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    Nuke Sub Rework

    Scheduled Pinned Locked Moved Balance Discussion
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    • TheVVheelboyT Offline
      TheVVheelboy
      last edited by

      You can't dodge a nuke from 100m away.

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      • ComradeStrykerC Offline
        ComradeStryker
        last edited by

        Pathfinding on the water is a pain...
        And even a proper nuke doesn't do much damage to naval vessels.

        I would like to see these get adjusted so they're more effective.
        Difficult to say how, but I think FtX here, is on to something.


        ~ Stryker

        ( ͡° ͜ʖ ͡°)

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        • TheVVheelboyT Offline
          TheVVheelboy
          last edited by

          Doesn't do much damage? It literally eradicates whole navy if it hits. Most of the time it doesn't hit cuz it's shot from far away.
          That's one of the reasons submarine have such low damage compared to normal one, cuz it's so much friggin easier to hit big clumps of units.

          ComradeStrykerC 1 Reply Last reply Reply Quote 0
          • FtXCommandoF Offline
            FtXCommando
            last edited by

            How many bs would you say a nuke generally hits? I don’t think I’ve seen it hit more than 3. Would a billy at that radius be OP? It would for land armies but you could then mess with the cost of nuke subs themselves to make them more and more infeasible on maps with little water.

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            • ComradeStrykerC Offline
              ComradeStryker @TheVVheelboy
              last edited by

              @casternumerouno said in Nuke Sub Rework:

              Doesn't do much damage? It literally eradicates whole navy if it hits. Most of the time it doesn't hit cuz it's shot from far away.
              That's one of the reasons submarine have such low damage compared to normal one, cuz it's so much friggin easier to hit big clumps of units.

              Navy units don't really clump up unless a player tells them to do so or the map/pathfinding forces it.

              Even then, nukes almost never do much damage because of how tanky naval units are at the T3 stage - which is when the Nukes start rolling off.

              And some factions even have shields to protect their vessels, meaning less damage, too. (UEF)


              ~ Stryker

              ( ͡° ͜ʖ ͡°)

              TheVVheelboyT 1 Reply Last reply Reply Quote 0
              • FtXCommandoF Offline
                FtXCommando
                last edited by

                Not even a tempest survives a nuke, unless it has like 2 vet and full hp.

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                • TheVVheelboyT Offline
                  TheVVheelboy @ComradeStryker
                  last edited by

                  @comradestryker

                  Navy units do clump up all the time when you are using them to their fullest potential. Watch any late game fight and you will see all the BS, shieldboats etc clumped up in a big half circle to make them as effective as possible in a fight.

                  Nukes do no damage? Anything in their main radius evaporates, unless I missed something and now most units have over 70k HP which I doubt. Only reason you don't really see nuke subs nuke navy is cuz they have way lower damage that is better suited to getting rid of buildings. Otherwise I can 100% assure you, you would have players, me included use them as anti navy nuke. Dodging nuke from over 600 units is already not always entirely successful, now try doing it from 100units away.

                  Nukes always ignored shields. The shieldboats won't do shit.

                  @FtXCommando
                  It mostly comes down to the fact that usually you have nukes flying at you from around 600 units away. So it's hard to hit dead center navy if enemy player pays attention. But if you were to give them proper nuke they would become IMO oppressive AF as you cut down the available reaction time by around half when firing away from 100 units away.

                  But making it more billy like sure. That could be way better rather than outright buffing them like BlackYps suggests.

                  ComradeStrykerC 1 Reply Last reply Reply Quote 0
                  • FtXCommandoF Offline
                    FtXCommando
                    last edited by

                    Would you want nuke subs to have little range if they had a billy nuke with high aoe in order to discourage their use on non-major navy maps?

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                    • ComradeStrykerC Offline
                      ComradeStryker @TheVVheelboy
                      last edited by ComradeStryker

                      @casternumerouno

                      Are you aware that Nuke subs deal a third of the damage that static nukes do?

                      25,000 damage at the T3 stage is just not even half of what some battleships have.


                      Shields can reduce the damage taken from nukes, too.
                      Could've sworn they did, lol.


                      ~ Stryker

                      ( ͡° ͜ʖ ͡°)

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                      • TheVVheelboyT Offline
                        TheVVheelboy
                        last edited by

                        Are you trolling me right now?

