Poll: Are Nukes too strong?

Discussion in 'Planetary Annihilation General Discussion' started by Arachnis, December 24, 2013.

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Do you think nukes are too strong?

  1. Yes

    33 vote(s)
    24.3%
  2. No

    103 vote(s)
    75.7%
  1. metabolical

    metabolical Uber Alumni

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    @sorian says he has to fudge the AI to get it to shoot them at all because the math never works out to be worth it from a pure metal spent vs metal destroyed perspective.
    corteks, RMJ, nobrains and 2 others like this.
  2. cdrkf

    cdrkf Post Master General

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    So a bit like how he had to fudge the SupCom AI to kill enemy commanders...

    "I killed a commander and I liked it" if I recall from his video about Neural Nets...
  3. dusanak

    dusanak Member

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    I don't get the problem with nukes being too strong. They are freaking nukes! They are supposed to blow up everything! The comm is just an exception. If you think that the antinukes are a weak counter, I would make the nukes more expensive, I wouldn't make the nukes weaker.
  4. Geers

    Geers Post Master General

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    Oh no did pan-dimensional mice get into your code again?

    Safe maths saves lives.
  5. KNight

    KNight Post Master General

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    The catch is that in PA Nucks aren't the "ultimate weapon" they are in basically every other RTS because of all the planet smashing.

    Mike
  6. MrTBSC

    MrTBSC Post Master General

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    nukes in Red alert were pretty crappy, they were nonexistant in tiberian sun and barely if at all used in starcraft for what you required to do in order to launch them ... in red allert 2 they were merely decent and only in tiberian wars and act of war they felt like having a propper punch but still not neccesarily gameending ... like at all (feel free to add more games)


    as for PA ... they feel right to me honestly i think the range and dmg of its AoE is well chosen and i don´t think the nuke itself needs to be changed .. maybe its cost or something with the launcher ... just because the nuke itself isn´t
    "the ultimate weapon " or "super weapon" doesn´t mean it now has to be weak(er) or entirely different ... it is still a "Weapon of Mass Destruction" and should be shown as such ...
    Last edited: May 9, 2014
    carlorizzante and dusanak like this.
  7. dusanak

    dusanak Member

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    This ^^
  8. Pendaelose

    Pendaelose Well-Known Member

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    I don't think nukes are overpowered at all, but I do think anti-nukes are underpowered. I haven't played lately, but it sounds like things are getting better. I saw a post about area building anti-nukes across a planet?? And auto building new missiles. If this is the case I think both are on the right track, though I would still like to see a larger area of protection and alternate anti-nuke options, such as orbital anti-nuke.
    tatsujb likes this.
  9. MrTBSC

    MrTBSC Post Master General

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    what exactly is the issue with antinukes?
  10. carlorizzante

    carlorizzante Post Master General

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    Yep. That sounds like material for a new type of weapon.

    About the current topic and poll, Nukes do not seem overpowered to me. But I would like more counters to them. Or at least T1 fabbers able to build an Anti-Nuke as well. Perhaps a lighter version of it.

    ----- Edit ------------------

    After having read the whole thread few things came to my mind.

    If Nukes would affect even more the player who gets hit by them (like terrain deformation) Nukes would likely become over powered. On the other hand, if Nukes would have some collateral effects able to affect all players on the planet, that would help in balancing them.

    Here an idea: once a Nuke hits, all power gens on the planet could lose efficiency for some time. For instance they could go down at 50% efficency for 30 seconds. All players would be affected, therefore even the attacker would have to consider how many Nukes he wants to launch in a tight sequence.

    If he launched 2 Nukes in a short sequence all players would go down 75% in energy for a 45 seconds. If he launched four, basically all players would go to zero energy for a full minute. Something like that.

    That may add some strategical value to Nukes.
    Last edited: May 10, 2014
    meir22344 likes this.
  11. onyxia2

    onyxia2 Member

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    I think we need a T2 nuke, called the Thermal Nuke thats even MOAR powerful and does terrain deformations! And than we need Anti Matter Missles THAT CAN BE BUILT BIG ENOUGH TO BLOW UP THE ENTIRE SOLAR SYSTEM LAWLS!!!!!!!!!!!!!!!!!!
  12. tatsujb

    tatsujb Post Master General

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    live terrain deformation would be nice in the first place. I don't really think the PA engine can make a pass there. but currently it can't do that.
  13. tuklap

    tuklap New Member

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    hmmm OT, nukes are the only super weapon in the game right? thought that there are more other than the planet cracker (Asteroid bombardment)
  14. MrTBSC

    MrTBSC Post Master General

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    if no moveable planetoids are around then nukes and beamsatalites ...
  15. onyxia2

    onyxia2 Member

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    beamsatelites are weak, well its actually the umbrella that is OP and needs to be nerfed to the ground!
  16. ledarsi

    ledarsi Post Master General

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    At this point, nukes are not even "superweapons" on the scale that PA games take place. Asteroids and planets are superweapons.

    I really hope nukes get a significant rework to shrink them and make them cheaper. The fact of the matter is the planet smashing is filling the role that nuke launchers did in TA and SupCom, so nukes need a new job. On-demand splash damage fire support for a fee on each use sounds good to me. This also means we can see more launchers and more missiles being fired all over a planet's surface.
    Pendaelose and optimi like this.
  17. MrTBSC

    MrTBSC Post Master General

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    asteroids are still oneshots .. you don´t just smash an asteroid into a planet like this as you lose a whole planetoid worth of buildingground and its metalspots


    so yaaayy for missileslugfests? turtling for the win ??? catapults don´t do the job good enough?

    i rather have the nuke untouched ... and absolutly not shrink it at all ... what kind of nuke would that be ... NONE ...
  18. Pinworm

    Pinworm Active Member

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    nukes are perfect, lower the cost antinukes though imo. Or build time. They take forever.
  19. igncom1

    igncom1 Post Master General

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    Change the anti-nuke mechanic so it isn't so vile.

    The nukes however a fine, personally, just their counters are horrific and dated.

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