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About Nuke And AntiNuke

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6 days ago
Is it too easy to win the game using the Trinity+Shockley strategy? Even if multiple antinuke units are built, there is still a risk of being hit by a nuclear attack. Could it be appropriately weakened?

Additionally, in the case where the opponent possesses nuclear weapons, our side cannot quickly end the battle. As long as our troops step out of the anti-nuclear attack range, there is a risk of being attacked by nuclear weapons. Constructing an anti-nuclear weapon costs 3500, and it is immobile, unable to move along with the troops. If we want to advance forward, we must construct anti-nuclear weapons.

However, the antinuke is too vulnerable to destruction. Any blue player can come up with over a dozen ways to destroy it. Isn't this too unfair for the early dominant team?

Moreover, since achieving victory in this manner is excessively effortless, it becomes highly tempting for novice players to emulate. Numerous individuals commence the game by constructing nuclear weapons, and until such weapons are completed, their status is indistinguishable from that of an AFK (away from keyboard) player

Here are some personal suggestions:
1. The cost of Trinity is only 8000, which is slightly lower compared to other super weapons. The cost can be appropriately increased, for example, from 8000 to 10000
2. Add mobile deployable anti-nuclear weapons to Strider Hub to facilitate rapid advancement by the dominant side, rather than requiring the construction of an anti-nuclear weapon every time they advance a little
3. Add a stealth function to antinuke, making it difficult to be easily detected by swift. Only the aftermath generated by a sparrow explosion can detect antinuke



Cite the following battle

https://zero-k.info/Battles/Detail/2419807
https://zero-k.info/Battles/Detail/2419324
+5 / -3


6 days ago
Could you not simply widow the nuke during the offensive to prevent it from firing? Seems to me like many of the anti-anti-nuke strategies could simply be used against the nuke as well
+0 / -0
All of this has far more to do with player behavior in large teams than game balance.

Small teams are not plagued by these problems despite the fact each individual player has more income, and therefore easier access to expensive things. Yet somehow, games are not held up for half an hour because a defensive player has access to a trinity.


At this point it's more a question: do players that make 20 cons and reclaim the front while building a trinity in the back make the game fun for the team?
+3 / -0
I've always wondered if building enough storages to store an antinuke worth of metal and then having enough buildpower to build an antinuke in less time than it takes the nuke to hit you is an unstoppable strategy...
+2 / -0


6 days ago
Lawesome9, for that you need 600 metal in built storages, 3k metal stored, and ~7k metal in cons to rush out the the antinuke. If you can afford to have 11k metal just not doing anything whatsoever until the nuke goes off, you're probably easily winning regardless.
+0 / -0
Never mind I read the post wrong.
+0 / -0
Mobile anti-nuke have been removed from the game to make counterplay easier between nuke and anti-nuke.
AUrankAdminGoogleFrog explains this in this cold-take:
https://store.steampowered.com/news/app/334920/view/4155212770698415116
Reef, the ship carrier, used to have anti-nuke and be cloakable.
So ships went from having the strongest anti-nuke to the weakest where you are forced to terraform and make it very obvious where to find and target the anti-nuke.
This is still kinda fine since ships are so fast they can kinda dodge nukes somewhat anyway.

You also have to factor in the cost of the nuclear missile cost which is 3240 metal.
So it takes 11240 metal to fire that first nuke.
That is about the same cost as getting a Paladin out.

I rarely go for nukes in teamgames as I think it is better to convince someone lowered skilled to use their resources for a nuke as my attention and resources is better used on the frontline.
If I can convince a newbie to make a nuke and then tell them where they can launch their nuke as I stun the enemy anti-nuke with shockleys, that is often a very good way for newbies to spend their metal and be effective in the battle.

I think that having a nuke in teamgames is kinda mandatory on some maps.

Maps where nuke is bad.
On small maps with low eco nukes are just kinda bad as they are easy to scout, easy to rush down with like a Krow or something. It usually enough to get a nuke to cover the base and the frontlines are generally not worth nuking. Think Mercurial or Fields of Isis.
Medium to large maps with wide open fronts with low to medium eco. If bases are spread apart enough, and the front is moving back and forth with small armies, it is generally not worth to make a nuke. Think Isidis Crack and Rainbow Comet.
Medium maps with high eco but a wide open front. Even though Comet Catcher has a lot of mexes, putting 11240 metal into single unit will generally make your team lose the front and shortly after, also the game. It is also fairly easy to make anti-nukes to cover the bases if the game lasts that long.

Maps where nuke is good.
Medium maps with high eco and semi open fronts. On StormSiege, it is a brutal battle for the frontline. Even if the frontline is small, there will typically be concentrated forces near the frontline and it is fairly easy to get a Missile Silo up to stun frontline antis with Shockley. The same mostly applies to Nuclear winter but the gameplay typically ebbs and flows more so there is more opportunity to use defensive nukes if you lose ground to the enemy army.

