Nuke and Antinuke Balance Reference

Discussion in 'Balance Discussions' started by Geers, October 3, 2014.

  1. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    Recently I had a Galactic War match that involved a fair few nukes. Thought it might be useful for people if they want to study the balance, especially the timing. Note: I had a tech which reduced the cost of superweapons and nukes by 75%.

    http://pastats.com/chart?gameId=220966

    May not work since the game froze and crashed on the victory screen. Which would make the thread kinda useless but... Try it anyway.
  2. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    How do I actually load up the replay?
  3. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Found it anyway, that really was a lot of nukes.

    Nice roid win by the way, although shame the planets just up and dissipated rather then brightly vaporizing.
  4. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    Honestly I should've concentrated more on that Halley planet. If I'd realized the only thing stopping me was one little outpost with a single nuke launcher it would've ended much faster but oh well.
  5. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    So the regular cost of nukes is 50 000 and the tech reduced that by 75% so that makes nukes cost 12500 metal. Meh, close, but still costlier than RCBM nuke. I regularly play with nukes that cheap. The only change is that an RCBM anti-nuke costs 1500 metal.
  6. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I still want the anti-nuke to be T1.
    Geers likes this.

Share This Page