No novalith cannon plz!! I hate super weps

Who thinks the same as i do?

i simply hate super weps they are annoying and just snipe you from miles away which ruins the game. Like c&c3 its just a race 2 get the first super wepon and kill other people super wepon then use urs its just crap. I prefer games with no super long range wepons or super wepons. with super long range wepons and super wepons u can build ur defensis up and just blast away at the bad guys from miles away.
115,578 views 78 replies
Reply #1 Top
Eh, personally I'm hoping that they're going to balance them in in the same way Supreme Commander did. If you've played it, you'll know that super weapons are easily countered if you pay attention and keep yourself prepared.
Reply #2 Top
yea they are and i have player it i like the superwepons on that game cos u just build anti nuke thing. But if they dont have something like that then i dont want super weps
Reply #3 Top
Super weapons are fine.

Aslong as they are balanced.
Reply #4 Top

yea they are and i have player it i like the superwepons on that game cos u just build anti nuke thing. But if they dont have something like that then i dont want super weps


The anti-nuke thing only handles nukes, one of about 5 superweapons per side. (Though many of the experimentals are, quite frankly, jokes. Bad jokes.)

There is the T3 artillery unit, which can bombard your base from a long distance away -- use shields to counteract this when it first goes up, then bomb it with strategic bombers. (Better yet, just bomb it before its built by keeping your scouts going!)

The T4 units, on the other hand, are generally countered by scouting (and bombing), not letting the enemy announce their presence. If they come in range of your defensive line, your defenses are gonna get hurt, and bad. Unless its one of the sucky T4's, like the soul reaper
Reply #5 Top
Even if you can destroy the "administrative personel" and infrastructure on an enemy planet, unless the planet itself is actually blown to bits, it would not be a big deal in the game. The enemy ai would just repopulate and the structures would remain. I would think there would be a long cool down period for such a weapon.

Given how well the game appears to be balanced post patch the canon could be tried and if found not to add to the game could be dropped or tweaked by the developers or "modded out" by players.
Reply #6 Top
Even if you can destroy the "administrative personel" and infrastructure on an enemy planet, unless the planet itself is actually blown to bits, it would not be a big deal in the game.


You're joking, right?

I don't know about you, but I spend buko bucks on upgrading each and every planet's logistical ability, making all of them powerful economic centers (well, as powerful as they can be).
Reply #7 Top
yea same ere but i still dont like super weps its better just having ships i like super ships tho that are powerful but dont have an unlimited range and has to risk it self to attack u
Reply #8 Top
How can you have an epic Real Time Space Empire Building Strategy game without super weapons?
Reply #9 Top
As long as the race I am playing as , has the best =p
Reply #10 Top
Why not just have a game option to disable/enable super-weapons? Then everyone's happy. I like super-weapons most of the time, but chances are I will want to play some games without them.


yea same ere but i still dont like super weps its better just having ships i like super ships tho that are powerful but dont have an unlimited range and has to risk it self to attack u


Super-ships ftw!!
Reply #11 Top
Of course the game will have super weapons, but they won't have unlimited range.. they shouldn't be able to fire on a different system.
Reply #12 Top
Why not just have a game option to disable/enable super-weapons? Then everyone's happy.


Balance becomes even more complicated (potentially not by much, but still some balance issues -- what if there are some units with special "anti-superweapon" powers, i. e. planetary shields?).
Reply #13 Top
Look at it this way. from what i understand of the game mechanics as they stand, the novalith cannon is not much more than a glorified breaching cannon. it can fire as far as two jumps, which is impressive. but it's not game breaking, and a decent player shouldn't have problems countering it. and as far as C&C3 goes, trust me, if you're turtling and saving up for a superweapon, you'll lose 7/10ths of the time, to a faster more flexible opponent.
Reply #14 Top
I just think the idea of the cannon needs to be reworked, it cannot bomb with the same DPS as the siege frigs or the capital ships, that would be frankly too good. it should be very much an attrition thing that does most of its damage to POPULACE. also it should be mad expensive, so if you dont defend it properly, it ruins you.
Reply #15 Top
lol schem, ur arguing on how to tweak it when all uve seen is a photo XD
Reply #16 Top
I just think the idea of the cannon needs to be reworked, it cannot bomb with the same DPS as the siege frigs or the capital ships, that would be frankly too good. it should be very much an attrition thing that does most of its damage to POPULACE. also it should be mad expensive, so if you dont defend it properly, it ruins you.


Not necessary so. A fully researched planetary shield absorbs 70% of the damage of bombarding.

So, even if the Novalith cannon has the same DPS as a siege frigate, you could easily lower it to just 30% with one shield and even more with 2 shields (how do 2 shields work anyway? multiplicative? after each other?), the shield generators itself would be safe from the cannon, so it would become balanced imho.
Reply #17 Top
either way, super weapons are IN. can't stand them? get used to disappointment, cause i love them... they give me turtle targets who divert resources from useful techs.
Reply #18 Top
i agree with the super wepons on off button.
Reply #19 Top
No off-switch! Just balance it out.

As long as balancing it out isn't done by making them really expensive, or limiting it to a single weapon.

As for supcom, I would say the Gattling artillery is the most overpowered, even though the range has been decreased in patches, it's still insta-death.

Reply #20 Top
As for supcom, I would say the Gattling artillery is the most overpowered, even though the range has been decreased in patches, it's still insta-death.


Eh, its fragile, expensive, long to build... and if you're smart you can bomb it before it goes online. Scout scout scout!
Reply #21 Top
If there isnt a superweapon button then its just very poor game design/opinion on their part
Reply #22 Top
yea some super wepons are good and make u need 2 scout but if its like c&c then its a no but id still like a go with the big mama
Reply #23 Top
yea some super wepons are good and make u need 2 scout but if its like c&c then its a no but id still like a go with the big mama


Agree. The super weapons in C&C always sucked in multi player. Since most of the time they are not defendable hitters. (Only way to defend against them was destroying the corresponding building in the well defended enemy base.

Super weapons in Total Annihilation/Supreme Commander were good, since they were balanced. Against long range cannons you had shields/they were very inaccurate. Against nuclear missiles you had missile defense systems, against Krogoths, T4 units, well they don't have air defense and were very expensive.

Imho if Ironclad goes the same way, against the Novalith Cannon you can build planetary shields, it will be balanced. It just needs a counter then it's imho fine.
Reply #24 Top
I don't mind if super weapons are really powerful. As long as it hurts a little to use them. For example it can cost resources to build the "bullets", they can be vulnerable and easy to take out with raiders, etc. And of course really expensice to build.
Reply #25 Top
It works pretty much that way:  very expensive, slow to recharge, costs resources to fire, etc.