At ~34 minutes; the anti-nuke fires, misses, does a loop, then circles back and finally connects. If that nuke had gone after the front player instead of me, it would have connected. https://replay.faforever.com/17502134
Can the Anti-Nuke miss now? (bug or feature, not a Yolo)
SMD has always been able to miss, it is just very rare.
A work of art is never finished, merely abandoned
I would personally like to see a different approach to SMD, but I guess it won't happen.
Suggestion: SMD launcher stays expensive, missiles get much cheaper. Misses are possible (maybe 10% chance) but two missiles (if available) are fired to reduce the risk (but without completely eliminating it, at least not with a single SMD). Meanwhile, Yolo shoots a small swarm of standard nukes instead of one super-nuke.
@cyborg16 I don't think introducing coin flips, when your base/comm is at risk is a good idea. Basically if your nuke connects you win, so every nuke is a 1% chance to win the game.
This topic can be closed - any suggestions to balance can make a separate topic in the balance section of the forums.
A work of art is never finished, merely abandoned
@jip said in Can the Anti-Nuke miss now? (bug or feature, not a Yolo):
SMD has always been able to miss, it is just very rare.
Wasn't that fixed recently???
So that definitely wasn't fixed. Just had a sudden end to my game cause my smd missed. Or is not supposed to take on 4 nukes at all? Then why does it even fired a 4th rocket?