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Nuke Cannon SSNR Shells and unit promotion
post 17 Dec 2010, 21:58
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Isn't the SSNR shell to powerful? Especially because it need only one nuke cannon. It's 4 times the damage of the original attack and has a wider area of effect. In any case the unit doesn't get promoted while using it. Which brings me to my next case:

There are a bunch of units that are really hard to promote if not impossible because of the secondary effect they have like the inferno cannon burning or even worse the firestorm. Almost every unit that leaves fire, toxins or radiation suffers from this. The toxin / radiation cloud or the burning ground are different instances / objects that do not communicate with it's creator. Maybe something can be done to send back kills / experience info to it's parent. I've seen this fixed in the Westwood mod so it's possible.
Good thing that the aurora alpha is fixed. wink.gif
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IonCharge
post 18 Dec 2010, 12:27
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You just complained about them being too powerful... so you want them to be promoted? O_o.
The SSNR shell isn't too powerful, for many reasons:
  1. They have a large cost. (1600+1500=3100 iirc)
  2. Nuke Cannons as a whole are extremely slow
  3. They have tiny armor and are easily killed by aircraft/other ranged units
  4. Siege cannons need four of them to create a SSNR blast
  5. Siege cannons can easily be removed by aircraft
  6. The Nuke Cannon is very slow


--------------------

QUOTE (Shock @ 20 Jun 2009 @ 3:40)
You make it sound like SWR's hidden some nude patch in it..

QUOTE (huhnu @ 16 May 2010, 5:06) *
I've reported it.
And have tried 5 more times anyways.
I'm pro-trolling that mod.

Your base has been targeted for demolition
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post 18 Dec 2010, 13:09
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I was thinking you needed at least 2 nuke cannons to create the blast to balance things out; no complaints about siege cannons. And there is nothing wrong with units being promoted, it adds to their value making me be handle them with more care. It's good to care for your units, have a heart.
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Stalker
post 18 Dec 2010, 19:11
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Making units promotable by Poision/radiation/fire damage-over-time-effects is uncodeable.
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Shock
post 18 Dec 2010, 22:44
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Total SSNR explosion does about 2,5 times more damage than a normal shell does to buildings, not 4x. They were nerfed in 1.0 as opposed to .951

To vehicles there is no difference, only that the SSNR does damage over time and thus reasonably speedy units avoid the most damage of the blast and it doesn't promote the Nuke Cannon quite that easy at the moment. When fired at groups a simple Ctrl+X can save damage to a lot of units. Thus it is balanced to normal shells in vehicle confrontations, which is logical. Why would you otherwise use normal shells again after the upgrade? Normal shells have a very large primary damage radius which few units can actually avoid. The SSNR looks much more menacing I know, but it really isnt that much better.

The siege cannon SSNR is better than this for a number of reasons. Even if it creates an SSNR, the initial shell damage still done, so the SSNR is only a bonus. Because the siege cannon does neat damage against vehicles as well, four shells accumulating in an SSNR can throw an overlord into damaged red. Also because four shells were fired + SSNR explosion erupted, there is a lot of accumulated radiation of five sources on one spot. If the units are stationary, even if the SSNR did not kill them they have to get out of there very quickly if they can't auto heal.

You have to invest more money and micromanagement in this, so also, logically this is more worth the effort. Concluding note, if you think SSNR is too powerful, look at siege cannons, not Nuke Cannons. They destroy stuff much faster.


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Sharpnessism
post 18 Dec 2010, 23:10
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IIRC SSNR also has reduced range in comparison to the normal shells, making it more appealing to use normal shell especially against quicker vehicles which may escape the SSNR blast.
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