Ok. On the past versions when you use nuke, automatically the enemy would also use special infestation or mc because if he didn't he has no army spawning next round because of mines placed on spawning point and automatically he has no units or very few units left to defend the next spawn.
Right, so what you're describing here is not actually "countering" Zerg and Protoss specials, because "countering" is when you use your special after they have used theirs. I've already outlined why the 'new' nuke is much stronger that countering than the old nuke. What you're describing is simply using your special thereby 'forcing' the enemy to use theirs in response.
But on 2.49 when you use nuke, there are many enemy units remaining on the field so the terran army can't push the enemy as said previously with units using specials and some can fight back.
It is true there will be more enemy units on the field in 2.49 because they are not removed outright from the spawn box, but note that these units will have 5% hp and shields. Ultralisks have like 425hp normally, so this will take them down to just 21 hp. That's low enough to be 1-hit killed by several units, and 2 or 3 hits from most others. Most other units have significantly less HP and so therefore will usually be able to be killed in 1 hit by most units. Your army should rip through theirs like a hot knife through butter.
My suggestion, what if nuke steals enemy units near the temple
Do you mean steal units at the enemy temple in addition to stealing enemy units near your own temple? Or do you mean make the stealing location at your own temple larger?
Or maybe just destroy all enemy units and lower the damage on the temple, that would help a lot and nuke would live up to its name.
Boring.
Or if you don't want to make the field empty just revert back to nuke on 2.48 which i think was better.
The only change between 2.48 and 2.49 is now enemies in the spawn box are damaged to 5% hp/shields instead of being removed entirely. As I say above, most of these units will be able to be killed in 1 or 2 hits, so I don't see how this has suddenly made nuke completely uncompetitive (2 nukes vs 1 MC/infestation) as you claim, unless your terran army is simply too small / nonexistant.
At this stage, likely changes for nuke in the next version are:
- Set enemy energy for spawn box units to 0%
- Destroy medivac held in the hero backup box
- Increase damage to the temple to 3,250 from 3,000
Alternatively another idea: set enemy units in the spawn box to 20% hp/shields and have the nuke steal all enemy units in your half of the map, probably need to apply a 'thinning out' measure as per MC, or alernatively just injure the units like they currently are before stealing them. So you'll get a more BCs (and other units) than a comparable MC would from that side of the map, but they'll be injured.
Post has been edited 1 time(s), last time on Jan 30 2012, 11:48 pm by Lanthanide.
None.