded or supply depots!
Somethings are just worth fighting for
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
December 19 2010 18:06 GMT
#38
Nukes rely on your opponents mistakes. Thats why you dont see them used in pro games alot.
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
December 19 2010 18:50 GMT
#39
--- Nuked ---
Techno
Profile Joined June 2010
1900 Posts
December 19 2010 18:59 GMT
#40
I use nukes all the time. Especially in TvT. In fact, most modern terran players at my level on NA (~1700 - 2000+) use Nukes in TvT.

I think using them TvP and TvZ would be great, but it's important not to rush to nukes. Ya want them lategame when theres too much shit going on to properly react.
Hell, its awesome to LOSE to nukes!
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