Nuclear Missile Takes TOO LONG

Discussion in 'Planetary Annihilation General Discussion' started by vapidvenom, March 26, 2014.

  1. vapidvenom

    vapidvenom New Member

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    I was playing sandbox to try out every available structure and unit. I built a Nuclear Missile Launcher. That didn't take too long. Then, I found that the Nuclear Missile took nearly 10 minutes to complete.
    This is too long according to me, I feel this time should be reduced to say 7 minutes. Anybody in the community feel the same?
  2. doctoraxel

    doctoraxel Active Member

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    How many builders were assigned? You can speed up the process by assigning more.

    EDIT

    If the above statement didn't make sense - you can tell your fabricators to assist factories while they build, including the nuclear launcher.
    ArchieBuld likes this.
  3. mered4

    mered4 Post Master General

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    This is balanced out because putting about 50 t1 fabbers on it speeds the process considerably. Down to about 2 minutes, i believe, with a stable economy.
  4. mredge73

    mredge73 Active Member

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    I would rather it take 3-4 times longer so it is used sparingly.

    With just 2 nuke silos and 50-100 fabbers, you can launch a nuke every minute.
    Why even build an army at this point? Scout, Nuke, rinse, repeat.
    bluestrike01 and shotforce13 like this.
  5. mered4

    mered4 Post Master General

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    This is the current issue with nukes. However, making them take any longer would severely limit their usefulness mid-late game.
  6. tehtrekd

    tehtrekd Post Master General

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    30 or 40 minutes is NOT the way to go.
    If you want nukes to be sparingly used, keep the 10 minute wait time and remove the ability to assist them.
    madmecha and cptconundrum like this.
  7. madmecha

    madmecha Active Member

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    Agree, Spamming nukes is never a good thing and from experience and personal play find that I rarely need more then a few Nuke silos as assisting makes them pop up super fast. With 3 Nuke silos you can almost none-stop nuke.

    Forcing them to have a set time, no assist not only would stop nuke spam, but give a reason to build multi nuke silos around.
  8. mredge73

    mredge73 Active Member

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    Players would just build more nuke silos, you now need 10 silos to launch one every minute instead of 2-3+bots.
    It would increase the time it takes to launch the first one in a match however, so at least the fun part of the game will last 10 minutes longer. And I am perfectly fine with limiting their usefulness at any point in the game.
  9. vapidvenom

    vapidvenom New Member

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    So you guys say that if I assign Fabricators to the nuke it will be ready faster?
  10. websterx01

    websterx01 Post Master General

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    Yes. Many, many times faster.
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  11. wheeledgoat

    wheeledgoat Well-Known Member

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    yep.
    fabbers can assist all factories, each other, and the commander.

    though, generally speaking, it's better to build another factory than to assist existing ones (from an efficiency standpoint). exceptions to that include assisting your commander as he's building early game energy, and nukes...
  12. LetsOne

    LetsOne Active Member

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    If you assign fabbers to any building it makes it build faster. You can also assign it to factory's to make units build faster. Same goes for nukes.
  13. cptconundrum

    cptconundrum Post Master General

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    So an equivalent solution is just to increase the cost of the launcher itself.
    tehtrekd likes this.
  14. vapidvenom

    vapidvenom New Member

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    Thanks a lot everyone!

    Do I need to close this thread?
  15. cptconundrum

    cptconundrum Post Master General

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    Nope. It will slowly fall down into the dark, scary forum underworld once people stop posting in it.
    Geers and drz1 like this.
  16. vapidvenom

    vapidvenom New Member

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    LOL Sounds creepy :D
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  17. mredge73

    mredge73 Active Member

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    Not really; once you get it up and going, it will still rapid fire nukes if you have enough fabbers.
  18. thetrophysystem

    thetrophysystem Post Master General

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    I guess not. It is just wierd a new player not noticing you can coop build projects. No offense, but it sounds like the last game you played was Red Alert 2 about 8 years ago or more.

    Just to make sure, you do realize holding shift lets you build one thing then build another thing and they will build both in order? You can build 40 structures one after another holding shift.

    You can assign construction units to assist others, and they will follow and work on the same projects? Great way to assign construction units to another unit already in process.

    You can assign construction units to assist production of any factory. Including nukes, antinukes, vehicles bots and aircraft factory.

    Construction units also can repair. Repair units can repair farther and make landmines, and can assist construction, but have no build options.

    If you build 2-3 factories you can set each to build 1 type of unit and set the sidebar to infinite build, that way it constantly produce your army for you and you simply need only to select the chunk of units from it you wish to send to their deaths to raid enemy economy.

    The commander, using the U key or the golden target icon on sidebar, can spend energy to fire a very strong area attack instead of a single shot standard attack. Defends easier against large early-game armies that swarm you.
    Geers likes this.
  19. tehtrekd

    tehtrekd Post Master General

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    2319855-why_not_both.jpg
  20. cptconundrum

    cptconundrum Post Master General

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    Which is pretty much the same as rapidly building nuke launchers and letting each one fire once. Both of those have a built-in delay in getting out the first missile, but anything after that is faster.

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