#MIRV timing randomness is deeply unfun and illogical

28 messages · Page 1 of 1 (latest)

nimble python
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MIRVs affect all of your opponent's territory, so it makes zero sense that the time it takes for a MIRV to hit is affected whatsoever by the position of the silo or where you click. It seems like players controlling territory at the north of the map are typically advantaged by this, since the projectile travels to the north of the map to launch.

It absolutely needs to be a flat timer of 5 seconds (10 seconds is frankly too long for the opponent to react) that is the same regardless of map location

brave mulch
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MIRVs do not have global effect. The premise of this post is wrong, so the post doesn't make sense.

plush sluice
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MIRV timing does need to be more predictable. You can have it based on silo location still, but please show me how long it's going to take for the MIRV to land

reef rover
brave mulch
reef rover
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Yeah, but you can see what they mean in the context of their post. Don't need to be pedantic when it doesn't actually affect the notion they're trying to communicate.

nimble python
random harness
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sounds like a huge skill issue

nimble python
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No clue how that's somehow a skill issue

wide ferry
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random MIRVs make the game more thrilling

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also placing silos to the north is a thing

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but it means unfairness based on position

random harness
royal zinc
uneven bramble
nimble python
nimble python
brave mulch
nimble python
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Why should it matter where you aim when it affects the entire territory

nimble python
brave mulch
nimble python
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But more importantly, I really don't think players are taking this into account when they launch MIRVs, especially considering that this radius is not visible to the player launching it

nimble python
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So the fact that the time for MIRVs to hit is highly unpredictable and dependent on silo location is absolutely still an issue given that the benefit of launching them is to overcome a superior troop count rather than to specifically target cities (which, again, is not visible/predictable to the player before launching anyways)