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psg188
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 6:23 am |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Quote: IF they just time the nuke so that it arrives the same tick as your units... You're screwed. No, like an outpost your squads wouldn't be hurt.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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trevor1601
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 9:10 am |
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Joined: Tue Dec 22, 2009 1:45 pm Posts: 939
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and what about a team member nuking your squads? you cant ion it either. shouldn't that be changed if this gets changed simply for the fact that you cant ion either of the nukes.
_________________
best round-SAGE E2 -312 power most conquers at one point-122
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mfreak
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 9:17 am |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Get the team member online to self destruct the nuke. Or dodge it. This is not a case of an outpost. In the case of an outpost, you get to take the outpost, so you can ion the nuke incoming. But in case of a colony, if you are returning from an attack, and the nuke hits 1 tick later, your squads get damaged. And its neither your alliance's colony, nor one of your own nukes. So in that case, there is no counter. The defending alliance can easily wait for you to get damaged, and launch to your source, with eta 3. And kill you, for something you couldn't do anything about.
_________________ Deadman - SYN ----------------
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Andrew
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 6:19 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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mfreak wrote: Get the team member online to self destruct the nuke. Or dodge it. This is not a case of an outpost. In the case of an outpost, you get to take the outpost, so you can ion the nuke incoming. But in case of a colony, if you are returning from an attack, and the nuke hits 1 tick later, your squads get damaged. And its neither your alliance's colony, nor one of your own nukes. So in that case, there is no counter. The defending alliance can easily wait for you to get damaged, and launch to your source, with eta 3. And kill you, for something you couldn't do anything about. To play devil's advocate a bit:
You CAN ion the squads attacking your origin point and you CAN move in additional units to support the ones returning that are damaged.
-Andrew
_________________ Ex-
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psg188
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 9:21 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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Damaged armor is hit first so we can't save those, and why should we have to do 10 ions to push back squads and coordinate 8 players to leave the OP when I SHOULD be able to just use 1 ion on the missile like every other time in the game.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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trevor1601
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 10:46 pm |
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Joined: Tue Dec 22, 2009 1:45 pm Posts: 939
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there is more than 1 occasion where nukes can affect your units and you can't ion it. Im sorry, but like someone said a long time ago about nukes getting nurfed. "its like having a golden goose flying through the air." or something along those lines. point was it costs so much and now it is useless.(this was back when nukes were nurfed to not affect population.)
its a nuke it costs a ton and lots of time to launch it. it should affect anything within 1 tick radius no matter who sent the nuke or what other complaints their are. bottom line don't get near nukes with your units unless you want to be damaged. Plan appropriately.
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best round-SAGE E2 -312 power most conquers at one point-122
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mfreak
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Post subject: Re: Community Feedback Needed: Nukes Posted: Wed Jun 15, 2011 11:41 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: its a nuke it costs a ton and lots of time to launch it. it should affect anything within 1 tick radius no matter who sent the nuke or what other complaints their are. bottom line don't get near nukes with your units unless you want to be damaged. Plan appropriately. The problem is that. Nukes DON'T cost a lot. Nukes get spammed already. Like they get launched 3 at a time from a Silo when a war starts. You spend 500 metal to arm a silo, 25e and some oil to launch it, and you expect 200 or more squads to coordinate, waste resources to gate/move their squads to 1 rally point, and watch appropriately for the right time to attack a colony just because they cant ion a nuke heading to a it? And even the counter for option 2 to be implemented results only in a waste of your resources with no result. Quote: there is more than 1 occasion where nukes can affect your units and you can't ion it. There not many. You get affected if you are sitting on a colony or outpost and one of someone else's nukes or your own nukes attacks you. In that case, you can ion the nukes. But not when you conquer and return. Now if you wanna go for option 2 then like Kevin said before, give the option to ion nukes to the colony you just "captured" Read one of my previous posts, what if the colony under attack is nuked 1 every tick? And say the alliances are coordinated, so they self destruct the nuke just before they hit. So that will keep the attacking alliance, quiet, cuz they cant do anything. That is just ridiculous. Quote: You CAN ion the squads attacking your origin point and you CAN move in additional units to support the ones returning that are damaged. Then ions should cost only 10 E
_________________ Deadman - SYN ----------------
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Xeeron
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Post subject: Re: Community Feedback Needed: Nukes Posted: Thu Jun 16, 2011 5:32 pm |
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Joined: Mon Jun 22, 2009 4:13 pm Posts: 170
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I prefer option 2.
Why? 1 makes it even easier to "spam" defending colonies with nukes. Takes away skill needed on the attacking side (no more worries about well executed attacks, just send tons of nukes) and tips the game even more in favor of those that already have an advantage.
- Xeeron
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mfreak
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Post subject: Re: Community Feedback Needed: Nukes Posted: Fri Jun 17, 2011 12:20 am |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: Why? 1 makes it even easier to "spam" defending colonies with nukes. Takes away skill needed on the attacking side (no more worries about well executed attacks, just send tons of nukes) and tips the game even more in favor of those that already have an advantage. The ones that have an advantage are the ones defending. Defense is easier. Option 2 will make defense even more easier. Secondly, you don't get to spam colonies with nukes right away, you do that, after you get close to them, as a part of strategy, to kill units, or to kill workers. Or you launch nukes to destroy infrastructure. But on the other hand, not giving an option to counter a move is wrong.
_________________ Deadman - SYN ----------------
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SirSkipwith
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Post subject: Re: Community Feedback Needed: Nukes Posted: Fri Jun 17, 2011 7:40 pm |
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Joined: Fri Oct 22, 2010 5:27 pm Posts: 35 Gender: male
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I think people should be given the option to ion any nuke they want, regardless of who is launching it. Or, at the very least any nuke that would affect their troops. If they do not get online to see the nuke landing at the same time as their units.... that is their problem.
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