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Is it possible to overwhelm anti-nukes?

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16 months ago
If not, that would be a sick thing. Launching a full 10 nuke arsenal to punch through an antinuke screen would be a sight to see. Balance wise, not so sure.
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3 nukes launched in quick succession per antinuke is enough. Though you'll need at least 2 trinities to do it, more for each additional anti. Don't know the ratio of nukes to antinukes for optimal bypassing off the top of my head though.
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15 months ago
you need at least 2 nukes per trinity if u have 2 trinities, i've seen it happen b4
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This is testable with cheats in a skirmish. My results after messing around for a few minutes:

As far as I know one Trinity should never be able to break an unhindered antinuke, no matter how many missiles you fire.

One Trinity can defeat a Zenoed antinuke, but you will need to fire many nukes in quick succession (probably at least four).

Two Trinities is a bit weird. At long range the nukes don't spend as much time inside the antinuke's actual firing range since their angle is closer to horizontal, so just firing two nukes at once can score a hit at the close edge of the antinuke's interception radius, or maybe get close enough to kill the antinuke even if the nuke doesn't hit the ground.

When firing multiple nukes from two Trinities at short range, sometimes the antinuke gets confused and intercepts a nuke that is physically closer but further away from impact due to the nuke missile trajectory.

Two Trinities firing one nuke each should comfortably defeat a Zenoed antinuke.

Three Trinities reliably defeats one antinuke.

Behaviour of multiple nukes against multiple antinukes, and attempting to fire a nuke beyond an antinuke rather than at it or in front of it, is left as an exercise for the reader.
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15 months ago
I had no idea this was possible. This is quite relevant. 24k metal + 9k per triple nuke?
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15 months ago
it is much more cost effective to just kill, disable or disarm antis OR do something else then nuke with the metal after the first one.

having stockpiled a single nuke (and not building more) is always an active threat fixing the enemy metalwise and limiting their an offensive option too.

instead of "fixing" even more metal on your side to bruteforce a single lonely anti (which is mostly unlikely), let the enemy fix metal in multiple antis and use your money to build army, or even a superweapon to snipe the antis.
+1 / -0
Yes, but you need two trinity silos. The reload time of a trinity is 10 sec whereas the reload time of an anti-nuke is 6 sec.

each nuke is 3,240M so it's a very expensive way to disable an anti-nuke for 6 seconds.

I wonder if anti-nukes will attempt to over kill a nuke resulting in multiple firing at once. Has anyone tested this?
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15 months ago
quote:
I wonder if anti-nukes will attempt to over kill a nuke resulting in multiple firing at once. Has anyone tested this?

It is difficult to prove a negative, but I am fairly sure that if this does happen it is a bug. I am not aware of ever having seen it happen.

And yes, it is pretty difficult to justify actually brute forcing an antinuke in a real game. You would be spending nearly superweapon amounts of metal for a strategy which is denied by just building a backup antinuke. The one situation I could imagine occurring in practice is that a team might build two Trinities on opposite sides of the map (to maximise angles for avoiding antinukes) and then use them both to defeat a single anti which can only be hit by Zeno.
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15 months ago
How would this work with flying OVER antinukes? (Ie., targeting the back of their base, but past 1 anti-nuke in the way)

For example, I could see this used to kill a superweapon.
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15 months ago
quote:
For example, I could see this used to kill a superweapon.

Nuke doesn't kill SL or Zenith, but it could kill the grid.
Unless they have a funnel.
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15 months ago
Nuke kills every super weapon with a direct hit instead of starlight. If you get a direct hit on starlight, you will get it down to 1k hp, but will 100% take down grid, giving you some more time to reconsolidate and finish your own super/kill the other sl with your own super
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15 months ago
Perhaps test what happens when an antinuke dies. I have noticed that only one anti-nuke activates when a nuke launches, and it does it as soon as the launch happens. If an antinuke is killed or stunned after it activates, does another activate to take over? Or does the nuke just go through all subsequent antis?
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quote:
I have noticed that only one anti-nuke activates when a nuke launches, and it does it as soon as the launch happens.

What does "activates" mean? If it means "plays the animation" then I see multiple antinukes doing this upon a single nuke launch (against a nuke targeted in both their radii), and if the closer anti is stunned the further anti will then fire.
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Perhaps I am misremembering and the issue was since fixed. Or maybe it just applied to antinukes that fired but were themselves intercepted (by an Athena).
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15 months ago
Athena can anti-anti-nuke?
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15 months ago
Possibly not anymore.
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