Maps where I think nuke is mandatory
Big maps with wide open fronts and high eco will always be nukeable due to the ebb and flow of the battle and just the cost of covering the front with anti-nukes.
Think Supreme Strait or Esker Creek.
+5 / -0

5 days ago
to add to that, building were at one point in the past, cloakable, too. cloaked singus and antis were a thing.
+1 / -0
Ideas to raise the cost and difficulty of stun:
* Decoy/fake anti nuke for ~1000 metal. Maybe ground unit can reveal it as decoy, but swift scout cant
* Anti nuke with way more HP or EMP resistance so that it requires more EMP missiles or widows

Other related ideas:
*A structure or weapon that doesn't stop nuke but deflects it a little in an somewhat unpredictable way. Maybe it could need to be fired at the same time as the nuke.
+0 / -0
5 days ago
My impression of large team games is exactly the opposite: too many games drag too long without anything interesting happening.

I do think though that people should resign less after nukes, or, at least let them land to check the damage done. It is frustrating to see as a spec a nuke fired wrongly and the team resigning just because of fear (although, now that I think of it, maybe it is more of boredom in some cases).
+3 / -0
5 days ago
The difficulty about trinity balance is that go even a little the other way and it becomes useless
+0 / -0

5 days ago
An expensive mobile anti-nuke could be an option without breaking that balance?

Say if it either cost 7-10k, but had the same radius, or cost 5k, but with a smaller radius? Might solve the issue - if there is a big enough one there to warrant dealing with.
+0 / -0

5 days ago
mobiles are cloakable. this was the reason for removal in the first place. although nowadays there is the sparrow which negates cloak temporary.

IF this is introduced, it should be hard limited in either fragility, energy grid dependance, slow clumsyness and coverage. i even would go so far, that a direct avoided "hit" should kill everything below, say, 2k HP and also the mobile anti with it, so it is single use somehow. or make it single use as it dies on launching or is the missle itself.
+0 / -0


5 days ago
Mobiles are also lobbable, transportable, teleportable. There is a lot of tech to deploy that would make a mobile anti essentially un-snipeable.
+4 / -0
To be fair, I think there's a way to make an anti nuke unit uncloakble.

Just make it so the anti is an active skill, even if it costs only 1 energy, and has a deploy time of like 30 seconds.


That way it can move but not block nukes, or stay put and block nukes without being able to be cloaked. Disabled if submerged or carried.

You could djin it, but it would be pretty hard to hide one in the enemy base and would reveal itself the second it intercepted anything.

Then you build 2 and they leapfrog as the army pushes the front. But on most maps, depending on the cost of said mobile anti, it could end up being just as expensive as buiding static antis anyways...
+1 / -0
I think the main problem here is that Anti-nukes are expensive and have low range. This leads to needing more anti-nukes every time you push. Also one anti-nuke isn't sufficient, you need atleast one or 2 more as backup. This means, effectively, we need more cost in anti's than the nuke.

So anti-nukes being cheaper and/or having more range could solve this problem as it would result in being able to cover a large range with lower costs.

Also perhaps nuke cost could be increased, given it's devastating impact.
+2 / -0
Is it a problem though?

I like big booms.
It is not a problem.
+5 / -0
Part of the imbalance is nuke covers entire map, but you might need 3 or 6 antis on a large map to cover friendly team. All because you scouted a half built nuke. Nuke makes cost without even firing! If anti was less about area and more about skill, like manually aiming an anti missile to intercept, then it would be a bit less OP on big maps. Or maybe that is the point?

Also, a softer counter would be interesting, like again random deflection would be lol
+0 / -0

5 days ago
quote:
Is it a problem though?

I like big booms.
It is not a problem.


That, plus the game has to end somehow. Not scouting a nuke and losing within 15 minutes, or not properly investing in your push and the game being prolonged by 15 minutes is not the result of bad design, it's the result of bad player choices.
+0 / -0
Sorry, but I just disagree with most things in the original post. I find nukes and antinukes to be very well balanced.
A nuke + 1 warhead costs 11240 metal.
An antinuke costs 3000 metal and covers a wide area.

quote:
As long as our troops step out of the anti-nuclear attack range, there is a risk of being attacked by nuclear weapons. Constructing an anti-nuclear weapon costs 3500, and it is immobile, unable to move along with the troops. If we want to advance forward, we must construct anti-nuclear weapons.

Just build antinukes closer to the frontline? 2 often are enough to shutdown a nuke. More antis will completely nullify it. And you can dodge the nuke with your army, making it useless.

quote:
However, the antinuke is too vulnerable to destruction. Any blue player can come up with over a dozen ways to destroy it. Isn't this too unfair for the early dominant team?

And a blue player can come up with a dozen ways to secure an antinuke. Or if it's early game, just destroy the nuke silo. Or win before the nuke launches.

quote:
Moreover, since achieving victory in this manner is excessively effortless, it becomes highly tempting for novice players to emulate.

You just said it takes a blue player to counter antinukes. A bad player often won't even scout for them.
You need to have a nuke silo, swifts for scouting, not miss any spots with the swifts and a tactical silo. None of this is easy.

quote:

1. The cost of Trinity is only 8000, which is slightly lower compared to other super weapons. The cost can be appropriately increased, for example, from 8000 to 10000
2. Add mobile deployable anti-nuclear weapons to Strider Hub to facilitate rapid advancement by the dominant side, rather than requiring the construction of an anti-nuclear weapon every time they advance a little
3. Add a stealth function to antinuke, making it difficult to be easily detected by swift. Only the aftermath generated by a sparrow explosion can detect antinuke

Please no. The first point is just wrong, and the others are just horrible. And they go against so many principles the game is built upon.
+2 / -0
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