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Zgłoś problem z tłumaczeniem
By the time you can do that, the Aliens have twigged to the fact that human missile barrages are dangerous, and are fitting more point defense on their ships ...
Not sure of its real name, but I ended up having that event where one of the nukes was unaccounted for and was a 'loose nuke' that can end up nuking a region in random events........
BUUTTTT, missiles are subpar to any main weapon system because they are very limited in numbers, easily countered by PD and require fine micro to be effective, you are better off with 3 coilguns/lasers than 3 missile launchers.
Nuclear torps have another value you dont see ingame which is where they really shine, cerberus have 50 bombardment strength, hades 100, nemesis and olympus 500 and antimatter 1000. Since AM torps use 2 slots AND use AM aswell, ur better off with nemesis torps as your bread and butter in bombardment. Every missile/torp is counted as same vs point defense (any point defense will 1 shot any missile/torp), as opposed to kinetic projectiles which vaporizes 10kg of mass from the projectile. That means while PD will do the same in any case bigger kinetic shots will survive PD while a bigger nuclear warhead is the same as a smaller one.
Only exception was to rush for early (2030-2035) strategic bomber (nukes + neutron flux torch with 3-4k dV) that will cripple aliens economy and technically win the game for you. With recent nerf of Research Campus it became much less efficient strategy.
1) Bombardment value is not used in any ingame calculations. (Except value above zero meaning that weapon can bombard.) Read, there is no difference between bombardment strength being 1 or 1000000.
2) Bombardment does not use combat PD mechanics, it simulates result by doing a roll against base defense weapon score (with alien bases it will effectively always succeed).
3) Said PD roll always negates all projectile damage, both missile and kinetic and halves laser damage.
Only if values was changed :) If I remember correctly previously even 6 LD modules provided only ~35% chance to negate a first strike from bombing run. That why early strategic bombers were such efficient to cripple aliens.
In current patch 6 LD modules would give you something like 3500% chance to negate damage.
Way too much and obvious bug in that case (a single tier2 module shouldn't provide an absolute protection).
There is actually a mechanic that reduces that chance if you have more ships bombarding than there are defense modulesa on a base, but with current numbers you need something around 500 ships to have a chance to hit with missiles.
And yeah, I also go for the colony ship that refuels/repairs. I've won twice now and played a few other games and I've never seen the AI react to intercepting my fleet in that 30 day window before they can start getting repaired.
That said, the value of nukes is pretty low and hard to get to work anyway compared to lasers. But the whole oiler fleet idea and having the fleet blow up their base, build an outpost after linking up with that fleet (so that any disabled ships can repair) and waiting 30 days has been a cornerstone of the game for a while now.
For a single LD module? It's still hillariously low chance.