Superweapon Defense

I have seen the new Gametypes "Destroy the Home world" and "Destroy the Ship".

So...i have thought...what about the superweapons?
Novalith could just shoot the home planet and you couldnt do anything:
TEC Loyalist would be very OP at this, because they can rush their Novalith.
Kostura could stun and maybe destroy the Capital ship if you have enough kosturas.

Because Rebellion is still in Beta, i wantto mention this idea:
Superweapon defense building
A Building to defend your worlds from Superweapons, but not against all of them.
They should have also a reload timer, so if you shoot 2 SW at the same time, it could only destroy one of them.

36,405 views 28 replies
Reply #1 Top

/signed, they should look towards what Supreme Commander did with their Anti-Nukes.

As you said, to minimize damage, stop one Superweapon heading at you but not two, restrict the 'Anti-Superweapon' to 1 per Gravity-Well (The Anti-SW only stops Superweapons that have a collision course with the planet that has a Anti-Superweapon built) this mean it would require multiple strikes from multiple cannons on 1 planet.

 

Reply #2 Top

yes, supreme commander was in my mind with this idea^^

Reply #3 Top

Starbase with Auxiliary Government blocks the Novalith from costing you the planet (though it still kills population). Planetary Shields offer protection from both if you're TEC. If you're playing with capital victory on, then you really need to build that.

Reply #4 Top

Auxiliary Government protects you against the loss even if your Home Planet is destroyed?

Reply #5 Top

Quoting LazerusKI, reply 4
Auxiliary Government protects you against the loss even if your Home Planet is destroyed?

 

The planet remains yours, but the HP drops to zero and population drops to zero.

Reply #6 Top

and this isnt counting as a loss in this gametype?
interesting

Reply #7 Top

Quoting LazerusKI, reply 6
and this isnt counting as a loss in this gametype?
interesting

You haven't actually lost the planet, so it's not a loss. They have to take out the Starbase before any kind of bombardment can cause it to drop from your control. It doesn't protect against Culture flipping it though.

Reply #8 Top

I've used the homeworld winning condition in all of my games so far. It allows me to quickly end the game if it drags on for too long. All it takes is 2 novaliths targeted at the enemy homeworld. It's much faster than manually mopping up the enemy when there is a clear victor. The only defense is planetary shields.

In my last game a hard TEC AI was left fighting against me, also TEC. They started firing novaliths at enemy homeworlds and taking them out reducing the playing field from 6 FFA to 1v1. This AI had a particularly large empire compared to the other wiped out AIs. When we used novaliths against each others' homeworlds the attacks actually failed though. I recall firing 3 at the enemy's homeworld without success. It was all because of the planetary shields. The shields negated the novalith attack. I don't recall auxiliary government helping at all against novalith attacks when I was the one getting hit. I ultimately sent my titan out as a distraction at an adjacent asteroid before sending in my flagship fleet (1 Kol flagship, 2 Kol battleships, 2 Dunov, 10 corvette, 10 LRM) to take out the shield generator immediately preceding a novalith attack. Victory.

Planetary shields are a sufficient defense against TEC super weapons. I have no idea what the result of multiple super weapon hits from the Advent would be. It may help to make planetary shields available one tier earlier.

Reply #9 Top

a sb with aux gov keeps u from losing ur worlds against ANY bombardment and that includes the nova attacks

Reply #10 Top

having a super weapon toggle at the start of the matxh would be enough

some people don't like supers ingame at all, while others enjoy using and dealing with them

not sure if possible but this would resolve this issue without affecting those who enjoy supers

 

Reply #11 Top

Played a match against an AI recently with a particular affection for superweapons on Trinity.  Sure, they could snipe my planets, but I had them defended and just mopped the floor with their faces in combat so I still won.  If they start sniping you with Novas, just go on the offensive sooner rather than later and break the turtle.

Some people don't realize that you can play a game of sins in a short amount of time..

Reply #12 Top

Quoting ZJBDragon, reply 8
I have no idea what the result of multiple super weapon hits from the Advent would be.

Absolutely nothing, deliverence bolts don't stack and are complete shit anyway, they're countered by about 2 broadcast centres. Their only saving grace is the +25% damage boost they give friendly ships in the well.

Reply #13 Top

Deliverance stacks, but only two of them.

A single deliverance signal will cause a -3 culture rate for the planet until the planet revolts or your culture is pushed away, two blasts will cause a rate of -7 but that is the maximum possible loss

the shield will negate the Novalith, fine. but what happens if you are Advent or Vasari?
Superweapons are not the problem, they are part of the game and normaly you cant win a game with pure focus on them. the only problem i would see is the TEC Loyalist. simply build 6 labs and rush out the Nova.
you are forced to rush out your starbase to defend your homeworld then.
in small galaxies the novalith is no problem. but what if you use bigger maps?

A super weapon modifier would be nice if you could set them at the beginning.
yesterday my mate build 18 Novalith cannons...that was boring. he sniped my enemys before my fleet reached them.

Reply #14 Top

Quoting LazerusKI, reply 13
Deliverance stacks, but only two of them.

A single deliverance signal will cause a -3 culture rate for the planet until the planet revolts or your culture is pushed away, two blasts will cause a rate of -7 but that is the maximum possible loss

That's out of date information. The Deliverance Engine now causes your culture to generate at a rate of 50 from the planet. A base broadcast center is 20, so it's pretty easy to negate entirely (three completely neuter it, two probably can if you have enough upgrades). They also don't stack. It's by far the weakest of the three Superweapons and really only useful as fleet support for the 25% damage bonus.

the shield will negate the Novalith, fine. but what happens if you are Advent or Vasari?
Superweapons are not the problem, they are part of the game and normaly you cant win a game with pure focus on them. the only problem i would see is the TEC Loyalist. simply build 6 labs and rush out the Nova.
you are forced to rush out your starbase to defend your homeworld then.
in small galaxies the novalith is no problem. but what if you use bigger maps?

