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ZvT how to counter nukes? - Page 2

Forum Index > StarCraft 2 Strategy
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minus_human
Profile Blog Joined November 2006
4784 Posts
April 03 2010 18:38 GMT
#21
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.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 03 2010 19:05 GMT
#22
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
Sup
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 03 2010 19:47 GMT
#23
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.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
kme
Profile Joined March 2010
Serbia176 Posts
April 03 2010 19:57 GMT
#24
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.
Perseverance
Profile Joined February 2010
Japan2800 Posts
April 03 2010 20:17 GMT
#25
I think zerg should be able to use nukes. I mean WTF we are supposed to absorb and evolve...




Just kidding guys!
<3 Moonbattles
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
April 04 2010 05:41 GMT
#26
yeah i found this hilarious poor terrans
"come korea next time... FXO house... 10 korean, 10 korean"
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 04 2010 05:44 GMT
#27
hmm one question, if you neural parasite a ghost, can you use his nuke?
jabberwokie
Profile Joined September 2009
Canada142 Posts
April 04 2010 06:13 GMT
#28
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.
kme
Profile Joined March 2010
Serbia176 Posts
April 04 2010 15:24 GMT
#29
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 .
Black Octopi
Profile Joined March 2010
187 Posts
Last Edited: 2010-04-04 15:49:23
April 04 2010 15:49 GMT
#30
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.
mianmian
Profile Joined March 2010
Canada11 Posts
Last Edited: 2010-04-06 03:18:24
April 06 2010 03:17 GMT
#31
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.
SoleSteeler
Profile Joined April 2003
Canada5456 Posts
April 06 2010 03:29 GMT
#32
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.
Diaspora
Profile Joined April 2010
United States140 Posts
April 06 2010 03:57 GMT
#33
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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