#"Fix" Anti-Nuk volley timing vs mass Nuk

1 messages · Page 1 of 1 (latest)

nova bridge
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Not sure how exactly it should work but right now i believe that one single ANTI-nuke can be overwhelmed by multiple (singular) nuke silos even if the charges of the anti => charges of nuke. It seems to me that the launch delay of the anti-volley sometimes (?) results in the of the last anti-nukes being fired too slowly compared to the parallel launch times of the nukes.

i.e. 10 nukes launch at the same time basically
1 anti launches 10 anti-nukes. The last 2-3 anti-nukes have a few seconds of delay and for some reason the miscalculates the vector.
The issue, i believe, is the induced delay the more antis are fired from the same silo. Seems to be 8+ ? is the breakpoint but i could be wrong.
Regardless of "how many antis from one anti-nuke are required to stack up enough delay to misfire" unless this is a feature, its a pretty darn harmful bug that should deffo be fixed.
If its a feature, it should be made more clear at which point a single anti breaks down and in any case, antis shouldnt fire warheads if they cant time the interception in the first place IMO.

nova cedar
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This is intended. The amount of nukes an anti-nuke can counter is dependent on the size of the map and how far the nuke is away from the anti-nuke. The nuke and anti-nuke warheads do not need to make direct contact for the nuke to be neutralised, as the script that handles nukes being intercepted is not based on physically based interactions for balance purposes.

It is hard to ascertain a value to how many anti nuke warheads can be pumped out to counter a set of nukes. An anti nuke on a map like Canis River may only be able to counter 3 or 4 before getting overwhelmed, whilst on Ice Scream it could be 9 or 10 nukes intercepted before being overwhelmed.

The amount of nukes an antinuke system can counter is something you'll have to really test and/or learn based on the size of the map, perhaps this bit of description should be added to the text on the units section of the website: "The amount of nuclear warheads an anti-nuke system can counter at once varies from map to map, and on the distance between attacking nuclear missile silo and defending anti-nuke silo."

nova bridge
# nova cedar This is intended. The amount of nukes an anti-nuke can counter is dependent on t...

since you have the developer tag, i have a follow up. The issue above obviously only comes into play if one anti nuke has to launch many warheads. Is there a proper fallback code in place that makes instead of one anti launching 4 warheads, instead 4 antis will laucnh 1 warhead (assuming we have 4 antis within range) ?
i.e. does the code try to get anti warheads out into the open as fast as possible, i.e. many silos > less silos ?
There are extreme cases where 10+ Nuke Silos lauch 1 warhead in parallel. If you have 10 Antis, are you 100% safe and the algo wont fuck up by but take warheads from as many silos as possible ?

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There have been some question able situations and im wondering if those definitely all happened because not enough anti silos (as opposed to anti warheads) were involved.

nova cedar
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yes, each antinuke launches one warhead to intercept instead of 1 intercepting all four even if they have enough to intercept all 4

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in the case of uneven distribution, the antinuke silos with more stockpiled will cover for the silos that are spent

spare sundial
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I never measured what the minimum time is, but basically the antinukes start firing at the same time the nuke fires and need to be fired ~8+ seconds before impact to successfully intercept a nuke. The time from launch to impact is distance dependent

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from the back of Isthmus to the other back of Isthmus it's about 19 seconds

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and the time between each antinuke from a single silo is about 2 seconds

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It's intended behavior that you can overwhelm antinukes with enough nukes, but one antinuke, sufficiently loaded, can stop several nuke facilities, but how many exactly depends on the distance

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Just checked, having a nuke facility firing on itself, was about 16 seconds from launch to impact, which means at minimum distance a single antinuke can only block 3-5 nukes. Didn't try putting antinukes directly next to nukes to see precisely, but not like that would ever happen in a game anyways. But I'd expect one antinuke under real conditions to block between 4-6 nukes, 7-8 if it's a really big map corner to corner.

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on Isthmus, from back to back, 7 nukes can overwhelm 1 antinuke. That's why later in the game you need to put down extra antinukes, because of the possibility of mass nukes.

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This also means if you're ever trying to overwhelm antinukes you want to minimize the distance from launch to impact.

nova cedar
spare sundial
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ah, based on my calculations it was 8 seconds for interception time and 2 seconds per shot, so it was right on the line, although should have said 3-4, not 3-5, as it would need another couple seconds for 5, good to know.

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so 4-6 on most maps and possibly more on huge maps (over 24x24 size)

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(8 seconds before impact, so ~16 seconds - 8 seconds = ~8 second window at 2 seconds per shot = 4 interceptions, just barely)

nova cedar
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@forest sand
I'm assuming this is you from Panda's stream? Check out the discussion in this thread about nuke volleys and interception timings.

dawn needle
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this just seems to be part of the general theme in the game that any defense will fail innevitably if you throw enough stuff at it, shields are a good example aswell but allso anti air because eventually dying bombers will crash into your base and kill you even if you shoot them down