@mach said in Nuke Sub Rework:
one of advantages of nuke submarines not mentioned here is the fact that their nukes can be launched from way closer to enemy compared to immobile nuke launcher building (that is usually in middle of your base far from the enemy) and thus arrive way faster, giving enemy little time to react in comparison, and avoid SMD cover (that often nullifies launcher nukes with their "defense shadow") by attacking from different angle, ik this doesn't matter on tiny maps that most people play on but even on 20km it seems valuable to me (yeah yeah sentons mostly)
I gave 3 extremely common 20km maps where this just doesn't matter. Another would be Selkie. No point in making them because battleships hit anything important. Any example of maps beyond sentons where nuke subs are a common occurrence? If a unit requires an extremely specific map scenario to be viable, it needs to be adjusted.
-or being buffed to same power as normal nukes so their cost fits instead and so they can be used vs navy as well and not just bases, one of biggest problems with nuking navy (sometimes the only way to deal with enemy navy once it gets to sufficient numbers and you can't even get in water because of it) is that it can so easily get out of the way as soon as you hear the nuke notification, which only works because of how long it takes a nuke to get to target from a launcher, meanwhile nuke submarines can hit the target a lot faster due to being able to launch it from closer, the problem is that the nuke itself is weaker while costing the same as launcher one, preventing its use against navy, the only advantage it currently has over normal nuke is the mobility of the nuke submarine and more difficulty in scouting them compared to launchers, lack of which combined with all the downsides is what makes them niche, so I suggest making them better at what they were originally for instead of redesigning them
I am extremely opposed to this because it just isn't fun and promotes stagnate gameplay. You cannot stop SMLs on the water. You can stop tactical nukes. If they are too easy to shoot down, remove the TMD on some units or give the missile more HP.
@maudlin27 said in Nuke Sub Rework:
This feels too far from the core concept of the unit and what non-FAF players will be used to when coming to FAF, thus making the hurdle for new players to overcome that bit higher, and I feel such changes should only be by rare exception/where the change will greatly improve overall gameplay, for example with the introduction of T3 MAA (where there was a clear gap in land unit's anti-air options).
This change is no different than any half a dozen adjustments FAF has done to make half the unit roster for factions not a noob trap. You make Janus or Notha in Steam FA you lose. You make titans you lose. You make SAMs you lose. Hell, beetles are totally alien to what they are in base game.
Adding things to make units fill a viable niche in a game is how you make balance better. What is the other solution? Make their nukes OP so it warrants making them even on maps where they don't actually provide any additional utility? Or is it just fine that you basically never make these units outside of Sentons?