Love the new novalith!

I'm absolutely in love with the 80% reduction in max population on planets hit with the novalith.  Definately adds the proper polish that an intergalactic nuke cannon should have.  I know it's small but the addition is quite nice and opens up some gameplay options.

38,777 views 20 replies
Reply #1 Top

the thing is that they take too long to fire and for the missiles to hit

Reply #2 Top

yeah, the novalith is quite useful for that.

also, remember that the other superweapons also got a boost. vasari get a phase node where it hits and advent get a damage boost (25% last I looked) inside the grav well. quite useful those things now.

Reply #3 Top

Meh I think advent one sohuld drain all antimatter from enemies int he grav well. That would be somethin.

Reply #4 Top

Yet another feature i missed #:(  

Is that effect permanent or temporary?

Reply #5 Top

the vas kosutra already had the phase node if i remember well ^^ (i maybe used super weapons 5 or 6 times each so i can't remember well)

 

but the novalith is way too powerfull, 3500 damage on a planet ... 2 shots for any planet and bye bye need to be tec and shield planets or its game over if the dude has 4 novas and a decent fleet

 

 

(oh and all effects are temporary)

Reply #6 Top

My friend used it against me in a MP game, the Novalith that is; I had lots of Asteroid planets, and it killed each with one shot.  If I remember right, a Shield around it did nothing.

Reply #7 Top

Quoting PurplePaladin, reply 6
My friend used it against me in a MP game, the Novalith that is; I had lots of Asteroid planets, and it killed each with one shot.  If I remember right, a Shield around it did nothing.

Build a shield generator, and upgrade the shield thing for it twice, and make sure its health is 100% maxed, You will make it, I got hit 5 times by my buddy on 1 place and had most of my health/pop alive.

Reply #8 Top

I still think that the Kosutra is still the most powerful weapon.  4-5 shots will leave everything in orbit with 100 health and now my fleets are not taking damage if they are in the same grav well when its hit.  + starbase shields are usually stripped which means it falls quick to just 3 cap ships.

 

Sure blowing away a colony is cool and all, but you still have to deal with the defenses which can be tough against a good player.  Thats why I think sabotage will be in the next expansion.

 

Edit: My favorite tatic is let them wate their time researching to get their mega weapon and them send in a sneak task force to blow away a few weapon labs and disable all their cannons.

Reply #9 Top

Sure blowing away a colony is cool and all, but you still have to deal with the defenses

Which is actually I believe the Novalith is the least useful superweapon. Unless you can somehow build enough of them to nuke all of the opponent's planets in a very short time (that would be a lot!) you ultimately still have to face off against their fleet or they'll just re-colonize what you nuked. Sure, there's some economic impact, but at the Novalith stages of the game the only planet that kinda hurts to lose is the capital, since the upgrade is costly and you lose a little allegiance while you're upgrading another planet. And you'll still need to beat the opponent's fleet to win.

Both the Kotsura (to a lesser extent) and the Deliverance help you actually get rid of the enemy fleet. Kotsura is best when they're dug in behind defenses, but its new temporary phase stab is also quite useful since you can force the fleet to leave the well-defended choke point. And the Deliverance just gives you a huge advantage in a fleet engagement, higher mitigation across your fleet, 25% damage bonus, and strip the enemy of their culture bonus.

But that's me. ;)

Reply #10 Top

As a 'Planet Killer', the novalith isn't that awesome.. the loss of an individual planet isn't going to change the game. Nuking a single planet from across the system is at best an inconvenience at the late game stages. Unlerss you have 4 or 5. If you have that many, the game was already over and your opponent just wasn't properly notified.

But it has other advantages that I think make it an awesome ( the best ) super weapon. I use it to speed planet bombardment after I've chased off a fleet. Makes taking a planet a LOT faster. Or using it as an indirect money-resource leech. Nuking planets does a good job of causing momentary loss of income plus the money to rebuild the infrastructure. In addition, with the fall out it can't be instantly re-populated. Combine the economic drain with an all out attack, and and you can trim his fleet in pieces since replacements won't be as easy to come by.

