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[quote]Nukes would be completely broken if they didn't have such a hard counter.[/quote]
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[quote]Nukes would be completely broken if they didn't have such a hard counter.[/quote]
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Nukes can go wherever they please, unless stopped by Anti. Usually they go for your economy clusters. A ground-trodding tank can't exactly just go there. It has to sneak like an oversized Skuttle with no jump, or slowly fly on an overloaded Herc while enjoying the hospitality of enemy AA, or be launched with an expensive and imprecise Newton array (after which, if the channeling detonation mode is used, it's at risk of being killed or stunned before the detonation happens).
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Nukes can go wherever they please, unless stopped by Anti. Usually they go for your economy clusters. A ground-trodding tank can't exactly just go there. It has to sneak like an oversized Skuttle with no jump, or slowly fly on an overloaded Herc while enjoying the hospitality of enemy AA, or be launched with an expensive and imprecise Newton array (after which, if the channeling detonation mode is used, it's at risk of being killed or stunned before the detonation happens).
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It can be teleported, of course, but i'm not sure that it's that much nastier than teleporting two Dantes for the same price (and same teleport time, too!).
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It can be teleported, of course, but i'm not sure that it's that much nastier than teleporting two Dantes for the same price (and same teleport time, too!).
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Another option is of course using it straight on the frontline, cloaked, activating the blast sequence right in front of the enemy lines. For this to work out, the enemy cluster that it's trying to blow up - which will either start shooting or fleeing, has to be
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Another option is of course using it straight on the frontline, cloaked, activating the blast sequence right in front of the enemy lines. For this to work out, the enemy cluster that it's trying to blow up - which will either start shooting or fleeing, has to be
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7 |
1)
Of
comparable
price
and
not
screened
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1)
Of
comparable
price
and
not
screened
(
otherwise
it
gets
kited
to
death)
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2) Despite this price, unable to kill or disable the bomb-tank
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2) Despite this price, unable to kill or disable the bomb-tank
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3) Slow enough that enough of it will be stuck in the blast zone to make cost
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3) Slow enough that enough of it will be stuck in the blast zone to make cost
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[quote]cyclops sized, 50ms, 8000 HP, 6000M cost, 8k damage with 500 blast radius [/quote]
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[quote]cyclops sized, 50ms, 8000 HP, 6000M cost, 8k damage with 500 blast radius [/quote]
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This seems on the lower bound of utility, but i guess there's no need to make it too strong, either. I prefer the higher-costed version because that is less frequent, so will upset the balance less.
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This seems on the lower bound of utility, but i guess there's no need to make it too strong, either. I prefer the higher-costed version because that is less frequent, so will upset the balance less.
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For a frontline use example, far from being unstoppable by any weapon known to lobster, this dies upon:
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For a frontline use example, far from being unstoppable by any weapon known to lobster, this dies upon:
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- daring to uncloak in the range of three Lances, which comfortly instagib it from their 1100 range without any risk to themselves, and while costing half less not counting the cloaker.and having other uses.
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- daring to uncloak in the range of three Lances, which comfortly instagib it from their 1100 range without any risk to themselves, and while costing half less not counting the cloaker.and having other uses.
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- encountering any number of Grizzlies that can just blatantly kite it, with 600 range vs 500 blast radius - and if for some reason (say, the bomb got into pointblank using a cloaker) they get into the blast zone, they narrowly survive 8k damage even straight in the epicenter. And you get three of those for the 6k.
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- encountering any number of Grizzlies that can just blatantly kite it, with 600 range vs 500 blast radius - and if for some reason (say, the bomb got into pointblank using a cloaker) they get into the blast zone, they narrowly survive 8k damage even straight in the epicenter. And you get three of those for the 6k.
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- encountering any number of Cyclops that survive in ground zero of this explosion with 1/3 of their health left
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- encountering any number of Cyclops that survive in ground zero of this explosion with 1/3 of their health left
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For a newton-launch use example with channeling blast implementation and 10s fuse, assuming it lands within the target economy cluster (that cannot flee):
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For a newton-launch use example with channeling blast implementation and 10s fuse, assuming it lands within the target economy cluster (that cannot flee):
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1) Combined defensive DPS of 8khp / 10s = 800dps - not counting fall damage - will be enough to destroy the tank before it blows up. This is two desolators or lucifers - quite expensive, but cheaper than the bomb.
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1) Combined defensive DPS of 8khp / 10s = 800dps - not counting fall damage - will be enough to destroy the tank before it blows up. This is two desolators or lucifers - quite expensive, but cheaper than the bomb.
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2) Half a dozen gnats on patrol. Each gnat deals 600 stun damage every 1.2 seconds, and will have a 100% accuracy against such a unit - which won't have any gnat-busting escorts because it landed from a newton ramp. Even accounting for decay, six gnats somewhere around the LZ will be enough to prevent the blast. For the price of 6k, you get sixty gnats, enough to cover everything worth bombing.
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2) Half a dozen gnats on patrol. Each gnat deals 600 stun damage every 1.2 seconds, and will have a 100% accuracy against such a unit - which won't have any gnat-busting escorts because it landed from a newton ramp. Even accounting for decay, six gnats somewhere around the LZ will be enough to prevent the blast. For the price of 6k, you get sixty gnats, enough to cover everything worth bombing.
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3) with precisely 8000 hp, a single Widow will be enough to stun the bomb - unsure if for long, ofc - but even if it's a temporary stun, it gives more time for other units to finish the job.
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3) with precisely 8000 hp, a single Widow will be enough to stun the bomb - unsure if for long, ofc - but even if it's a temporary stun, it gives more time for other units to finish the job.
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All in all, this version seems not much easier to use offensively compared to the current actual nerfed skuttle.
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All in all, this version seems not much easier to use offensively compared to the current actual nerfed skuttle.
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