Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Tactical nuclear grenade launcher just inept

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> Tactical nuclear grenade launcher just inept Page: [1]
Login
Message << Older Topic   Newer Topic >>
Tactical nuclear grenade launcher just inept - 5/11/2021 5:47:56 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline
Showed incredible firepower so designed a monitor tank with a tactical nuclear grenade launcher. However turned out to have just inept attack values (100-200) and really does not perform in battle. What's the catch with the weapon?

_____________________________

> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
Post #: 1
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 7:21:33 AM   
GuardsmanGary

 

Posts: 50
Joined: 7/4/2020
Status: offline
Look at how many attacks per round it gets. That's the catch.

(in reply to Sieppo)
Post #: 2
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 8:11:53 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline

quote:

ORIGINAL: GuardsmanGary

Look at how many attacks per round it gets. That's the catch.


Ahh yeah, a hundred . But it's still totally unable ton kill anything in battle. Just retreats after 1-3 rounds... Could this be the problem with more powerful weapons getting just more attacks? When none of those attacks are able to kill any enemies?

(in reply to GuardsmanGary)
Post #: 3
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 8:13:19 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline
I mean the attack power is just feeble..




Attachment (1)

(in reply to Sieppo)
Post #: 4
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 9:17:24 AM   
Zanotirn

 

Posts: 113
Joined: 3/12/2021
Status: offline
There is no damage reduction for the attack power to overcome; when it comes to hitting a single target, 2 attacks of N power should have the same chance as one attack of 2N power. Except when you have one attack you can only possibly hit one target and can waste attack power (any attack power above the target's hitpoints has diminishing returns when it comes to chances to hit per attack power).

(in reply to Sieppo)
Post #: 5
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 9:47:31 AM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
Aside from the insane amount of attacks, Nuclear Weapons also are not subject to the callibre calculation.
But as you found out, it hardly maters as HP can reach the hundreds to thousands.

What exactly are you firing at? What is the base HP and the effective HP after entrenchment?

(in reply to Zanotirn)
Post #: 6
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:18:07 AM   
guizzmo

 

Posts: 6
Joined: 4/29/2021
Status: offline
The reason why your monitor tank is doing no damage is probably because you started the game on a previous. You need to restart a game on 1.09 in order to use those.

There was a rounding error which made the monitor tank use 0 ammo. Since 1.09, it has been changed, but the model still requests no ammo. There is therefore a 0% ammo modifier which prevents the monitor tank from doing any damage with tac nukes.

(in reply to zgrssd)
Post #: 7
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:20:15 AM   
guizzmo

 

Posts: 6
Joined: 4/29/2021
Status: offline
When it works, it is by far the best tank in the game, easily wiping whole units. Nothing can withstand the whooping 14600 attack it does (and with atomic weapon applied research, the damage becomes absurd).

(in reply to guizzmo)
Post #: 8
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:21:11 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline
quote:

ORIGINAL: zgrssd

Aside from the insane amount of attacks, Nuclear Weapons also are not subject to the callibre calculation.
But as you found out, it hardly maters as HP can reach the hundreds to thousands.

What exactly are you firing at? What is the base HP and the effective HP after entrenchment?


These robot weaklings that all my other armor have no problem massacring..






Attachment (1)

< Message edited by Sieppo -- 5/11/2021 10:22:23 AM >

(in reply to zgrssd)
Post #: 9
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:25:30 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline
I'm going to test a similar size unit with heavy plasma blasters that half the firepower but of course much larger attack value (only one attack though) how they fare..

(in reply to Sieppo)
Post #: 10
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:26:46 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline

quote:

ORIGINAL: guizzmo

When it works, it is by far the best tank in the game, easily wiping whole units. Nothing can withstand the whooping 14600 attack it does (and with atomic weapon applied research, the damage becomes absurd).


Apparently it is not working?

(in reply to guizzmo)
Post #: 11
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 10:27:37 AM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline

quote:

ORIGINAL: guizzmo

The reason why your monitor tank is doing no damage is probably because you started the game on a previous. You need to restart a game on 1.09 in order to use those.

There was a rounding error which made the monitor tank use 0 ammo. Since 1.09, it has been changed, but the model still requests no ammo. There is therefore a 0% ammo modifier which prevents the monitor tank from doing any damage with tac nukes.


Ahh thanks! I was wondering why there was no ammo on the unit and they kept asking for ammo. Problem solved!

