I have never built an anti nuke before but the current cost of the commander may sway me to start doing so. Imagine a place where all your energy , key factories and commander be safe from the op nuke. No this isn't heaven. What I am getting at is if you nuke a commander these days it would cost your opponent 22k mass to repair him. Seems a lot considering the nuke most likely didn't just hit his commander. I'm not a defensive player but this seems like it could be worth a shot. So how exactly does the anti nuke work. Does it shoot down a nuke aimed for its range? Or does it shoot nukes that fly over its range too?
Ive once got beaten by Giggle where i had huge advantage because of early game and I got lazy and just wanted to finish game with mass nukes. He got anti-nuke and I just kept throwing away nukes around and he rolled me with ground units. Maybe it's not so bad after all?
Yes,It shoots nukes that fly over its range too. It is sometimes really annoying, but I think a feature.
Breaking through antinukes with nukes is actually not too difficult. Cluster them enough, and they have trouble intercepting them all.
The problem i would have choosing the sxx over a nuke is: Yes it may be cheaper, but takes much longer to build than the standard use every fabber and their sister to assist a nuke. Then the sxx then has to slowly make its way over to their base. The sxx then has many counters, much cheaper too, umbrellas, avangers, anchors. The sheer devastation of a nuke hitting a sweet spot in 1 second as opposed to the sxx which takes more time to destroy the same amount. Other than all that they are good . I'm thinking more early-mid game, like the 15-20 mins 1v1 nuke.
Fair enough. Pretty sure it shoots down anything that enters its sphere of radius that it has the range to hit. Would be good to test though.
25k metal is a lot and as soon as you start building it they have vision of it coming. It's also get a very easy quick counter.
I know but they are so fricking cool and its hilarious catching someone out with one if they dont see it coming.
^ well It prevents them from launching their own stuff, at least until they build an umbrella. And yes, it does give a small vision right now. Nukes are a curious beast. They're a huge investment, can end the game easily, but can just as easily be countered to the point of uselessness. If you build a nuke, and the other guy builds an antinuke, it is worthless. And pointless to build, meaning you don't have to build antinukes anymore, meaning nukes are game ending again. Return to step 1. And of course if both parties are fully nuked up antinukes become the most valuable targets in the game. MAD gameplay. I love it.
Of course it's a feature!!!!! Seems like an extremely dumb move. 1) Anchor doesn't shoot down. 2) It will get shot down when they build an umbrella. 3) Orbital fabber better served being sent to foreign planet to plop down teleport, allowing you to get economic benefit (important because you gave up t2 eco) 4) You can camp their orbital launcher with fighters much more easily. 5) It delays access to t2 military for you. 3 and 5 are the important ones there I think. @bmb - so do fighters, for much less cost, and it means your orbital fabber is 1:00 further towards the other planet. I had a very frustrating free for all where I double nuked someone, and there was an anti-nuke that I didn't see in their base. That was over Christmas. It gets to the point in the cold war where the metal you're spending on the nukes could just be spent on more units, which will be much more effective against your opponent in the long run. Like you said once Clopse, very rarely do you hit a target *worth* 32000 metal. Although weakening the commander that much is worth 32000 imo. I still do think that the combat fabbers should be changed so that they heal a set amount of health per second. Combat fabbers used to heal 124 health per second on the commander, each. They currently heal 7.5. I think that healing rate could safely be raised again, to 20 or 30. (Previously you needed 2 combat fabbers to invalidate the DPS of a commander. Now you need 21. For 20hp per second, you'd need 8. It takes 1 combat fabber 27 minutes to fully heal a commander from 1 hp. It would take 1 20hpps combat fabber 10 minutes) Probably a discussion for a different thread. But well, currently units with low hp:metal ratio are not as worth repairing as units with high hp:metal ratio. I.e. a Sheller, which has a small amount of health, is not worth repairing compared to the Vanguard. The Vanguard can tank more damage, so repairing it is worth more than repairing the Sheller. That actually sums up how I feel about repairing the commander. Preventing damage to the commander is worth a lot more than repairing that damage once it is sustained. So yes, antinukes for Africa.
It is a quick counter, but as sxx weren't a real threat in previous patches (as they were slower than a commander), people haven't got into the habit of orbital defenses (also umbrella's still don't always auto-fire). Until people start realising the power of sxx now there will be some pretty funny snipes. As an aside, I'd like sxx to be 15k, to make people consider orbital more for offense and as something to defend against (instead of just air).
you have to consider planetary and interplanetary nukes ... planetary may fly trough you outer perimters of your base ... however interplanetary nukes may not do that ... so you have to be careful weither you build anti nukes in the center of your base or in the outer rims of it ... maybe even both ...
bear in mind that you can still hit with a nuke just outside the anti-nuke's range and still take a pretty big bite out of everything that was under it's protection