Giving nuke subs a shot range anti nuke

Moderator: keyser

Giving nuke subs a shot range anti nuke

Postby noobymcnoobcake » 31 Jan 2015, 21:37

Just a suggestion. from a discussion in chat with angry 247. I suggested being able to build anti nuke on water like you would a SAM. He said its probably better to use nuke subs instead as anti nukes due to the impossibility of defending the building.

Late game navy has no nuke defense and due to the slow speed nukes, at times, can be somewhat uncountable. I was just thinking about giving nuke sub the option to build a short range anti nuke missile. You would need two or more to cover a large fleet and good micro to make sure your fleet is covered.

Just something to think about anyways and i am wondering how this will affect game play. It might make the already unstoppable UEF t3 navy even stronger. That is the only downside I see to this.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Giving nuke subs a shot range anti nuke

Postby Plasma_Wolf » 31 Jan 2015, 21:52

Just a question. How many ships does a nuke destroy under normal circumstances? Of all the nukes I've seen being fired on a naval force (~50 I think), two or three managed to destroy more mass than what they cost. So I wonder if that's different for you. With a 6% mass-cost effectiveness, I don't think adding anti-nuke abilities to a ship would be useful.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: Giving nuke subs a shot range anti nuke

Postby noobymcnoobcake » 31 Jan 2015, 21:58

I used to play a lot of phantom games a while back. Due to the close proximity of the bases you are attacking to the battleships and sheere number of hover units / frigates/ the navy in general it was often completley impossible to escape from two nukes fired at your navy. Given the cost of naval units you only need to kill two battleships and a few cruisers/destroyers with those nukes and they have payed for themselves instantly.

Dont forget nukes also remove the wrecks
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Giving nuke subs a shot range anti nuke

Postby Vee » 31 Jan 2015, 22:49

I like this idea.
Vee
Evaluator
 
Posts: 677
Joined: 04 Dec 2013, 20:43
Has liked: 275 times
Been liked: 225 times
FAF User Name: Vee

Re: Giving nuke subs a shot range anti nuke

Postby noobymcnoobcake » 31 Jan 2015, 22:57

I have not made any mods in almost three years but am tempted to have a go for this. People will definitely use it for phantom games. I dont know if its out of my modding skill level but i will have a go.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Giving nuke subs a shot range anti nuke

Postby BrickedKeyboard » 01 Feb 2015, 00:55

noobymcnoobcake wrote:Dont forget nukes also remove the wrecks


They do? Well, they kill the wrecks of ships that are already there, but the ships they killed leave full mass wrecks, right? I'm bringing this up because tempests are a favored nuke target since they can't possibly dodge, and I've lost a tempest and saw the wreck sinking. Reclaim the wreck, build a brand new tempest using the mass, and keep on trucking.
BrickedKeyboard
Crusader
 
Posts: 26
Joined: 05 Jul 2013, 21:34
Has liked: 0 time
Been liked: 1 time
FAF User Name: PlayerY

Re: Giving nuke subs a shot range anti nuke

Postby Androish » 01 Feb 2015, 01:26

I think rather than adding antinuke to nukesub maybe have a dedicated ship/sub for antinuke?

Sub seems tempting. but i think it would have to be a ship so it's not that easy to hide. This wold definitively also be used for base defense in Phantom with sub it wold be next to impossible to snipe all the nuke defs before a nuclear attack. And maybe especially so for Cybran with their sneaky stealthy sonar (and stealy nuke sub).

Another important question would be how much HP the ship/sub should have.

All in all i'd like to try this out in a mod but I think it must be on a dedicated ship.
Androish
Avatar-of-War
 
Posts: 115
Joined: 18 Mar 2013, 23:40
Has liked: 9 times
Been liked: 14 times
FAF User Name: Androish

Re: Giving nuke subs a shot range anti nuke

Postby noobymcnoobcake » 01 Feb 2015, 05:03

Androish wrote:I think rather than adding antinuke to nukesub maybe have a dedicated ship/sub for antinuke?

Sub seems tempting. but i think it would have to be a ship so it's not that easy to hide. This wold definitively also be used for base defense in Phantom with sub it wold be next to impossible to snipe all the nuke defs before a nuclear attack. And maybe especially so for Cybran with their sneaky stealthy sonar (and stealy nuke sub).

Another important question would be how much HP the ship/sub should have.

All in all i'd like to try this out in a mod but I think it must be on a dedicated ship.


FAF has only ever added a single unit and that is the T3 Mobile AA. They had a much better reason to add that than they do to add an anti nuke to navy. We do not need, and I do not want a dedicated unit for it. FAF is not about dramatically changing the game with adding new units. That is just not an option.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: Giving nuke subs a shot range anti nuke

Postby Apofenas » 01 Feb 2015, 06:00

noobymcnoobcake wrote:I used to play a lot of phantom games a while back. Due to the close proximity of the bases you are attacking to the battleships and sheere number of hover units / frigates/ the navy in general it was often completley impossible to escape from two nukes fired at your navy. Given the cost of naval units you only need to kill two battleships and a few cruisers/destroyers with those nukes and they have payed for themselves instantly.

Dont forget nukes also remove the wrecks


Nuking navy is ineffective. Take cost of nuke launcher itself and cost of ppgens into account. Also nuke is not that fast to build. Even with that navy can still spread in close range to lower the affect of a nuke.

I think rather than adding antinuke to nukesub maybe have a dedicated ship/sub for antinuke?

Sub seems tempting. but i think it would have to be a ship so it's not that easy to hide. This wold definitively also be used for base defense in Phantom with sub it wold be next to impossible to snipe all the nuke defs before a nuclear attack. And maybe especially so for Cybran with their sneaky stealthy sonar (and stealy nuke sub).

Another important question would be how much HP the ship/sub should have.

All in all i'd like to try this out in a mod but I think it must be on a dedicated ship.


Nuke sub costs 1.5-2.5k more. The safety is questionable as well - antinuke can be defended with powerfull stationary shields, nuke sub can't. The silly sub is more vulnerable to damage from strat bomber ground fire and from torp bombers. There are a lot of ways to balance this unit as a nuke defence: give it same disadvantages, as it already has compare to nuke launcher as nuke sub: less range, less damage(by that i mean inability to take out Yolona in 2 anti, using 3 instead), less anti storage(2 is enough i think) and in addition, less build rate and make it shoot only when it's unmerged. With that i think it would be well balanced... but seraphim don't have nuke sub? What will happen with them?

I also don't think the dedicated unit will ever be added in FAF. Only t3 maa was for years, and yet it still causes lots of cancer and will continue to do so.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
Apofenas
Contributor
 
Posts: 747
Joined: 21 Jul 2013, 14:39
Has liked: 179 times
Been liked: 180 times
FAF User Name: Apofenas

Re: Giving nuke subs a shot range anti nuke

Postby IceDreamer » 01 Feb 2015, 06:01

Put them on Aircraft Carriers, Subs are already used...
IceDreamer
Supreme Commander
 
Posts: 2607
Joined: 27 Dec 2011, 07:01
Has liked: 138 times
Been liked: 488 times

Next

Return to FAF Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest