No need to troll..., no1 is whining nor is anyone even trolling,,
I use the term "whining" because that's what it sounds like to me. People want the nuke to work like it used to, but really the new nuke is stronger in more situations than the old one. People just have to accept that nuke is *different* and works differently; trying to use it the same way as you used to use it, and then complaining that it 'sucks' is whining IMO: you need to change your strategy to adapt.
But if the nuke killed everything off the battlefield that would be a fair stand like destroying all units mced/infested by enemy off the field.
The old nuke never did this either. The old nuke killed enemy units in the enemy half of the field (effectively a reverse boom) and also dealt ~3000 damage to the enemy temple via the BC. Then it placed mines on the enemy side of the field.
If the enemy has just used infestation or MC against you as you spawned your units, the enemy would now have lets say 15 BCs right on top of your temple doing damage. The old nuke did NOTHING to this. The old nuke was effectively very offensive in that it let your army that was already in their side of the field attack their temple with no possible counter, thus forcing them to use a boom or a special. At the same time, the old nuke did nothing to stop the units directly attacking your temple, forcing you to also use a boom or a protoss or terran special.
The 'new' nuke however:
1. Confuses enemy units on the field, so they will stop progressing towards your temple for the duration of it which is about 15 real time seconds (anything already attacking the temple will continue to attack, though)
2. Greatly weakens all enemy units on the field on a sliding scale, so the ones attacking your temple will be weakened the most, while the ones defending their temple will be dropped to 20% HP/shields
3. Steals a small amount of enemy units directly attacking your temple, in particular brood lords, banshees and void rays/scouts.
The new nuke is therefore more defensive than the old one, but it is still strong in that it weakens enemy units on their side of the field, so if you had a large army on the enemy side of the field it should be able to get to the temple and do some damage (similar to old nuke) and it also still deals 3000 guaranteed damage *and* places mines that will destroy the current ground spawn, or the next one.
Making a nuke simply destroy all enemy units on the field is boring, particularly if both teams nuke at once because then there will be nothing on the field. This already happened quite a bit with the old style nuke anyway, where you'd just sit there staring at an almost empty field waiting for the next spawn. This hardly ever happens now.
or you could also make a nuke(know the nuclear rockets that drop down to the ground like in regular maps such as melee games)drop right down dealing damage to the temple(the same amount of damage that the nuke-bc does) and enemy's on the battlefield just like if there is a shit ton of units in the middle of a fastest map an you make a few ghosts send nukes all over the middle of the map getting everything, same would be good for ds.
Back when I first started making DS Night Fixed, this is what I wanted the nuke to do: create real nuke's that would land around the map, primarily for the mushroom cloud graphic (no other way to create it). Unfortunately it didn't work in practice: when I created multiple ghosts for the AI to use, even though there is an AI script which is "target nuke at location", it still didn't work properly - not all of the ghosts would target right away, some of them could even get distracted and attack other units or not target where they were supposed to. The other big problem is that nuclear damage is fixed: it does 500 in the middle and decreases outwards, but most annoyingly it is fixed to do 2/3rs HP damage 500 damage, whatever is greater. This means without some tricky trigger work, landing a nuke would take 2/3rds of the HP off the temple, so you'd need only 2 nukes to win the game.
Only thing I do question is why you changed when someone uses the nuke when the enemy's units are still in the spawn box to be set to 5% HP/Shields instead of just killing them off completely.
As I mentioned above, I changed it because this is how nuke should have worked anyway. Infestation and MC both destroy all enemy units in the spawn box, for very good reasons. Suppose you cast MC or Infestation at 59 seconds on the timer, and 1 lot of enemy units has moved to the field but 85% of them are still in the box. If I left the units in the box to spawn normally, it would feel like your MC/Infestation was 'weak' because the enemy is still spawning units that would fight with the ones you just stole from them. Stealing all the units in the box for the special player has some technical trigger issues around spawning enemy units directly to attack your temple (completely solvable, but still work I'd have to do and test), but also feels a bit unfair for the victim player. The way out of this was a compromise: simply kill off all of the units in the box. This means that casting infest/MC at 59 seconds is weaker than if you cast it at say 52 or 53 seconds, where more units had been moved to the field that you could steal. But you can still cast it at 59 seconds if you're doing it as more of a defensive move to save your temple that is under heavy attack.
