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Antinuke

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normally antinuke can catch 2 nukes, but when then nuke launcher is very close (but not necessarily within the protectors radius), it can catch a lot more as it seems to be able to shoot the nukes when theyre still rising. is this intended behaviour? i think players should be able to calculate the number of nukes they need to overpower antinukes. maybe change it so protector can only fire within a globe-shaped range? seems to me its cylindric right now.
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11 years ago
Yes but nukes are annoying. And such tactic as "overnuking" even more. To add to this on long maps even intercepted nukes does damage so... On big maps it costs more to protect all area with antinukes than nuke itself... and in case overnuking... So its good that nuke are not so good.
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11 years ago
but overnuking is super costly. you need to make 3 launchers to overpower just 1 protector, and if its close, you need even more.
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11 years ago
anti-nukes should have to build anti nukes, like nuke launcher builds nukes. Anti-nuke is to good in my opinion.
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11 years ago
The red circle is the range of the antinuke missile, the point at which it will fire at the enemy nuke.

The green circle is the protection radius, it will intercept a nuke fired at a target within this area.

The red circle must be larger than the green circle in order for the missile to reach the nuke in time, but this means that since the antinuke fires the moment the nuke enters the red circle, if the nuke is fired from within the red circle, the antinuke will shoot out instantly and catch the nuke while it's still rising. This used to be so bad that it would actually catch the nuke silo in the blast and blow it up.

Anyway I'm not sure much can be done about this. Spherical wont help: The nuke is fired from ground level.

Antinukes building missiles is terrible, because it means that if the enemy ever gets up a nuke before your anti, he can just nuke the anti itself before it finishes stockpiling. This means all antis must be built pre-emptively as a kind of blind RPS (scouting is rarely good enough to catch it).
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11 years ago
well the couple of times i noticed the antinukes working oddly it seemed that it was way outside of the radius. now i didnt check with the red and the green circle just the grey circle thats drawn on the map by widget. but the red circle isnt very much large as this i guess? so there seems to be more to it.

other than that, wouldnt it be possible to only taget the nukes once they reached maximum altitude, for example? maybe use a dummy for the stage where it just rises straight up and then spawn the actual missile?
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FIrankFFC
11 years ago
wait waht 1 antinuke can hold 2 nukes??
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11 years ago
AUrankAdminSaktoth

It worked in Supcom pretty well. Anti-nukes built like 20% faster then nukes tho. So it can be countered by scouting.
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11 years ago
Its actually about economy not building antinukes. Zero-k economy cant grow faster and faster so you cant make more and more nukes or antinukes, unless very specific maps. Antinuke eating metal would be unaceptable and "caching" few antinukes would be unaceptable in overnuking scenario, because of nuke cost in zk its not possible to make 20 nukes, like in ba it is.
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11 years ago
Does screamer drain metal for stockpiling? Nobody said that stockpiled Protector should have costly projectiles metal-and-energy-wise, as opposed to costing some time.

Additionally, i don't think it would be extra hard to make it start with a single free anti-missile.

The one concern i have with this mechanic is Leviathan, because it's already got a stockpile weapon, and i don't think that there's good UI for having two of those.
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11 years ago
Leviathan could have one stockpile that feeds missiles both for tacnuking and antinuking.
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11 years ago
I just said why stockpiling just wont work. Read again.
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quote:
The red circle must be larger than the green circle in order for the missile to reach the nuke in time, but this means that since the antinuke fires the moment the nuke enters the red circle, if the nuke is fired from within the red circle, the antinuke will shoot out instantly and catch the nuke while it's still rising. This used to be so bad that it would actually catch the nuke silo in the blast and blow it up.


That sounds perfect. If someone has te balls to build a protector next to your nuke it should end with a big explosion on the nuking one's side.
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11 years ago
i wasnt talking about "next to" - which may on a small-medium map as well mean in the middle of the map. i was talking about a protector

a) shooting way out of its intended range
b) shooting down way more missiles as it is intended(?) to do

i dont know what you think is so great about something behaving buggedly and unpredictable. yeah maybe it would make sense for protector to shoot nukes right in the silo, but then it should still only do so inside the indicated range.
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11 years ago
Ah yes, ofcourse I agree with you that it should not be buggy and inconsistent. I guess we all agree on that.
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FIrankFFC
11 years ago
come on answer to my question
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11 years ago
yes it can. it can hold 3 or more if the launcher is very close.
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FIrankFFC
11 years ago
was it chance from 1 anti counters 1 nuke o.0
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11 years ago
The red circle is something like twice the diameter of the green. It may be possible given the way the script on anti-nukes work (they open first, wait for the nuke to get in range, then fire) to delay the firing for a set amount of time (the same time it takes for the nuke to rise). Dunno if it's even worth the effort though, where are you doing this, like, red comet...? Duck?

Supcom (and TA) has tech tiers. You know when he is in a certain tier nukes are likely or even inevitable.

In Zero-K, you can pursue any option at any time. We designed it this way because we love the flexibility. But that also means that a nuke can potentially come at any time, or might NEVER appear if the enemy pursues air superiority, mechs, mass tanks or static arty instead, in which case an anti is a waste of 3k.

We don't want nukes to be 'Surprise! You lost!'. If you get hit by one, you take massive damage but it's still possible to dedicate all your eco to rushing up an anti and get it up before the next nuke arrives and takes out the other half of your infrastructure. Stockpiling adds an extra unassistable mandatory amount of time to every anti built- and frankly, it takes quick thinking and sometimes the economy of several players to get an anti up in time right now!

We want nukes to be about creating points of critical failure to make the endgame climactic rather than a grind: Late game, you can win with an epic anti-snipe and a well placed nuke. Getting the jump on the enemy and getting that first nuke out is devastating, but it should be more about that perfect bombing run, building that missile silo juust in range of the anti while under artillery fire, or that deep raid with only one target in mind.

This mechanic is not perfect at the moment. The first big problem is cloak generators. They take away the critical points of failure and the game of reacting to the other players moves and prioritizing your targets, because you're basically blind to the location of Anti's and Singularities (the other point of failure unit) right now. There is nothing worse than that epic anti snipe then firing a nuke into it and.... it gets intercepted because there is another under cloak you couldn't possibly have seen. What REALLY works well is mohogeos, you always know where they are and games are fought entirely around defending and trying to snipe them. I'm honestly inclined to remove area cloak for structures, or at least for these two structures.

The second big problem is that it is often cheaper to make more anti's than it is to properly defend one anti. The third problem is that you don't need these point-of-failure mechanics to stop the lategame being a grind, because Zero-K is really dynamic and offense-focused and relies a lot on mobile units so it's not a grind anyway. This just means nukes aren't needed, and why we haven't bothered to correct any of these issues.
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11 years ago
quote:
I'm honestly inclined to remove area cloak for structures, or at least for these two structures.

OMG YES.

Anyway, i never figured out how singu could get cloaked with this huge radiant ball inside :P
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