Hi,
I was playing 1 v 2 vs hard ai. They went heavy nukes. They destroyed my first base using nukes, fair enough i did not have enough anti nukes so i retreated my commander to one of my secondary bases. I built 8 anti nuke buildings, each continuously building AN's, and same for newly built primary base.
Anyways long story short, their nukes were still able to get through. Dont get me wrong, there were tonnes of nukes that were countered. But my issue is nukes still got through even though i had plenty of AN's stock piled.
I know i had enough AN's as immediately after one nuke went off there were two more that were countered.I had 8 AN buildings- fully stocked!!!
What is weird is i was countering 7 nukes at a time, and the nukes that got through was only sent in a volley of 4. Seriously!
Is this a bug? If so what fix is there or are they developing one?
Thanks.|||Could you provide a replay file? This isn't something i've heard of happening before.|||Nope. Didnt save it after game but did watch the replay (last game reply)
Will send one when it happens again.|||If it's anything like FA then the issue is with the ROF of the anti nukes. In FA a anti nuke can kill two nukes but the third nuke fired with get through due to the ROF of the silo.|||Consider that you were playing a 2v1 against 2 hard AIs. Unless you had a mass conversion income with greater than +600 energy they would have more resources than you and would have been able to build more nukes than you could build antinukes. It is possible that you simply ran out. As for rof, it has always seemed to me to be greater for the nuke defence silo than the nuke launcher. Still I can't see any harm in increasing the value.|||I think I've only seen one time where the antinuke system was not fact enough to keep up with falling nukes. In this case, one of the antinukes at the very fringe of its operating range attempted to intercept a falling nuke and was (as far as I can tell) not fact enough to hit it. I've also seen a case where the antinuke missed the nuke on its first pass and had to turn around and intercept it.
In all these cases, we were dealing with LOL nukes, but I think it is possible to overwhelm the antinuke's rate of fire.|||It is, but you'll need more a lot of nukes to overload several fully stocked antis|||Do SC2 antinukes have overkill correction? That is, does each antinuke target a different incoming nuke? If not, it will suffer from the same problem as the ones in FA, where 3-4 incoming nukes will ALWAYS get through, because all of the antinukes fire at the first 1-2.
There's really no excuse for not having OKC on these missiles, because they're 100% guaranteed hits - if a missile is fired, it should mark the nuke it's targeting as untargetable to all other antinuke launchers. This could be modded in easily, if it isn't there already.|||They do. Only 1 missile will be fired at a given nuke. I'm not sure how they works with boomeranges tho. Either which ever range the nuke goes into first or the boomerange gets higher priority.|||I think it takes 5 nukes to overwhelm one antinuke silo. Think of a nuke as "made invisible" to antinukes after 1 antinuke has been fired: Antinuke silos act like it doesnt exist anymore, and simply target the next nuke. Same goes for boomerangs. I have boomeranged an entire lolnuke (made of about 20 nuke) once, to test what would happen. Every boomerang targeted one nuke and sent it back to the enemy.|||You basically need the same number of anti nuke silos as his nuke silos.
If you are facing 50 nukes from 50 silos. There is no point having 50 antis in 5 silos as the RoF won't be high enough. People don't seems to understand you have to really invest in anti nukes if you are going to make a compact base. If you spread out your base though it's another story. You can sprinkle anti nukes in your base and win by attrition.|||Technically, you need 1 antinuke silo for every 4 nuke silos shooting at you, as that is the maximum amount of nukes 1 antinuke silo can handle at a time. This is assuming the nuke is heading to the antinuke itself, not just inside its range (less travel time). So for a huge base, you need that many antinuke silos at every spot you can be nuked. If your opponent has 20 nuke silos, you need at least 5 antinuke silos at every angle to cover all of your base.|||Nephylim|||It is a damn shame that this mechanic doesn't appear as part of every single unit!
$1 goes to the person that can correctly guess what I'm going to mention sometime soon in this thread. ;P|||It'd probably be a reasonable thing to implement in C++. It's a bit performance-heavy when done for every unit entirely in lua, but that's to be expected.
I don't really understand why all RTS games don't already have this capability, at least for weapons that have 'guaranteed' hits (which is every weapon in every other RTS but the SupCom series, and at least beams and antinukes in SupCom). It's like we're still living in the RTS dark ages.|||hotho11owpoint|||You can be a lot more precise than that if they're beam weapons. You can do what BM did for FA, and implement an outright zero-overkill system for them. It might even be more functional in SC2, what with being able to use the attack manager to reliably switch targets (although this may not apply if these are secondary weapons).|||It should be possible to do, but it would require an entire rebalance of every unit (have you seen how OP an ACU becomes with the gun upgrade in FA). It's also not for the newb scripter, I spent a year on-and-off and it's still not in a state the I'm happy with.|||BulletMagnet|||Give them splash and the OKC that SMD have. I think that would be the most effective solution without going bananas with coding.|||BulletMagnet|||OKC = Over kill control, which coincidentally is the name of a certain mod I heard of... albeit with an "ultimate" in front iirc.|||spuddyt|||Quote:|||AngryMacrophage
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