Tactical nuclear grenade launcher just inept

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

User avatar
KingHalford
Posts: 569
Joined: Thu Aug 18, 2016 3:53 pm
Contact:

RE: Tactical nuclear grenade launcher just inept

Post by 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.
Ben "BATTLEMODE"
www.eXplorminate.co
User avatar
newageofpower
Posts: 261
Joined: Thu Dec 03, 2020 3:09 pm

RE: Tactical nuclear grenade launcher just inept

Post by newageofpower »

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.
User avatar
KingHalford
Posts: 569
Joined: Thu Aug 18, 2016 3:53 pm
Contact:

RE: Tactical nuclear grenade launcher just inept

Post by KingHalford »

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.
Ben "BATTLEMODE"
www.eXplorminate.co
User avatar
BlueTemplar
Posts: 887
Joined: Thu Apr 29, 2010 12:07 pm

RE: Tactical nuclear grenade launcher just inept

Post by BlueTemplar »

This might be of interest to you :
"Early" Monitor Tank - TacNuke FTW !
zgrssd
Posts: 4204
Joined: Tue Jun 09, 2020 1:02 pm

RE: Tactical nuclear grenade launcher just inept

Post by zgrssd »

On the mater of how deadly this weapon is, there is this little piece of information.
ORIGINAL: Soar_Slitherine

Akrakorn on Saros' Discord decompiled the game executable and posted the info.
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.
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.
DW2 Poll:
"Should the Civil and non-Combat Ships loose all or most of their weapon slots?"
https://www.matrixgames.com/forums/view ... 1&t=382690
Dampfnudel
Posts: 168
Joined: Wed Feb 27, 2019 7:49 pm

RE: Tactical nuclear grenade launcher just inept

Post by Dampfnudel »

ORIGINAL: Sieppo

I mean the attack power is just feeble..

Image

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

Return to “Shadow Empire”