#Literally anything to end nuke spam
56 messages · Page 1 of 1 (latest)
Perhaps it should be the case that kills scored through nukes should not reward the player with rank or money.
That way nuke launching isn't a self-sustaining spiral.
#ask-for-help message
Guess what
Love discord on mobile. I click on the message link and it takes me nowhere.
Sometimes you have to do it more than once (I guess it's a loading thing?). But yeah, it's annoying
I find this to be based as heck
It's because for some stupid reason instead of just going to the message it scrolls really quickly.
If it doesn't load properly or if you touch your screen at all while it's loading it won't work
Thanks, I was unaware of this
- Limited lifes with ability to increase them(by making rescue pilots missions).
- Fines for suicide nukes.
- Economy system which not allow you make nuclear strike without success.
- Make strategic nukes(250KT) more expensive 45-60 Mil.
- Bunkers with nukes for bases(WIP).
- Make nukes twice smaller amount from start(3-5) and make their production moderate slower.
- Make unrestricting using nukes rank, i think 2 for tactical and 3-4 for strategic.
- Make restriction for some time(3-6min) if player broke nuke.
- Make radar SAM little stronger against nukes(and for piledrivers too).
Im not sure should we are now use most of them.
I sure now enough implement some of them. 2,4,6,8 Not so strong variants which can decrease nuke spam. I sure for now enough 6 if you wanna see right now changes
The 250kT bomb is the same warhead as the 1.5
It's variable yield so it costs the same
Aren't nukes basically restricted by rank? Because you get rank much faster than money and only higher tier airframes can carry them anyways?
I have a question though: is the issue that nukes show up too early? Or that they would be too good regardless of when they show up?
Okay, so nukes will actually be stored locally. That is fantastic.
Well be able to get pretty creative with this.
Hopefully this comes with logistics aircraft being able to transport warheads between bases, because that’s immediately more interesting than anything the Tarantula can do currently.
As pointed by others, warheads will be stored locally, so they can be destroyed and captured, so your loadouts options will be limited by the local stockpile.
It is not planned to implement nuclear warhead logistics at this stage, they will be instantaneously transported from the enrichment facility to the airbase.
There will also be a minimum rank required to take tactical and strategic weapons, so your rank will also limit your options.
This is defined by the mission maker, and can be changed in the Customize Mission panel.
Thank you for clarifying!
Compass can carry nukes.
Huh
It can, but crucially, you can't spam with it.
True
In escalation the enrichment plants are soft enough targets. Gimme an ifrit and no enemy players intercepting me and I could take either out guaranteed
I feel like nukes are in a relatively good place? Reducing the speed of the generation of warheads could be OK. But I've never personally seen more than like 30ish warheads become available on escalation. Am I in the minority here?
30 is still enough to load every plane on a team, twice over
it's a difficult thing to balance, because one bomb on a plane is much more potent in the right hands than a whole nuclear cruise missile volley
if you nerf the former, the latter will become unusable
Hmm. Thats true. Although I think that it's a teamwork issue if you let a plane through carrying nuclear weapons.
Your team should be intercepting any and all possible carriers while also sending out threats that the enemy has to respond to.
It's like a chess game. The more you focus on defense or offense, the more your enemy can focus on the opposite. in practice, it probably doesn't hash out that smoothly
It does present an issue when the enemy can just try over and over until one gets through
but that's more of an issue with air defenses being weak and reserves being handed out like candy, rather than nukes themselves
It used to be MUCH worse back when I started playing in .26, with no nuke shattering and infinite revokers
isn't "nuke spam" supposed to be addressed by nuke limit and production system? if you still get nuke spam that means you need to edit/tweak your mission
Also Enrichment Centers exist for a reason. Go kill it early early game, and boom, no more nukes
Could nukes also be made like 5x more expensive or whatever? I also wonder if the default limit to unlock them possibly needs to be increased?
5x is probably too much
maybe 2x to start off with
and only for the gravity bombs/TBMs
nukes arent that expensive
they are somewhat appropriately prized (same yield/buck as the 60s)
i liked modes that had a more limited stockpile but we are getting that in like an hour
thresholds are there so that games actually end, "nuke spam" is the intended game ender
After adjusting for inflation? I think you could still potentially use it as a balancing point, but fair.
I do wonder if the issue is the spam or if people feel like it happens at the wrong time (that is, it determines the winner of the game too early)
i find that the point limits for nukes is a little to low by default. having them appear later in the match helps a lot personally
It's a spam issue. Look at how many times people just throw Piledrivers from out back without any realy thought about if it's the right weapon to use or if they will succeed.
if they are rich enough to spam piledrivers, let them. The price tag exists for a reason
do they stand out on the map yet
every time I played my teamates would completely ignore them because they look like every other triangle on the map
and no one reads the chat when I mention them either
so we end up losing 2 bases with zero resistance
did you mis read what I meant by price tag? not radar tag or datalink tag.
Note : the Piledriver had a much too low rcs, similar to an AGM48, this has been fixed.
They should be much more visible by radar, enabling efficient interception by your R9 batteries.
If you lost your R9 batteries though...
my R9 and even boltstrikes had no problem taking down 8x piledriver waves even before the patch. I have no understanding what's the fuss against it.
In fact just yesterday my R9 battery took down 16.
I was asking on a side note
at the very least, simply illuminate them with airborne radar already provides sufficient RSAM "interest" in taking them down.
the thing is, no matter how much RCS they have, players must check missiles on the map by hovering their mouse over each one
or look up
well that's legitimate. Fighters are never supposed to be the prime ABM platform.
There's nothing we can do to ensure players look at their map or communicate efficiently between team members
it would be possible to change the map icons for certain things, meaning they're more likely to notice them
i propose making the map icon for strategic weapons different
doesn't mean much. On player FPV they are still A out of usual vision cone and B represented as mere dots.
maybe even a line on the map to show their heading, so you can vaguely guess the target
a persistent chat and map pings would help as well
well how about all ballistic missiles gets a trajectory prediction circle (for the enemy side)? The trajectories can be predicted to an extent after being tracked during the launch phase.
I fear this will only add to the clutter, but that could be included in a possible datalink improvement
not more so than trying to figure out what is what in a city. The streets are so distracting.
"your base will cease to exist in 4 minutes if you don't intervene" is important enough imo
Perhaps Piledrivers was a poor example. I have seen plenty of occasion when GPO-N have been thrown on mass at a target for them all to be shot down or not deployed properly resulting in failure on impact.
like I said, there's mission setting for that. If mission allows for 40 nukes to be dropped at same time and they have the economy to do so, that's what they should have.
Seems like the new update has resolved this anyway