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                        • ComradeStrykerC Offline
                          ComradeStryker
                          last edited by ComradeStryker

                          Oh, guess I'm wrong on the shield part.
                          My bad. Whoops.

                          But again, nuke subs still deal a third of the damage.

                          The Summit would survive with just about 1K HP requiring a third nuke to finish it off.


                          Nukes against navy are almost never worth it in my experiences, unless you're guaranteed to cause heavy damage or if you just have a Yolo.

                          Most players I know automatically just spread their navy when they hear the Nuke alert, too...


                          ~ Stryker

                          ( ͡° ͜ʖ ͡°)

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                          • FtXCommandoF Offline
                            FtXCommando
                            last edited by FtXCommando

                            @comradestryker said in Nuke Sub Rework:

                            Pathfinding on the water is a pain...
                            And even a proper nuke doesn't do much damage to naval vessels.

                            you said a “proper nuke” bro what is a “proper nuke” if not an SML nuke

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                            • ComradeStrykerC Offline
                              ComradeStryker
                              last edited by ComradeStryker

                              Proper being directly on their head or in their inner damage circle.
                              Most of the time, a nuke sub only gets like 5 frigates, a cruiser, and a destroyer.
                              The ships that are the threat stay alive and continue to be a threat. (Most of the time... Battleships are the threat)

                              A static Nuke would fair better but only because of its damage.
                              That's why you almost never see nuke subs nuking navy, as Caster mentioned.

                              Which is the whole point of this post... to give nuke subs a better role in navy, no?


                              ~ Stryker

                              ( ͡° ͜ʖ ͡°)

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                              • ZeldafanboyZ Offline
                                Zeldafanboy
                                last edited by

                                The reduced damage of sub nukes plus the current radius makes it pretty hard to kill T3 navy with it, at best you can only use it to force them out of position

                                put the xbox units in the game pls u_u

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                                • E Offline
                                  Exselsior
                                  last edited by Exselsior

                                  Here's an out-there idea: make strategic subs T4, give them powerful long range torpedos, and leave their tac missiles and strategic missiles as is. Cybran has stealth and maybe slightly faster move speed, Aeon has a shield, UEF has jamming + more hp. Sera probably needs something here but not sure what tbh. Buff their t3 subs damage and health and increase its cost? Give them their own strategic sub? Not sure.

                                  To go even further, add one more minute to the nuke build time and make it the same damage as a land based nuke, but now it takes two extra minutes to build and not the current one extra. The nuke sub nuke arbitrarily doing less damage doesn't make much sense and isn't something a new person might realize.

                                  Something key here: most of the balance and cost for this would be around them being powerful long range torpedo support. The nuke and tml are, to an extent, fun extras. I'd want this unit to be able to be built with no intention of using the nuke. The nuke is to mostly make it viable after navy is won, like battleships are with their shore bombardment, and the tml is just too fun to snipe SMDs with when they're not paying attention to get rid of.

                                  My issue with billy nuke subs is basically that I think as soon as the first one is fire you now have a very tedious back and forth of building and sniping tmd or having enough cruisers in the right spots which sounds not super fun to play. I also think billy subs would be very apm intensive to max their value and high level navy play is already highly apm intensive imo.

                                  Quick edit: To be clear I would not be for normalizing damage between nuke subs and static launchers without increasing the build time by at least a full minute, and that's at a minimum. Way too strong otherwise imo. Also, I suppose this wouldn't necessarily have to be a t4 unit.

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                                  • C Offline
                                    Cyborg16 @Exselsior
                                    last edited by

                                    @exselsior said in Nuke Sub Rework:

                                    make strategic subs T4, give them powerful long range torpedos, and leave their tac missiles and strategic missiles as is.

                                    Expecting them to perform in three roles is a bit much. Most T4 (and most units in general) have a single role, and sometimes are half-way capable in a second.

                                    Another option to nerf the nuke capability might be to require a SML (like T2/T3 factories require an HQ). Then nuke-subs may be a viable path to exhaust SMD missiles.

                                    deletethisD E 2 Replies Last reply Reply Quote 0
                                    • deletethisD Offline
                                      deletethis @Cyborg16
                                      last edited by

                                      Another option to nerf the nuke capability might be to require a SML (like T2/T3 factories require an HQ). Then nuke-subs may be a viable path to exhaust SMD missiles.

                                      Are you thinking of them behaving like terrans ghosts in sc were they deliver the stored nukes?

