CA Strategies - Page 7

CA Strategies

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderator: Content Developer

User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CA Strategies

Post by CarRepairer »

maackey wrote:Car, it was an tactical nuke sub (which also had an antinuke), iirc a dedicated antinuke can block more than three. Nevertheless that was a pretty epic win vs det. :o
Really? This is the kind of thing that's important enough to determine, write down and possibly rebalance. Because I barely have a clue right now about the defense ratio of antinukes to nukes.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CA Strategies

Post by Saktoth »

When antis were changed to only intercept when the nuke comes into range, this made it so that it is much easier to overwhelm an anti when you are FAR away, rather than close.

Because the antinuke fires only when the nuke gets close, a nuke travelling parellel to the ground will spend less time within the anti cover than will one travelling towards the ground from the sky- since interception ranges are cylindrical.

This means it can take as few as 2 nukes to overwhelm a single anti given the right situation.

We might want to consider revising this. When antis were changed to not fire through terra walls, it was necessary that they not launch immediately otherwise they would hit the nuke before it even exited the launcher. Nukes now exit much faster, so changing this back to intercepting nukes as soon as they are launched shouldnt be a problem (though it is a little unintuitive).
Post Reply

Return to “Zero-K”