The explosion of a nuke can take out an anti nuke as it's bigger than the anti nuke's range. So the counter to an anti-nuke is a nuke. Ironic isn't it.
I wouldn't like that but increasing the minimum amount of halleys required to 5 would be a good first step. 3 just seems way too small of a number.
Have you tested that? The ranges don't add up - 200 range compared to explosion of 150. Do you have to do it inside the radius and the antinuke doesn't quite hit it?
Maybe the missiles aren't fast enough to intercept a nuke if it's on the outer edges of the radius. I've done it a few times succesfully and it occasionally also happens to me.
Nukes are one way but if you really want to win the only way is to spam tier 1 bots and later tier 2 tanks. Maybe some hummingbirds if someone is stupid enough to make bombers. The problem isnt nukes, the problem atm is just the alpha (or beta but its more alpha than beta imo). Currently only viable strategies are spamming nukes or spamming bots/vehicles. Extremely boring and its not even fun to play or watch. Also its very easy to spam those bots and vehicles, requires very less macro and micro. Everyone can do it. Yes this isnt complete game, but they have to do lots of work to make this as good as SC FAF. I'll give about 6 months - 9 months time for this game before I completely dump it. Its the amount I can watch beta state. I still have good hopes of this game, at the moment its just too uncomplete and in my opinion not fun to play. Hopefully they get it completed during that time
Isn't 'spamming' the whole point of......well any RTS game? Are we still on track with the discussion to curb death balls by preventing units from shooting through each other guys?
Of course, but there is literally nothing else to do than spam Doxs or Levelers. They are very easy to control and manage because they are slow and there isnt anything real counter against them beside turrets. Then there is ofc nukes also, but the whole point was that unless there is lots of more units, its kinda useless to make different strategies. Also its sad when most of these units are extremely slow moving, it would be more interesting if units wouldnt crawl like they do now. In SC FAF you can have alot of more ways to win than just spam spam spam x1000. Example make very high tier units or even experimental units. So on and I rarely see similar units spam in SC FAF than in Planetary Annihilation. Hopefully this doesnt stay like this.
It will stay like this to some point since PA is about massive armies rather than experimental units. But I imagine there will be more ways to win later. Also if you son't want to get nuke sniped pit your commander in orbit (but watch for orbital fighters in that case).
I'm sure at some point they will put in a orbital anti nuke, that seems completely plausible. That way you nukes will be more of a late middle game but will quickly become ineffective on single planet conflicts. They only just put orbital in and nuks are reasonable new as well I'm sure there will be masses of changes with there mechanics in the not to far future.
Is it only me who favors nerfing the nuke? Less splash Less Damage Less Buildtime Less cost I feel that the nukes should be just another alternative to artillery. (If you've played Zero-K think tactical nukes)
Ledarsi made this great thread about economy and Nukes. So no, you're no the only one that finds nukes, lets say, not satisfactory... Always keep an eye on Ledarsi's posts, they are usually full of good stuff, especially regarding gamedesign.
The way deathballs should IMO be fixed is with formations. Units should always stay a certain distance away from another unit when traveling in groups. It doesn't have to be so static like Supcom2, but something like FA.