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Nuke Balance

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9 years ago
Or make silo to built special kind of nukes . 1 Megaton the curently nuke that we have with its aoe. 2 Megaton with 2 x aoe from the previos and so on , or extermination nuke that will incinarate everithing in a small range( perfect to kill detriments and other stuff)
+0 / -0

9 years ago
ROrankForever

Would it then switch to a Tacnuke-platform-style behavior where it can store up to 4 missiles and then launch them all at once? The tandem launching would be problematic. Otherwise, how do you choose which missile you fire?
+0 / -0
Its simple, you want to kill lots of things in a wide area (like 1 entire front) you use the biggest megaton nuke. If you want to kill smaller things and dont waste tons of metal on a bigger megaton nuke you make a smaller nuke, and so on :). I suggest for the instant kill nuke with lots of dmg to kill detriment to have homing device and protector to counter it if possible :)

And yes i agree for a tactical nuke platform for these kind of nukes if the curent silo model can't be made to load individual nukes per category selected.
+0 / -0
Skasi
Hmmm ROrankForever's comment about weaker and stronger nukes gave me a silly idea:

The longer a nuke is stockpiled the more powerful the missile becomes. There can only be one nuke per silo and after the first nuke is completed its aoe or dmg, etc. or combination thereof keep going up, either to a certain limit or to infinite, but with diminishing returns.
+2 / -0

9 years ago
quote:
I would REALLY like to see stronger nuke silo too:
- x2 price of launcher(i.e. 16k metal)
- x2 price of nuke i.e. 6.4k metal
- x2 damage and 2x radius - for super porcy games
- 2 anti hits required to intercept this beast

Already available! Build 2 Silencers. Twice the cost, twice the damage, each missile needs its own anti hit.
quote:
after the first nuke is completed its aoe or dmg, etc. or combination thereof keep going up, either to a certain limit or to infinite, but with diminishing returns.

Already available! The power of a stockpiled silo increases every 3 minutes.
+4 / -2

9 years ago

Don't let them in
Don't let them see
Make an LLT or three
Conceal, don't feel
Don't let them know


Well now they know


Let it go! Let it go!
The front can't hold back anymore!
Let it go! Let it go!
They got antis? S.L.A.M. them all!
I don't care what they're going to say
Let the missiles flow!
The porc never bothered me anyway.

It's time to see what it can do
To test the limits and break through
No right, no wrong, no rules for me,
I'm free!


Let it go! Let it go!
Soaring through the wind and sky
Let it go! Let it go!
Soon the wubbers gonna cry
Here I stand and here I'll stay
Let nukes rage on


Its power flurries from the air into the ground
The debris, spiraling in metal fractals all around
Everything goes down in awesome fiery blast
Their any chance of win is wholly in the past

Let it go! Let it go!
Mushroom clouds rise like the break of dawn
Let it go! Let it go!
The enemy base is gone
Here I stand in the light of day

Let the nukes rage on!
The porc never bothered me anyway.
+23 / -0


9 years ago
PLrankAdminSprung I cannot decide whether to :D or x_x
+2 / -0
9 years ago
tac nuke counters anti-nuke too well I think. In FFA you can tac-nuke all thier antis and then nuke. A single tac nuke can stun 4 antis.
+0 / -0
...implying that
-you know the position of all their antis,
-they are not behind terrawalls or otherwise blocked (although I guess that would be counterproductive), and
-if you really mean a single tac nuke shockley being able to stun 4 antis, then also implying that they built 4 antis next to each other.
+0 / -0

9 years ago
PLrankAdminSprung you forgot the bit in the middle, I suggest:
It's funny how some missiles
make everything seem small.
And the players that used to fight me
can't get to me at all.
+3 / -0
Skasi
9 years ago
USrankJasper
quote:
A single tac nuke can stun 4 antis.

I demand proof!
+2 / -0

9 years ago
Yeah, proof USrankJasper or we ban you :D
+0 / -0
9 years ago
Please reduce the number of particle generators used by the nuke explosion!
+1 / -0


9 years ago
I think there is definitely a market for an overpowered giga-nuke silo
+1 / -0
Firepluk
I want a super expensive giga nuke silo that can annihilate at least quarter of the 16x16 map and which makes super shiny explosion than burns monitors of all porcers in the game and their eyes too.

actually this nuke could include the following effects after the hit:
- emp large zone for 40 sec
- make radiation spread across the hit area, constantly damaging units inside

Price doesn't matter much it could cost smth like 20k metal, and be pretty expensive to shot
+2 / -0
I want a superweapons that bans Firepluk at will... :D
+1 / -0
Firepluk - surely you can see the problem with a nuclear weapon whose blast-radius exceeds the firing-range of an anti-nuke, right?

If we're going to play with stupidly-huge blast radii, it doesn't need to be a missile. It doesn't even need to be a weapon. It can just be a building with a self-destruct button. 4000-elmo radius self-destruct bomb, you just need to get your cons within 3000 range of the front line and enough time for them to build the damned thing.
+2 / -0

9 years ago
"It can just be a building with a self-destruct button. 4000-elmo radius self-destruct bomb, you just need to get your cons within 3000 range of the front line and enough time for them to build the damned thing. "



Age of Zero-k Terrorism begins
+5 / -0
9 years ago
Teamgame trolling:
[ ]-Singularity reactor in the middle of the base
[X]-Self-Destructing Super-Nuke
+0 / -0
9 years ago
quote:
I dislike the idea of attaching extra forms of information gathering to the nuke system. Small, widely, applied sets of mechanics are much nicer than extra mechanics added in when something does not work. A global notification of silo construction or stockpiling would be one of these extra mechanics. It would also destroy the scouting aspect of nukes instead of merely nerfing it a bit.

Firstly i think scouting aspects can't be full applied for thing like a nuke.
For normal/big maps scouting nuke its maybe really problem, usually in air plays 1 player and if use too much res for scouintg its risky lose air fight.
especially if enemy team don't have a nuke.
or its can't be miss nuke silo scouting by an unfortunate coincidence.
And this mistake cost - is a game.
So i think need some powerfull adn effective notification system, and its can be have lot forms and types.This is another discussion

About porcy game, i think its problem exaggerated. Most of player with small elo alway do play in porcy game,as big team game. But nuke in this game have too OP power(most more than bantha) Becose do big foothold for spammer and result have irreparable damage.
If we speak about porcy problem, so problem of porky its his effectivness versus attack army. Strider, silo, some units (cloack roaches, skittle etc.) can be breach front. But use global button (press x to win) to end game its rediculous and contrproductive for a RTS game.
I remind so one of problem nuke its when side with nuke have less part of map(part of eco go to nuke). And when attack side try do break reference porcy of nuke team. Him recivied nuke on all (NOT PORCY)fronted army. Next its big foothold for spammer, eated and result have irreparable damage.
Nuke write now for only trolling.
+0 / -0
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