Do nukes work?

Do nukes work?

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Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Do nukes work?

Post by Doomweaver »

I get the distinct feeling they don't. I fired one, and it never did any damage! (I so would have one that game! I had two more qued up and my opponent had his base concentrated over 4 screens :evil: )

Has anyone else had this occur? Is it a known bug?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

maybe he had an antinuke :D
(VERY likely if he has expanded that far)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Yes, they do work. I stoped about 200 pelicans from reaching the other side of shaw to shaw with just two nuke silos (admitadly with about 50 nukes in each, though i only used 5 per a siolo in the first rush)
Nukes totaly kick ass. And they definatly work. They take about 30 seconds to fire, so you have to lead your target (by a lot :-) ) and they take there time getting places, plus the enamy may have had an anti nuke, so they are not the bee all and end all! but they do work!

aGorm
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

That's what I thought at first, but I couldn't find one in the replay!
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Okay I just watched the replay again, he had a scarab! I didn't even realise they existed in XTA! (Because they were a unit you dled in OTA). Sorry dudes, my mistake.
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Interestingly enough, nukes CAN be flooded in Spring. It is really hard, but on a recent game I played on Wide Open Combat, I was able to get through his nuke defense by firing 19 nukes at once (and 3-4 got through) (Krogoths were disabled, and he had ALL the air and ground defense, plus a vulcan in his base, so I couldn't get close enough to bertha him to death). He had two anti-nuke silos, and each one had around 100 anti-nukes in it. I would guess that the formula for flooding is approximately as follows.

X = number of nukes launched ALL AT ONCE to get through
A = anti-silos defending at once
D = distance between silos and anti-silos in screens

X = .25 * D * A + 5

So in this case, the distance was about 20 screens, he had 2 anti-nukes, which means .25 * 20 * 2 + 5 = 15 nukes needed.

Would someone care to do more tests to get those coefficients more exact? I'm also curious the effect that having multiple volleys in the air would have, as well as scarabs vs. normal defense. The news here is also that it is grotesquely easy to defend against a nuke attack, as even 2 more anti-silos would have made my attack worthless.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, if you have time for a vulcane, than 2 antinukes are a _bit_ on the cheap side:)
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mother
Posts: 379
Joined: 04 May 2005, 05:43

*cough*

Post by mother »

Ok, so I don't believe in first-strike, and so I respond badly to being nuked... And by that I mean I make sure you get nuked to the stone age.

So far only 1 person has ever fended me off (Yo mongus!)

The trick? Well you build lots of nuke silos, and then while those are building missiles you go and build EMP silos in a FOB that has them within range of the edge of the anti-nuke coverage zone you are gunning for.

They will either a) overwhelm their ability to fire anti's fast enough, or b) will simply eat up their stock.

The counter to this is to spam antinuke units/silos- but nobody really does this it seems.

So if you are playing me I have 2 bits of advice:
1) Never, ever, think you have a viable first-strike option.
2) If you make the mistake, divert most of your resources to anti-nuke until you have no problem stopping my salvos, and could handle twice that.
:lol:

BTW since they changed the reload rate on anti-nukes, it has seriously nerfed nukes, which is fine by me.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

not by me i really want OTA style...it made more sense! when u had to have ~1 anit silo for every 2 odd nukes
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

Actually I think that the Spring setup is a bit more fair than the real OTA style. That is to say, if you clustered 12 silos next to eachother in OTA, and fired all missiles at one target. A single anti-nuke missile could destroy all 12 missiles! In Spring the ratio is 1 nuke to 1 anti-nuke. Back in the old days the only reasonable way to overload the anti-nukes was to build lots of silos and attack from a variety of directions and target a variety of locations around the target.. And then do this all in a continuous river of missiles until one or some made it through. This was because any two missiles that were within a nukes blast of eachother were killed by even a single anti-nuke. Hence the stagering, and the directional stagering also made it far harder to strike down as the missiles didn't have the chance of simply hitting the lead bird and chain reacting down the flock.

In short, I Like Spring! And as stated (in Spring) before you can
A) Overload with a single large volley, or
B) Overload with an uninterrupted stream of successive vollies (Such as holding shift and pressing A, and then making a swirling pattern around your target area [automation]. Eventually you either run dry on nukes or one or some get past and in you go!)
The advantage to Spring which compensate's for the way it was done in the real TA, is that the anti-silos fire faster and build faster because they no longer can do an area effect on the incoming nukes.

At least this is how I see it.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I like the current spring system, too.
And even while its VERY hard to nuke-flood a well protected base, often the base is not _that_ well protected... (or the protection can be taken care of).

And nothing beats the "wtf! .. Oh shit" chat messages that appear after a antinuke starts rapid-fireing...
Proply
Posts: 36
Joined: 07 Sep 2005, 12:22

Post by Proply »

man nukes have been severly neutered in xta, i mean it takes three direct hits to kill a fusion power plant, personally i rather the slightly more realistic wholesale destruction of the ota nukes, other than that the only problem i have with xta is how incredibly overpowered goliaths are
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Proply wrote:man nukes have been severly neutered in xta, i mean it takes three direct hits to kill a fusion power plant, personally i rather the slightly more realistic wholesale destruction of the ota nukes, other than that the only problem i have with xta is how incredibly overpowered goliaths are
I think it balances itself out considering I've been in games where people have had over 10 nuke silos.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I would have to disagree. An enormously large stockpile of Nukes and their launchers can be negated by an investment in antinukes that is almost negligible in comparison. Even if the nuke:antinuke ratio were 1:1 it would still be fair because antinukes are a bunch cheaper than nukes. Also, in OTA, nukes killed, and so far I just haven't seen the same thing in Spring (or maybe it's just XTA, correct me if I'm wrong).
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