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Anti / Silo balance

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Firepluk
The current interaction between silo and anti nuke seems a bit broken...

40s unconditional and uncounterable EMP is a bit too much, don't u think?
How can we tweak this without adding mobile anti nukes which are no good as we previously figured out...
+1 / -0


5 years ago
Agree, I think being nuke proof actually means having 5 anti-nukes minimum, because 4 just get shocked out. Here's some ideas:

- The ability to further upgrade Anti-Nuke with an EMP Resist module.

- A very expensive anti-nuke satellite which drains a tonne of energy to be online.

- Have an ingame mechanic which drains a tonne of energy to restore an EMPed unit. Like a mechanical defibrilator.

- A supershield roughly 2-3x the area of the normal area shield, designed to either block silo missiles or nukes - Constant energy drain accordingly.

- An anti tac-missile interceptor air unit.

- Remove shockley altogether and have a more expensive dedicated mini-superweapon which is an EMP bombard. See command and conquer's Shockwave artillery:

"GDI's main EMP attack, the Shockwave artillery is a powerful support power that, when triggered, activates an offscreen artillery strike that strikes enemy units for damage. The main use of this ability, however, is the EMP effect that the shells have on enemy vehicles and structures. This makes it most effective on groups of power plants as well as Nod's "turret farms" - that is, large groups of clustered turrets." It has a big cooldown.
+2 / -0

5 years ago
I consider building your own silo near anti and loading missiles to be part of proper anti-nuke strategy.
+4 / -0


5 years ago
People are going to put Funnelwebs next to their anti-nukes aren't they? :(
+4 / -0