So here is the situation: Its a tight fight between myself and this other guy across a lagoon in a FFA6. He's got heavy bombers that are obliterating the massive amounts of tanks I throw at him (enough to severely lag the game lol). At this point I decide to just go nuclear and take out those production facilities. First, however, I build an Antinuke. Expecting protection from an expected retaliation (he has orbital and an adv sat), I then proceed to build my nuke. As expected he attempts to nuke my nuke, and SUCCEEDS. Wait. What? The nuke was in range of the antinuke for a solid 3 seconds, and I watched the nuke launch on my radar. Am I missing something here, or did the nuke just blow past my Anuke? Like it wasnt even there? Any similar experiences? I have yet to see an AntiNuke work correctly, so I may be an outlier, but.....jeez. Thought I took the steps necessary to protect against this sort of thing.
You can fire the nuke just oustide the edge of the anti.. if you do it right it will actually take out the anti as well... Anti's need a huge buff
Well, one question.. For the anti-nuke.. you're building ammo for it, right? It does not auto build. The actual rings are also a little misleading. Because they're a capsule, if you're looking "straight down" on the edge of the range, the actual range straight out from the surface is "smaller" than visuals would make you think.
That sounds like a bug to me. I think the line should sticks the ground and go over anything; mountains, units buildings, no matter the curve of the planet. Like a line of paint, not some floaty, flying circle. I hope it's on the "to do list." I can't wait to see more features be added. (I know Uber will update when they feel like it and that the game is still in beta. Maybe I should make that my sig.)
I did not know this. I thought....hmmm ok. I see. Might explain some of my issues earlier. Just lost another match to ignorance lol. I wasn't building ammo D: *facepalm*
If I understand correctly, this means that you can actually land a nuke inside the apparent ring of an anti-nuke -- at the very edge, it's basically saying that this is where the anti-nuke would fire to intercept, but if the nuke hits the ground before the anti-nuke missile reaches it....boom. And the ring isn't that large to begin with....
I build la anti nuke's with nuke plant. If I use them I always build more than one and they over lap to protect structures of value, eg T2 energy and metal. I usually roll with 3 in a triangle formation if I am going to make a heavy resource point. The best tatic TBH I find.. is just have a massive base and don't build anti's at all.
along with that scouting and then bombing or nuking your opponents nukes seems to work well most still build their nukes in the middle of the base so you can normally do alot of dmg (the first one to nuke wins the nuke war (normally))
The range ring on the ground is accurate, but if you're watching a nuke come in and staring down directly over the range ring, it actually will travel a tiny bit further than appearances might make you think before the anti-nuke will detect it. Part of the problem with 'range' on a circular planet. All this said, I'm not saying some changes probably aren't warranted in the future on nukes/anti-nukes, but this is still lower priority until we start focusing purely on balance/polish.
I understand that but surely you can see the range is far too small at the moment and it wouldn't take any dev time just to buff it a little?
I can honestly say I have never once built an anti nuke. With such high build costs and my bases so spread out it's never seemed worth it... On the other hand, I've never felt I've lost a game due to lack of an effective anti nuke so I'm happy to let the devs get on with it and get to it in their own time.
I believe that the way TA did it, was to launch the anti-nuke missile when a nuke was targeted inside the range of the anti-nuke, not when a nuke flew inside the range of it. This way the nuke could be intercepted long before it reached the actual target. This would also let you keep the range of the AN low as it only detects if a nuke has been targeted inside the area, and you can build a network of AN to cover vital areas. Correct me if I am wrong as I haven't played with PA nukes very much.
And......IT HAPPENED AGAIN. For real this time. The ANuke had two missiles already built, and was almost finished on a third. SUDDENLY: Nuke comes form the south (had been waiting for it). I smile as it crests the horizon, triggering my own nuke to prep for launch..... 10 seconds later, the nuke lands DIRECTLY on my ANuke, I ragequit, which doesn't happen often. I mean really. COME ON.
You need radar coverage. The antinuke has a range which is significantly more than it's view range. It will only "fire" when the weapon comes into view. I really think that the antinuke should automatically build ammunition. It's impossible to cover your entire base, and if you do, that's 2 levellers per antinuke that the enemy has more of than you. Plus you can always just drop the nuke at the edge of the antinukes range, erase everything that's defending that approach to the antinuke, and rush bots through the breach to act as shocktroopers. Or nuke that area and make the real attack some place else.
Thing is, I had a T2 radar right next to it. I saw the nuke coming across half the map. I think I was even in position to watch it launch.
anti-nukes need some real love. I have never actually seen one work before. Its why I always evacuate my commander to another planet long before the AI can nuke.
I wouldn't mind if they just barely increase the range and leave the "graphical ring" showing range the same. This way it would actually seem like it does it's job within its "range". That would be mildly less deceptive.
@mered4 and you are 100% sure you build the anti-nukes inside the building and they were finnished. I didn't see you mention this specifically but I am assuming you did build them, right? I'm just checking don't kill me.