@mach said in Nuke Sub Rework:
@ftxcommando said in Nuke Sub Rework:
it comes to what you want the unit to do, it was originally a unit you use to sneak nuke enemy base where they don't expect and from awkward angles and little time to react, which is why I suggested making them better at that rather than redesigning them into a different unit for a different purpose
You do not spend 22k mass on some cheeky sneak attack. It gets randomly scouted and 800 mass in torp bombers eliminate it. There is a reason it only works on sentons. Beyond that, SMD coverage doesn’t allow for sneak attacks like that to do anything on most decent maps because the bases are spread out enough to require each player to make their own SMD already. Even on sentons you don’t do this, you make 9 of them to overwhelm SMDs by attacking where only a few can actually intercept.
Messing around with the statline is just going to lead to worse gameplay. The reality is that nothing can interact with nukes on the water. You make them cheaper or stronger and late game navy combat simply becomes too risky. You can never be sure how many subs the enemy has. You can never be sure how many are loaded. So why would you risk moving out from the SMD coverage near your beach and getting 60% of your navy nuked? Currently this isn’t a problem because a nuke sub needs to kill 2 battleships to be worth it. Except each nuke does 22k damage so it would take 3 nukes which means you need 6 battleships to die to warrant it.
On the otherhand tactical nukes actually induce proactive gameplay from both sides as there is both methods of defense and tradeoffs on sniping those defenses to take into account.