The Nuke

Discussion in 'Terran' started by 1n5an1ty, Sep 4, 2009.

The Nuke

Discussion in 'Terran' started by 1n5an1ty, Sep 4, 2009.

  1. 1n5an1ty

    1n5an1ty Member

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    it does 300 + 200 damage vs buildings

    i dont like this. with all these buffs in hp, why the hell would a nuke only do 300 damage vs units? nukes are supposed to be the ultimate wepon. im thinking sumthing like 400 + 150 vs massive/buildings. thats right. 2 bonuses :)

    questions? comments? suggestions? call 911
     
  2. Gardian_Defender

    Gardian_Defender New Member

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    hmm.

    I wouldn't mind it having enought damge to 1 shot supply depots and stuff around that HP but people never really used nukes all that much.

    ( I mostly say this because I had a friend and we were both noobs and I made a couple Nukes and found his supply depots comletely un gaurded so I nuked every last one of them. was a very sad day for him and i soon chased him around the map and killed him because he couldn't make anything anymore.)

    i agree that they should do a little bit more damge but there not the hide in your base then send out invisable troops to nuke and win all while you sit in you base and defend.
     
  3. Kimera757

    Kimera757 New Member

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    That's fine.

    Very few units have that many hit points anyway. Let's see, for units that would have been killed by the 500 hp nuke from StarCraft I but would live in StarCraft II, there's:

    Terrans:
    Thor (didn't exist in SC1, more importantly, terrans had no high hp units in SC1 other than the battlecruiser)
    Battlecruiser (would have been dropped to about 3 hp in SC1)
    Most buildings have about the same hit points in SC2 and will take the same damage.

    Zerg
    Ultralisk

    Protoss
    Immortal (conflicting reports on hardened shields, but even without it would be reduced to near-death in SC2, assuming armor still applies; borderline case)
    Colossus
    Carrier
    Archon

    IMO that's much ado about nothing. The only really buff ground units in StarCraft II (ultralisk, thor, colossus and maybe immortal) can take a nuke and none will be in good shape when the assault is over. Other buffed units (eg ghosts) will still be killed.
     
    Last edited: Sep 5, 2009
  4. 1n5an1ty

    1n5an1ty Member

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    ummm aOE :) btw immortals take only 10 damage to shields

    bcs drop to 5 (i know u said about i just wanted to say it lol also if u drop a nuke directly on bc it dies ;))

    anyways, still
    i would also like the damge or 2/3 its health, watever is more lol
     
  5. alex1

    alex1 New Member

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    The Immortal would only take 10 shield damage from the nuke.

    However, Blizz said the Nuke was rendered cheaper and "nerfed" because it did less damage.
    In my view, it was not nerfed, it was made cheaper. 300 + bonus against buildings is mlore than enough to kill most units. LOL where is the nerf?
     
  6. 1n5an1ty

    1n5an1ty Member

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    *ahem* it did 500 damage before, base in sc2. then it did !!800!! damage.
    *ahem* archons now survive nukes no matter wat (i actually kinda like this >=D )
    *ahem* ultras no longer die in one hit
    *ahem* battlecruisers now will have more than their half hp
    *ahem* motherships still have 100 shields left over
    *ahem* protoss buildings with 300+ shields will ONLY take 300 damage :)
    *ahem* carriers dont die 1 hit kill near center anymore
    *ahem* colossi dont die
    *ahem* thors dont die either :)
    *ahem* my mother

    now, i propose making it 300 damage + 200 vs buildings AND massive. that would make more sense xd and also make the nuke stronger
     
  7. Ste

    Ste New Member

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    Nukes should be a super weapon.

    Increase area affected by 3
    as well as cost and build time.

    Not that Im going to play T, but to me having a tactical nuke over a strategic one is retarded...

    why they hell even bother with a nuke if its going to be small..

    Edit: and I know they won't change it. One of the reasons I don't play T.
     
