#Make Tactical Nuke Great Again
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tac nuke meta was dumb af, and imo nerfing it was the best change to gameplay health that's been done (while I've played anyway)
In all seriousness though I think it should now have a bit faster charge and reload and travel times so you can set it up to bust pulsars and t2 arti faster
also I do use tac nukes occasionally, they are definitely not useless
especially good on the front of strait, the current most played map, cuz they can break enemy porc and blow up cruise missile ships
they are rarely used, obviously they arnt worth it at current specs
They do something nothing else can do, they are worth it when they are worth it
napalm missiles for cortex
tactical napalm are legion
I have actually built these on a few specific matches during an important defense against heavy units. Building them and being able to nearly two shot units was more than enough to keep them from pushing hard into my much weaker army.
The structure itself still has great use in itself, even if the range of it can't allow for greater assault power
honestly the tac nukes are very good although like other artillery you need enough units before you can even consider it as a force multiplier
anything within that radius you can just kill and there is nothing they can do about it
Tact nukes are basically free and insane value. Just don't be too lazy to build them
10% range bump would be nice
that would be a reversal of the nerf it got in december, before that nerf it was incredibly broken
I think it could use a significant buildpower cost buff, but absolutely not range buffs
I like them but yea they are more to scare the enemy, I feel like they never really kill heavier (4k+ hp) units? I think of them like kind of land based alternative to rocket ships; while ships are good, not sure if it really calculates now to build tac nukes; how much is cost per nuke and build time?
They do exactly 4k damage, but if you're targeting porcs like popups and pulsars those have 4x hp when closed so it won't one-shot them
pulsars stay open all the time unless manually closed right ? so its 4k only for single unit and then much lower edge damage?
yes and yes
eg if you have 50 bulls placed perfectly near each other and shoot center one - only single unit get hit by 4k ?
and 2nd closest unit would get how much hit?
it will fall off linearly from 4k to 4000 * 0.55 at the very edge of the AOE, which is 380
havnt seen one build in over 100 games
do we have some ability to log this data by analyzing replays?
stardom built one last night to great effect in the new mountain map last night
they're not bad just much more niche than before
how much is cost per nuke and build time?
if you ahve to use an ace player as stardom as your example...
an ace player would make the ideal example for the use case of a niche unit
When i have core tech and turtling in front i like to use tacnuke to kill snipers/arty/mml etc, in combination with popup artillery usually
Had like 3 or so games with max star tacnuke
Also, it can kill catapults... so that's a thing (well not in 1shot, i guess i had 2 launchers)
I think tachyons can do all the same things with their 1400 range, but also have actual dps to stay relevant vs everything else, so when i play arm i usually don't miss tacnuke much
tactial nukes are often used in pro lob. Their uses are pretty limited, but are there. I think emp is stronger building though, especially if u can get it in range of enemy base
I mean, I would always rather have tac nuke in range of something then an EMP
well, depends on your target in range i guess 
I love the Catalyst the challenge is for the situations they work on they work very well. For everything else they literally "fall short"
An ace player is often why units get a nerf. Because the people that got the attention for the nerf know how to use them and play good.
so are we balancing the game, or balancing stardom?
tac nuke is not something that's fun to be always worth building, because no good counter
currently I think they're in a good place where they're sometimes worth building
Tacnukes seem pretty darn good not going to lie
Im not particularly experienced but I've gotten a lot of milage out of using it on smaller-scale maps
Especially useful against overambitious push bases and stuff
If you want a logic for any suggestion on a buff or nerf, no pro can be balanced against a noob
make it come equipped with 1 charge
that would make it much more usable but not break it
or enable builders to help charging it or something
I’d say that the latter idea is a guaranteed way to break it
I do however like the idea behind the first, though I’m not sure too if that’s a good idea
I think reducing build cost of the silo would probably be good enough tbh
for me its a range issue, its not significantly more useful than t2 guardian
What is tac Nuke?
tac nuke =/= nuke
Im confused
tac nuke is core t2 defensive structure
it is what im saying to you it is lol
But what does it do
no its like mini nuke, like tremor is baby calamity
Not too long.
And it can't be stopped
Don't see them often in noob lobbies, but very often in anything else T-T
It's good at popping defenses
I'd say it's good for what it is
but legit I don't build them in games as much really, since they're kinda hard to defend once an enemy gets wind of them
I suppose a good way of thinking about them is that they're an upgraded version of T2 artillery, with more static targeting and slower firing rate
A good way to think of them is a weapon that can force your opponent to fight into your defense
Also very good at clearing pulsars before you make a big T3 push
but it wont 1 shot kill it ?
Guys just really want to kill defensive players huh, i notice that in the suggestions, its either Aggresive gameplay or nothing at all,
might as well make tac nuke able to be built in base and attack anywhere with nothing to block it
Crazy that somewhere somebody would actually want this to be the case
Tac nuke is perfect as it is, unlesss you want a counter implemented i think its fine
I always build tac nukes when I play Cortex. Always. The launcher is only 1200 metal, fer cripesake. It does drain 7.3 metal a tick to build the missiles, but those missiles, as said, deal 4k in a 380 AoE. That's not chump change -- that's longer than a Thug can shoot its gun, to put that in perspective. I use tac nukes to snipe out artillery, sniper balls, any cluster of units; advanced mexes, con turret clusters, vulnerable groupings of defenses, Starlights, and so on.
Catalysts can fire straight up, be built in wall boxes for safety, ignore shields, and have an enormous range. I love.
they want it so nobody can have defenses really
I think it's range could be slightly increased again, but it's absolutely off the table for something as utterly ridiculous for being able to fire them from your own base. Unless there was new shields to counter rockets specifically, which would then incentivize a new laser weapon for potential ranged attacks.
coming with a half-charged shot seems reasonable to me. still requires being built in an area that's semi-secure, but don't need to hold the position as long before it starts compensating for the resources you sunk in something that isn't mobile and can't defend itself directly