after watching a lowko video it seems like the nukes are useless. it sucks too because they seem pretty cool. the problem is in theory the nukes should never work if a perfect player was working(unless for zoning) because they will hear the nuke detected, and if they can find the dot the nuke probably will do nothing. i dont think this should be a game of eye spy.
Nukes are largely building destroyers, not army killers. drop a couple ghosts in the enemy main, demolish their infrastructure, then take a fight army to army knowing that you can take much heavier losses and still come out ahead because you now have so much more ability to rebuild than they do.
Also useful if the enemy has bases guarded by static defense everywhere, since you can just blow the crap out of it.
Unless they’re Zerg. Then the static defense just runs away.
Who are you playing against, serral??
This can also be a good thing, if you have some followup. Uprooted crawlers are quite vulnerable.
Which isn’t to say that I think the nuke is perfect, im certainly open to suggestions on how to change it, but I don’t think making it better for killing armies is a good use of them.
Increase the damage to 500 flat.
Do you mean 500 damage across the whole impact site? cause im pretty sure that would break the game.
What would be gamebreaking about it?. Nukes already do 300(+200 vs structures).
My proposal would just be changing it to 500 flat damage.
I think he means 500 damage to units and structures, rather than 300 (+200 against structures), not flat damage across the whole thing without damage rings.
Correct about that…
okay. I’ve been mostly playing terran so I agree with this BUT something in my random heart says “nope!” i can’t explain it in words!
Nukes do their job well. The only reason Terran doesn’t suffer lategame vs Zerg like Protoss does is that Terran can break stalemates by nuke pushing armies. Nukes are the only counter to infestor + broodlord + spore forest.
I hate this forum but I’m still going to reply. I think the nuke is in a good state. Dropping a nuke if nothing else is a good way to increase the heart beats of your opponents. They’re good to break contains/turtles and if you manage to land a nuke on your opponent’s expansion they can do wonderful ammounts of damage, also the denied worker time from them having to pull their workers away accounts from something. It’s difficult to use them against the enemy army, but in certain situations possible. They will force a siege line to move and can be used to repell oncoming enemy forces. They’re also good to take out add-ons and supply depots; pylons, cannons, batteries; spore crawlers, spines (but those can actually move away if the zerg pays attention and has the multitasking for it (and eventually slow overlords. It can be very satisfying to land a nuke on a large chunk of overlords. But that’s probably one of the hardest targets for a nuke not counting enemy army).
Nuke shouldnt be reworked. Nydus as similar game-ending mechanic however needs to be brought on the level of nuke.
100-100 and global alert at least.
Zerg “static” defence is not that static. Anything above gold usually runs away with static D if they spot nuke.
But, well, diamons and masters almost never spot them, because ppl hardly ever use nukes there. Guess they learn not to from lower leagues where everyone can spot nuke in his mineral line faster than Serral on one base.
A lot of those issues would be fixed if the burrow/unburrow time was increased. Spore forests exist because they can be moved, it would make nukes and disruptors much better at clearing them.
Watch Jonsnow, who is one of the top zergs in Americas, against Vindicta in the WCS challenger season 3, group C. I bring this up because this series only took place yesterday.
Mass nuking is a very viable strat and when you nuke 2 places at the same time, chances are your opponent misses one of them and loses a mineral line or his static defence. Dancing with spores is almost never seen except at the absolute top level where they actually have the APM to be in several different places at the same time.
You didnt even read what I said… I said: Dont change nuke, change Nydus as similar, game ending mechanic to be closer to nuke. Its fine that it costs a lot. It should, because it can do a lot. Also, I just said Zerg above gold can dodge nuke if he sees it… How will using 2 nukes change he sees them and moves his spores…
My reply was to your latest comment.
And I think the keyword is “if” he sees it. It is a gamble, as is a nydus investment, which also requires 150, 150 for the network. You will have a Ghost Academy for ghost production anyway, so it’s not like you’re making one solely for nukes. A nydus worm should never be able to go up in your base, if you know it’s in play. I don’t think the two things are comparable at all. One is a pure damage AoE spell (the most devastating one in the game) and one is a transportation network which transports actual units that cost resources.
If you’re making one ghost academy, you’re not getting nukes. Any more and they are solely for the purpose of dropping nukes, which makes the expenses add up extremely quickly - and believe me, you need multiple ghost academies for any amount of successful nukes.