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                                      • ZeldafanboyZ Offline
                                        Zeldafanboy
                                        last edited by

                                        One of the strongest aspects of nuke subs is that they are discrete ways to deliver nukes-- they are not static land structures, they are underwater mobile units that don't display whether they are building a nuke or not... it would suck to have to build a land sml to shoot sub nukes

                                        put the xbox units in the game pls u_u

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                                        • E Offline
                                          Exselsior @Cyborg16
                                          last edited by

                                          @cyborg16 said in Nuke Sub Rework:

                                          @exselsior said in Nuke Sub Rework:

                                          make strategic subs T4, give them powerful long range torpedos, and leave their tac missiles and strategic missiles as is.

                                          Expecting them to perform in three roles is a bit much. Most T4 (and most units in general) have a single role, and sometimes are half-way capable in a second.

                                          I don't think this is 3 roles anymore than the czar has three roles as good aa, good anti ground, and a factory + air staging. It's at best two roles as a strong torpedo ship + mobile SML, and even then as I said I'd want the torpedos to be the point. The TML has always been mostly pointless and only gets real value when the enemy makes what's arguably a big mistake. It's stupidly easy to counter nuke sub tml.

                                          Another option to nerf the nuke capability might be to require a SML (like T2/T3 factories require an HQ). Then nuke-subs may be a viable path to exhaust SMD missiles.

                                          This drastically weakens the nuke aspect of it when that's already quite niche as FTX pointed out in the main post.

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                                          • F Offline
                                            Fichom
                                            last edited by Fichom

                                            Idea that crosses my mind is missile-bombardment. Imagine UEF T2 cruiser having a child with a T3 static arty. The sub gets a single charge for a 'Strategic Missile Barrage', which when used, fires ~8 tactical missiles that actually have bonkers AOE (like T3 static arty, say 6) and quite solid damage (say 3-4k per missile). All of the missiles are launched at once, and they are spread out semi-randomly within an area about the size a nuke would usually damage. The missiles are tactical, which means TMD works against them, but they have say 2x HP (compared of conventional tacs from MMLs). They would still take a while to recharge, but not 5 or 7 or however many minutes they take atm, but say 2-3. It would also have limited range, but at least twice that of the battleships.

                                            If you did this, you also eliminate some other problems (I didn't read everything people wrote, just the first 15ish posts): you don't have to remove TMD capabilities of battleships, and it's not countered by a single static TMD. If you pair them up with a couple of cruisers, then there's an even higher chance you get them to hit even with multiple TMD. They are also great at clearing out enemy navy, but they are not strong enough to wipe out T3 navy (doesn't feel like shit when on receiving end), and even parts of your t2 could survive - given it'd take 2-3 missiles to kill a destroyer (depending on actual damage decided on and unit vet). If you attack a naval production site with them, and the enemy is semi-defended, they still loose the existing defenses, which allows you to go in to finish them off. But it's not so strong that 1 random salvo will wipe the whole production (since it's presumably not strong enough to kill an HQ in 1 salvo, unless extremely lucky with missile distribution). This means that it's both satisfying from the attacker's perspective (it actually accomplishes something, and unless the enemy is very well prepared, you'll do some damage for sure), opening up avenues to push the balance, but it's also not so devastating that you wipe their whole navy, and the battle is over because of 1 missile.

                                            P.S.: Nuke subs being 'better' at delivering nukes and whatnot is hogwash. On larger maps, they are limited by range, and on smaller ones the intel coverage is usually good enough to find any 'sneaky' sub. Having alternative 'angles' of approach for the nuke is rarely beneficial - occasions where the SMD doesn't cover the parts you would actually want to nuke are rare, and what nuke delivery boils down to in 99.9% of cases is either getting the nuke in fast (which subs are bad for), or sniping the SMD (which subs are as good at as SMLs are). In most games, the only time I don't build SMD as part of getting into T3, is when I'm rushing a SML. So yeah, 'you won't be expecting the nuke' argument is also non-applicable, since, even if one delays his SMD, the sub takes that much longer to make the nuke and position itself, that it's not gonna get there in time. Note that, as it stands, nuke subs on mid-large maps rely on you having won the navy already (assuming you plan to nuke bases). As they are right now, they are only good for thinning out the enemy's navy at great cost and time investment (which is to say, not good at all in total) - and all that assuming you are winning or equal in navy - if you are loosing, they are dead weight.

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