(in reply to guizzmo)
Post #: 12
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 1:46:47 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: Sieppo

quote:

ORIGINAL: zgrssd

Aside from the insane amount of attacks, Nuclear Weapons also are not subject to the callibre calculation.
But as you found out, it hardly maters as HP can reach the hundreds to thousands.

What exactly are you firing at? What is the base HP and the effective HP after entrenchment?


These robot weaklings that all my other armor have no problem massacring..






2417 HP???
I expected something like 400 before Armor Roll and Entrechnment - this is a whole Magnitude above that.
I think there is a Bug with the HP For Robotic Infantry.

But using 196 Attck vs 2417 HP:
1D196 vs 1D2417
2221 Results or 91.890773686388084402151427389326% where only the defender can win.
8,11% are split equally between Attacker and Defender Win.
So 4.055% Chance for the Attacker to win, 95,945% chance for the Defender to win.

Even if you fix the issue with the Gun having no Ammo, those are not good chances!

< Message edited by zgrssd -- 5/11/2021 1:47:07 PM >

(in reply to Sieppo)
Post #: 13
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 2:23:19 PM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline

quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: Sieppo

quote:

ORIGINAL: zgrssd

Aside from the insane amount of attacks, Nuclear Weapons also are not subject to the callibre calculation.
But as you found out, it hardly maters as HP can reach the hundreds to thousands.

What exactly are you firing at? What is the base HP and the effective HP after entrenchment?


These robot weaklings that all my other armor have no problem massacring..






2417 HP???
I expected something like 400 before Armor Roll and Entrechnment - this is a whole Magnitude above that.
I think there is a Bug with the HP For Robotic Infantry.

But using 196 Attck vs 2417 HP:
1D196 vs 1D2417
2221 Results or 91.890773686388084402151427389326% where only the defender can win.
8,11% are split equally between Attacker and Defender Win.
So 4.055% Chance for the Attacker to win, 95,945% chance for the Defender to win.

Even if you fix the issue with the Gun having no Ammo, those are not good chances!


Yeah I mean I think there is something very much broken with Vic's decision to give more powerful weapons more attacks instead of more power with the battle mechanics he has given the game. What can you do, hope he reads this.

(in reply to zgrssd)
Post #: 14
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 4:51:32 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline

quote:

ORIGINAL: Sieppo


quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: Sieppo

quote:

ORIGINAL: zgrssd

Aside from the insane amount of attacks, Nuclear Weapons also are not subject to the callibre calculation.
But as you found out, it hardly maters as HP can reach the hundreds to thousands.

What exactly are you firing at? What is the base HP and the effective HP after entrenchment?


These robot weaklings that all my other armor have no problem massacring..






2417 HP???
I expected something like 400 before Armor Roll and Entrechnment - this is a whole Magnitude above that.
I think there is a Bug with the HP For Robotic Infantry.

But using 196 Attck vs 2417 HP:
1D196 vs 1D2417
2221 Results or 91.890773686388084402151427389326% where only the defender can win.
8,11% are split equally between Attacker and Defender Win.
So 4.055% Chance for the Attacker to win, 95,945% chance for the Defender to win.

Even if you fix the issue with the Gun having no Ammo, those are not good chances!


Yeah I mean I think there is something very much broken with Vic's decision to give more powerful weapons more attacks instead of more power with the battle mechanics he has given the game. What can you do, hope he reads this.

My main issue was about the Robots HP's being a Order of Magnitude higher then I expected. That is going to ruin everything.

I agree that the splitting needs some work. I actually made a suggestion on that thematic:
https://www.matrixgames.com/forums/tm.asp?m=4952524

(in reply to Sieppo)
Post #: 15
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 5:35:44 PM   
laagamer


Posts: 50
Joined: 4/22/2021
Status: offline
As a new player, all I'm getting out of this is don't use nukes.

(in reply to zgrssd)
Post #: 16
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 8:23:21 PM   
Malagant

 

Posts: 372
Joined: 3/13/2004
Status: offline

quote:

ORIGINAL: laagamer

As a new player, all I'm getting out of this is don't use nukes.



And get some robots!

_____________________________

"La Garde meurt, elle ne se rend pas!"

(in reply to laagamer)
Post #: 17
RE: Tactical nuclear grenade launcher just inept - 5/11/2021 11:17:45 PM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline
quote:

ORIGINAL: laagamer

As a new player, all I'm getting out of this is don't use nukes.


Nukes work fine, nuke monitors were bugged in Sieppo's game's patch.


quote:

ORIGINAL: Malagant
And get some robots!


