We've heard from several players, "antinukes aren't working!" If this sounds familiar, can you post your repro steps of when your anti nukes failed to intercept incoming nukes? If you have Replay IDs as well, that would be helpful.
if you target the area right inside the antinuke coverage then the rocket will not intercept the nuke in time. Either increase the antinuke ammo velocity or increase the travel height for nukes.
In this case you describe, @killerkiwijuice, does the anti-nuke jitter around forever after the nuke impact?
Why not do what TA did, the anti-nuke fires immediately at any nukes launched at a target inside its defence radius, rather than waiting for the nuke to get there. The nuke and anti-nuke missiles end up meeting about half way between the launcher and the anti-nuke.
If anyone notices an actually malfunctioning antinuke in this thread, please report it. I found a bug on release, where GW Antinukes wouldn't work at all, it was because of some GW-specific unit-types. Maybe Antinukes might not shoot at nukes that appear in the atmosphere deep within their firing range for some reason (the bone doesn't aim perfectly up). So keep checking. As far as antinuke's tippity tip of it's range, would someone give the f***er the benefit of the doubt and just make it's "range" invisible and give it an invisible weapon with no ammo and a range just 10 closer the range of the antinuke's range that the range IS shown on? That way, it will actually show that it protects less space, when it does protect more, albeit that more space is highly inconsistent in actually reacting in time, so the shown space is the "definite" space.
I know in one of my recent games I watched someone's anti nuke missile fire and then spin around in the air after missing my nuke, but after pouring through a bunch of replays, I can't find it. I suspect it was one of the ones that had a server crash and I can't watch those replays. Part of the problem might be that people think their launcher has more anti-nuke missiles than it actually does. Counting the anti-nuke missile icons doesn't work because the icon is shown while the anti-nuke missile is under construction, so you have to actually zoom in to look.
or using some kind of Laser Defense that builds up Charges instead of Missiles So it would do what it should do - annihilate incoming nukes, just without the problem of Anti-Nuke derpiness by using a ray instead of a moving projectile
Yeah, the easiest way is to make it a point defense. They want to rationalize it using metal, but I would be entirely okay, form follows function wise, if it was a beam weapon that took metal. Wouldn't question a single thing about it.
Yea I would not care much if it's charging took more then just energy but metal also That way it was a 100%hit.
.........or as I like to call it. Star spam get it.....cause....they make the anti nukes look like...........