  8. 1n5an1ty

    1n5an1ty Member

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    they might change it in future (patches). i remember wen i was younger, i luved to nuke people.of course many of them failed :)
     
  9. alex1

    alex1 New Member

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    I don't know who has the right stats here but on Wiki, the Mothership has 400+200 hp (not 400+400). Where did you get your stats? Some sites display outdated info I think.

    Anyway, Nuke damage would imply making it more expensive. As Blizz first wanted to make it more "useful" in multi games (ie cheaper), I don't think they are gonna change it again.
     
  10. 1n5an1ty

    1n5an1ty Member

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    .......im too pissed to comment right as of this moment so yea.....

    400+20 hp u say?
    let me just go over here and CONDEMN EVERY SINGLE ONE OF THOSE ASSES TO THE INNERMOST CIRCLES OF HELL WHERE EVERY FOUL TWISTED CREATURES IMAGINABLE WILL GNASH AT THEM AND RIP THEIR SOULS APART AS THE RIVER OF BURNING SULFUR ENGULFS THEM IN DEADLY, UNBEARABLE HEAT, SCORCHING THEM TO THE VERY PITS OF THEIR EXISTENCE
    *ahem* yea.

    apart from that, not a not of people have played the mothership but it seems that the toss no longer have a capital assault ship.
     
  11. niceshadesnick

    niceshadesnick New Member

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    Guys there are two reasons for the changes to the nuke.

    1) It is built from the Ghost Academy for cheap and quickly, making it 5x easier to drop than in the first game.

    and 2) They wanted it to be used more but not to be overpowered.
     
  12. 1n5an1ty

    1n5an1ty Member

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    ....i say used less, more overpowered -.-
     
  13. Gardian_Defender

    Gardian_Defender New Member

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    Nah, I say so cheap that you can aford to nuke the entire base with a huge amount of explosions.

    More explosions the better. And now I'm sure the nukes look even more awesome then in SC1 so w00t! Go masive and cheap explosions!!!!!! =DDDDDDDDDDDDD
     
  14. niceshadesnick

    niceshadesnick New Member

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    that was the problem with the first game. you never see nukes in pro matches. it's not used enough at all, because of how hard it is to get, even though it does TERRIBLE, TERRIBLE DAMAGE.

    they wanted to get away from that, and make it a viable tactic for terrans.
     
  15. 1n5an1ty

    1n5an1ty Member

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    it is viable. now, make it

    Quote:
    Originally Posted by 1n5an1ty
    ....i say used less, more overpowered -.-
     
  16. asdf

    asdf New Member

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    i'm just going to take a "let's wait and see" stance. if they're built at the ghost academy, will they be more mid-game instead of end-game? if they are, then i'm all for it.
     
  17. niceshadesnick

    niceshadesnick New Member

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  18. Gardian_Defender

    Gardian_Defender New Member

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    Cheaper, faster build time, massable, and closer to mid game!
    w00t!!!!!!!

    Just think of a nuke rush now! Oo I have an army of nukes raining on you like hell!

    Hehehe.

    Anyone have the stats?
     
  19. niceshadesnick

    niceshadesnick New Member

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    that's why terrans will be awesome in sc2.

    idk the cost, but its 300 damage + 200 to buildings

    also it has a slightly smaller radius
     
  20. Gardian_Defender

    Gardian_Defender New Member

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    Slighty smaller raidy doesn't matter when you can aford 5 times as many, and w00t ultras will survive with half health!!!

    Still maybe you could go in and nuke all of the workers over and over just for fun.

    That could be an anoying strat, get great defence and send out ghosts and nuke the enemys supplys and workers over and over.

    Me and a friend made a map with just open ground and a few minerals and gas.
    I basicly found all of his supply depost unguarded and came in with a bunch of hydras and cleared them out. Then he was like WTF cuz he had nuked my main and I hade mined out and made another base were he haddent scouted. Then I killed him and ran around chasing him.
    (that was fun!)
    Not sure why I brought that up.