I don't mean "cheeky sneak attack" like some cheap drop in enemy mexes but an "unconventional" attack that may cost certain investment but with sufficient payoff from that investment
@ftxcommando said in Nuke Sub Rework:
You can never be sure how many subs the enemy has. You can never be sure how many are loaded.
imo this is what you are supposed to think of them, but in general sense rather than only for navy, the scary kind of weapon that always makes you fear of a nuke suddenly appearing out of nowhere where you least want it (unlike predictable SML you can clearly see in enemy base that gives a different kind of nuke threat), and what I suggest to make them better at
another possible way for this without increasing their damage or reducing the nuke costs is if all nuke submarines are given stealth like the cybran one so they can't just be "scouted randomly", or even given some new "stealth mode" toggle that activates this stealth but in turn prevents them from moving or even building the nuke at all while it is on (or like seraphim sonar, reduces speed significantly), and even adding cloaking to this mode so that only t3 scouts can see them when they have the toggle on but basically incapacitates them while it is active rather than being a mere energy cost, this would allow you to get around with them without them being sniped as easily and keep them as the nuke threat without risk of them randomly getting discovered by units passing nearby for different reasons, increased sonar range can help them avoid running into enemy ships by accident as well
idk I'm just looking at how to give a reason to build them while keeping them true to their purpose without imbalance or messing with stats or changing their role
@ftxcommando said in Nuke Sub Rework:
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.
this is why I wouldn't mind if your idea of tactical nuke (or nuke torpedo someone suggested) to use against navy was added as additional missile that nuke submarines can build, as long as the original "real" nuke remains as an option instead of being completely replaced/removed, if no one uses it for that purpose as you say then that means there is no reason to remove it either
the stats I speak of is mostly the very disproportionate cost of the submarine nuke compared to launcher nuke considering their difference in damage and range (70k vs 22k, infinite vs whatever-number-it-is), idc if they remain unable to viably nuke navy with these, but the cost of building them is the same as other "better" nuke for some reason despite clearly way lower damage and range? for example you can use launcher nukes to kill enemy experimentals, while using submarine nuke for that is a waste because it does less than half hp damage of any experimental other than fatboy, but... costs the same to build?
hope I at least gave some other interesting options to consider for changing nuke submarines, it's not like I'm saying this has to be exactly like this, numbers can be whatever it needs to be for balance, just the concept of unit itself is what matters to me