Robots cost HiTech, which make them worthless due to how rare HiTech is (compared to the advantage of using your scarce HiTech to make some Plasma weapons instead of robots)

(in reply to Malagant)
Post #: 18
RE: Tactical nuclear grenade launcher just inept - 5/12/2021 5:12:57 AM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
Nukes are incredibly powerful, and hi-tech is not rare, you can build them in the hi-tech factory easily enough.

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to newageofpower)
Post #: 19
RE: Tactical nuclear grenade launcher just inept - 5/12/2021 8:39:42 PM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline

quote:

ORIGINAL: KingHalford

Nukes are incredibly powerful, and hi-tech is not rare, you can build them in the hi-tech factory easily enough.

You'll notice that upgrading the HT factory consumes HT, -and- takes forever, in any practical game they take forever to accrue.

(in reply to KingHalford)
Post #: 20
RE: Tactical nuclear grenade launcher just inept - 5/13/2021 12:04:03 PM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
I don't usually bother with upgrading any kind of industry or factory until I've gotten the level 1 version on most of my zones. In my current game I've got 47 cities so accumulating a lot of anything is not a problem, and HT is no exception.

_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to newageofpower)
Post #: 21
RE: Tactical nuclear grenade launcher just inept - 5/14/2021 1:54:33 AM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline

quote:

ORIGINAL: KingHalford

I don't usually bother with upgrading any kind of industry or factory until I've gotten the level 1 version on most of my zones. In my current game I've got 47 cities so accumulating a lot of anything is not a problem, and HT is no exception.

The thing is, factories/mines/etc get dramatically more efficient & effective the higher level they are. Thus for resources other than HT (IP, Power, Machinery, etc) you want to centralize production wherever it makes sense. The problem with HiTech factories requiring dramatically more HT to upgrade means that you'll have like 47 HiTech a turn from your factory spam... and that's not even enough to arm a light infantry formation with Plasma Rifles (which would be a waste, you should be using Tanks or Walkers with Plasma Rifles, but that costs even more HT.)

Which is absolutely bonkers, imho, but that's the problem with HiTech production today.

(in reply to KingHalford)
Post #: 22
RE: Tactical nuclear grenade launcher just inept - 5/14/2021 12:07:44 PM   
KingHalford


Posts: 488
Joined: 8/18/2016
Status: offline
No that's not right. One Level 1 Hi-Tech Industry produces 5 HiTech. So that's not 47 per turn, that's 5 x 47 which is 235 per turn.

< Message edited by KingHalford -- 5/14/2021 12:08:14 PM >


_____________________________

Ben "BATTLEMODE"
www.eXplorminate.co

(in reply to newageofpower)
Post #: 23
RE: Tactical nuclear grenade launcher just inept - 5/14/2021 6:24:10 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
This might be of interest to you :
"Early" Monitor Tank - TacNuke FTW !

(in reply to KingHalford)
Post #: 24
RE: Tactical nuclear grenade launcher just inept - 5/16/2021 3:23:12 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
On the mater of how deadly this weapon is, there is this little piece of information.
quote:

ORIGINAL: Soar_Slitherine

Akrakorn on Saros' Discord decompiled the game executable and posted the info.
quote:

Base default kill chance: 12%
-Artillery/Rockets/Missiles: 5% (regardless of indirect/direct fire)
-Micronuke RPGs, Tactical Grenade Launcher (Monitor Tank): 50%
-Atomic Launcher: 30%
-ICBMs: 90%

I recall reading community discussions indicating artillery has an additional negative modifier to its chance to inflict non-pin hits during direct attack. If so, it should be noted in the combat log. SAM kill chances are listed in the manual section on anti-air weapons.

http://www.matrixgames.com/forums/fb.asp?m=5020962

If the normal chance to get a kill hit is 12% of every hit but this weapon has 50% chance to kill for every hit, the chance of a kill hit might be a lot better then the attack and defense values indicate.

100 attacks that have a 8% chance to hit, but 50% chance for each hit to be a kill - that is ~4 guaranteed kills per combat turn, even with such a insanely lopsided defense.

< Message edited by zgrssd -- 5/16/2021 3:26:05 PM >

(in reply to BlueTemplar)
Post #: 25
RE: Tactical nuclear grenade launcher just inept - 5/24/2021 2:35:34 PM   
Dampfnudel

 

Posts: 126
Joined: 2/27/2019
Status: offline

quote:

ORIGINAL: Sieppo

I mean the attack power is just feeble..





This boy has 100 attacks per round. So 146*100=14600 soft attack.

(in reply to Sieppo)
Post #: 26
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> Tactical nuclear grenade launcher just inept Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.875