Terran Nuke Obsession

Just in general it’s a bit annoying since every second “Nuke Incoming!” depending on chosen announcer and the fact that nukes take 120 seconds to build and the AI have at least 3 silos available to them to use. With each academy holding ONE nuke BUT they seem to have an unlimited amount to use at any given time even though they’re told to have at least 3 academy’s at a time.

I’ve had a game where 4 nuke callouts happened at once, not fun. Anyway to deal with them besides map clear and static defenses? Maybe a change in their coding to alter that annoyance?

The ghost follows the same path everytime, put a forward detector and something to kill them once said detector sees them
eg
Dead of Night, turret a couple tiles in front of everything else, and a tank, at the back, in siege mode at the ready. Or, as the day arrives, move one science vessel forward at every entrance with a tank ready to pounce. Or, Abathur, leave toxic nests on the path they take, etc each commander has their solution.

You will have a problem if the path is not covered, as once the ghost got past that area they may roam your base and be anywhere, you will have to see the shotgun blasts to realize where

Ghosts won’t nuke buildings in groups of 2 or less so put 1-2 buildings to kill the ghost and profit.

Nukes are irritating but a few well placed cannons or turrets on the high ground would take care of them. Though that one ghost that decides to nuke your mineral line in trains is really annoying.

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Yeah as mentioned, the main two most prominent maps for Terran nuke maps are about 80% Terran Oblivion express. And 5-20% Terran DoN against heavy turrets.

Regardless of comp, Terran oblivion express will tend to have about 1-2 tech reactor barracks in the north and south train spawns. Destroying these or the add ons will seem to limit the west side’s spawns.

However, there are still east side barracks as well as potential south side buildings. It’s generally impractical /not worth the effort, for most commanders to clear out the whole map vs building 2-3 turrets/observers.

The Ghosts will tend to climb up the ramp to the xpo on each of the ramps. Adding in 1-2 static defenses are good here. Photon cannons take care of them easily, As will most statics or a p2 karax observer + minimap → topbar. If you have eagle eyes for thin blurred pixels, you could technically snipe just off the blurred movement in a pinch.

However this is generally EXTREMELY impractical as they tend to be extremely thin units who sit still during the nukes.

Generally, the go to is to just build a static defence or two on your ramps on oblivion express, or have something with detection and a karax topbar on don or zeratul telecannon/ cloak, etc.

As mentioned, you can go out and clear them, this can be pretty Negliable on say, a Abathur with 15s teles and maybe good symboite heal juggling or excess healing like a tych comp.

But Abathur is also a commander who can just easily kill them with toxic nests and detect them with overlords if he so wishes anyways. It’s generally a bigger waste of time to go clear the east side than it is to add 2 turrets to the ramps, unless you’re bored or want to drop a P3 odin over there to clear while your team handles the main trains and medvacs to the next.

Though that’s fairly easy to avoid, at least, as that’ll only happen if you build too many structures right against the cliffside. Gotta be careful for some mutators though, since they might encourage building a bunch of turrets around there.

learned that the hard way. I usually put my depots/pylons at the back of my mineral line.

Only can nuke your mineral line if he gets vision or can just walk into your base.

Don’t put buildings that can’t shoot behind your minerals on OE… the less buildings you have behind minerals, the less chance ghosts might spot a juicy spot to nuke from outside… can’t remember any nukes being used on just the mineral line workers.