By making the optimal time to build specials around the 50-55 mark rather than the 59 second mark introduces more strategy and opportunity for 1 team to beat the other through faking and timing plays. But if it was ideal for all specials to be built at the 59 second mark, then that's what we'd see.
In contrast, with nuke, it is almost always better to cast it at 59 seconds because it removes all the enemy units outright from the spawning box: there's never any real reason to delay it like there is with the infestation/MC specials. By making it damage units to 5% HP/shields, it is now much less important to nuke ASAP and it can be delayed more, creating more strategy. Also I felt that nuke was in some ways still a bit too strong, given it's price compared to the other specials. I'll note that if the enemy units get onto the field, then the area directly behind the temple they will get 20% hp/shields, while the ones left in the spawn box will be at 5%, so it's still advantageous to do it ASAP.
Couple of changes I can make in this angle: any units in the spawn box may have their energy set to 0%, and destroy any medivac dropships on the field as well as in the backup spawning box for the enemy, to stop nuke-damaged units from being healed back up to full health. Also tempted to increase the damage the nuke does to the temple a little bit.
Nuke is really weak. Does anyone here thinks that nuke gives more damage to temple than using divine judgment or infestation. LOL when anyone use divine judgment or infestation right after spawn, it will steal all enemy units, and all spawning units of enemy will attack the temple right away. Can anyone convince me that all converted enemy units attacking the temple has less damage than nuke? Nuke just damage what 3-4 bars of temple? But when you use infestation or divine judgment right after spawn how many bars would you think the temple would be damaged? I would say more than 4. What do you think? If the temple has only 3 bars left, nuke automatically wins but tell me how many nukes will anyone use to get that to just 3 if you can't push the enemy back? Or rather you can't push back because by the time they reach the enemy temple with just one divine judgment or one infestation all units will be your enemies.
Nuke does 3,000 damage. The temple has 35,000 HP. It therefore takes 12 nukes to kill the temple outright. Assuming there are 50 hp boxes (never counted), then it would usually do 4 boxes worth of damage.
As for nuke doing more or less damage compared to other specials: if my MC is countered within 2 seconds by an infestation, then my MC'd units are lucky to have done even 200 damage to the temple in that short period. Also the temple has 12 armor, so many units will do very little damage to the temple: marines, marauders, roaches, hydralisks, immortals, ghosts, reapers, wraiths, scouts, carriers, vultures, etc. There are clearly some very good units to steal with MC/infest: reavers, archons, tanks, ultralisks (range is an issue), guardians, void rays, banshees. If you use MC against an army that is comprised of the weaker units, it won't do much damage at all, while a nuke will do a guaranteed 3,000. If you use infestation against an army that comprised of the weaker units, then a lot of them should be exchanged into brood lords, swarm guardians and banelings, and this is what makes infestation materially different from MC. But again if your MC/infestation gets countered within a couple of seconds, you still won't do as much damage to the temple as nuke will. Note that there is a very small window in which any other special being cast will prevent the nuke from doing any damage, in practice I see this maybe once every 20 games, usually when another terran is also using nuke because they've gone at the same time (see discussion of 59 vs 52 seconds earlier).
So there are many times when nuke will do much more damage to the temple than an infest or an MC would. Another issue is when you're going up against a terran that has invested a lot of money into tanks and other add-ons: they can refund them, leaving your MC/infestation with few units to steal. Still another is a clever player who built lots of archons or reavers destroying their own buildings late in the game to specifically prevent the other team from stealing them with infest/MC: this strategy is worthless vs a terran that does damage via nuke.
Finally you must consider that fact that nuke is simply a lot cheaper than the other specials, particularly MC, and that the terran can refund buildings to finish the game off. It's not uncommon to have 3v3 games mostly be a long war of attrition that is finally won by a terran nuke.
None.