A super weapon modifier would be nice if you could set them at the beginning.
yesterday my mate build 18 Novalith cannons...that was boring. he sniped my enemys before my fleet reached them.

A Starbase requires 4 labs, a Novalith requires 6 (or 8), so it's not that bad. Novaliths are annoying for sure, but the Kostura is the worst of the three for the capital victory because it can give them a direct phase gate to your capital.

Last I heard they were putting a cap of 4 superweapons in a future patch.

Reply #15 Top

Quoting Tridus, reply 14
Last I heard they were putting a cap of 4 superweapons in a future patch.

If they actually put a limit in numbers then they would have to give buffs to the superweapons because right now they arn't worth building much at all.

It's only in large numbers does the novalith actually do serious damage which is the issue with the TEC loyalists and the AI. Advent superweapon is worthless no matter how much you build.

Vasari being the exception since you use it for a phase jump at a single planet.

Reply #16 Top


If they actually put a limit in numbers then they would have to give buffs to the superweapons because right now they arn't worth building much at all.

 

think so too.
Kostura can be very powerful in the right hands, Novalith is fun, Deliverance is nearly waste of money
thats what i think.

A base broadcast center is 20

realy? i build the advent in my last round, on my terran homeworld without another research it was at 10
with all Loyalist upgrades it went to 18,5 or something like that

Reply #17 Top

I've always hated the deliverance engine. It was like what God did to men when he had a little playdough left.

 

"AH! Nutsack!"

 

Deliverance engine is SOASE' nutsack.

Reply #18 Top

Quoting Tridus, reply 14
That's out of date information. The Deliverance Engine now causes your culture to generate at a rate of 50 from the planet. A base broadcast center is 20, so it's pretty easy to negate entirely (three completely neuter it, two probably can if you have enough upgrades). They also don't stack. It's by far the weakest of the three Superweapons and really only useful as fleet support for the 25% damage bonus.

I hate to burst your bubble (about it not stacking culture), but here is the infocard of a planet that I hit with ten Deliverance Engines. I think that I had diminishing returns as well.

Reply #19 Top

A simple solution would be to add a tech or building that turns your planets back into unexplored planets for your opponents like the Gap Generator in the Command and Conquer: Red Alert games.

Reply #20 Top

I think all of this speculation is pointless now that they've announced a re-balance of super weapons coming up.

Reply #21 Top

This is mainly about Novaliths, because the Advent, and Vasari supewweapons wont wipe out the planet they hit. Advents Joy Gun just spreads culture, and Vasari superweapon disables structures, but does no damage to the planet itself.

There will be a cap on how many superweapons you can build. The amount will depend on feedback from beta testing.

Right now the counters to Mass Novalith Spam are.. Aux Govt for TEC (or equivalent for Advent/Vasari) Starbases! This is a MUST HAVE to protect you from loss of worlds during bombardment. Sure you will lose some pop, and income, but you will not lose the planet itself. You will not lose Capital Victory. Your planet will recover in time. However Aux Govt. wont protect you from culture flipping. Only broadcast centers, and the happy happy joy joy gun can.

Maxing out infrastructure to boost planet Hit Points wont hurt ether. Build Shields, and research techs that protect your population during bombardment. Like Crisis Recovery for TEC, Hardened Cities for Advent.

Go on the Offensive! Find the worlds with Novaliths. Listen to the anouncements. Watch where the projectiles come from. Find them, and Smite them! Even if you dont destroy the planet itself. Destroy the Novaliths! They blow up real good. This is where hit, and run fleets come in handy.

Reply #22 Top

Quoting Yottsu, reply 18

Quoting Tridus, reply 14That's out of date information. The Deliverance Engine now causes your culture to generate at a rate of 50 from the planet. A base broadcast center is 20, so it's pretty easy to negate entirely (three completely neuter it, two probably can if you have enough upgrades). They also don't stack. It's by far the weakest of the three Superweapons and really only useful as fleet support for the 25% damage bonus.

I hate to burst your bubble (about it not stacking culture), but here is the infocard of a planet that I hit with ten Deliverance Engines. I think that I had diminishing returns as well.

 

Sounds like a bug to me, last I checked you cannot stack more than 2 D-engines

Im not sure though.

Reply #23 Top

Sounds like a bug to me, last I checked you cannot stack more than 2 D-engines

Im not sure though.

 

Quoting Major, reply 21


Right now the counters to Mass Novalith Spam are.. Aux Govt for TEC (or equivalent for Advent/Vasari) Starbases! This is a MUST HAVE to protect you from loss of worlds during bombardment

To be honest i find this a poor excuse to use when defending against the Novalith, Aux Govt was not actually made to counter the novalith. It was to stop people from skipping the starbases and destroying planets in raids. (I do believe people did that in entrenchment beta.

 

Sure you don't lose the planet but you may as well have.

Reply #24 Top

Another counter are envoys but that requires timing.

Reply #25 Top

Quoting MayallCommunion, reply 23
Sounds like a bug to me, last I checked you cannot stack more than 2 D-engines

Im not sure though.

There is no cap on the stacking for deliverance engine culture spread rate.