It does have it's uses, and it's annoying, but not 'game over' . 

Personally, I find that if I'm not going to build at least two, it isn't worth it.

Reply #11 Top

Effect is -40% max population per show. So it's 40%, 80%, and 100% with 3rd shot!

Reply #12 Top

Quoting Astax, reply 11
Effect is -40% max population per show. So it's 40%, 80%, and 100% with 3rd shot!

yup, which makes it quite nasty against pop rich planets like terran, desert or ice. I'd prefer to nuke the enemy hw, because that's usually where most of the income is settled and the hw upgrade is quite expensive to get, but with only  one I'm not sure you can do it fast enough. certainly not with 2 or shots, but several once they are ready might not give the hw infrastructure the time to regerate. in any case, if I only have one, I'd prefer to switch around targets and work primarily with the pop penalty effect.

still, while the upgrade is good, it kind of makes the weapon fulfill two functions: 1) do I want to kill the planet or 2) do I want to hurt medium turn income? possibly, as someone pointed out, 3) assault support for attacks. hm, but come to think of it, the vasari new effect is also an alternative, because the front line planets that are the target of its primary effect are reachable anyway and won't have much use for the node anyway.

Reply #13 Top

possibly, as someone pointed out, 3) assault support for attacks.

Except this doesn't work so well anymore since the population reduction lasts for a very long time, so if you intend to capture the planet after nuking it, you're shooting yourself in the foot with a rocket launcher. ;)

Reply #14 Top

Quoting Annatar11, reply 9

Sure blowing away a colony is cool and all, but you still have to deal with the defenses
Which is actually I believe the Novalith is the least useful superweapon. Unless you can somehow build enough of them to nuke all of the opponent's planets in a very short time (that would be a lot!) you ultimately still have to face off against their fleet or they'll just re-colonize what you nuked. Sure, there's some economic impact, but at the Novalith stages of the game the only planet that kinda hurts to lose is the capital, since the upgrade is costly and you lose a little allegiance while you're upgrading another planet. And you'll still need to beat the opponent's fleet to win.

Both the Kotsura (to a lesser extent) and the Deliverance help you actually get rid of the enemy fleet. Kotsura is best when they're dug in behind defenses, but its new temporary phase stab is also quite useful since you can force the fleet to leave the well-defended choke point. And the Deliverance just gives you a huge advantage in a fleet engagement, higher mitigation across your fleet, 25% damage bonus, and strip the enemy of their culture bonus.

But that's me.

Annatar , You've said you only play single player. Have you seen the ai build a superweapon? I play hard ai and havent seen them build one once.

Reply #15 Top

Nope. Not yet anyway, IC did say they'd change it so it would, so I'm hoping it made it in Entrenchment 1.0. Started a huge random that will last a while, so I'll know soon.

Reply #16 Top

Quoting Annatar11, reply 13

possibly, as someone pointed out, 3) assault support for attacks.
Except this doesn't work so well anymore since the population reduction lasts for a very long time, so if you intend to capture the planet after nuking it, you're shooting yourself in the foot with a rocket launcher.

too true. that's why I only included it as a 'sort of' option.

Reply #17 Top

I hate this weapon.  I hate anything that hits that far.  Way to far long range weapons is what completely ruined Supreme Commander for me.  You spend all that time working on a defense only to have some c*ck sucker pummel you from a distance.  How annoying.  I am glad it fires super slow,  wish it took 10 hours personally.  You want to fight me?  come gets some yourself!

Reply #18 Top

And the Deliverance just gives you a huge advantage in a fleet engagement, higher mitigation across your fleet, 25% damage bonus, and strip the enemy of their culture bonus.

Also if you hit the planet early enough with 2 or so engines then your ships will get an in culture bonus (6% shield mit)

:thumbsup:  

Reply #19 Top

love builden a few and nuken home worlds oh I am sorry i hope you didnt need it

Reply #20 Top

Novalith are economic cancer; if your looking for the fast mega-kill, that's not what they do.  Even if you recolonize the planets just destroyed, it takes a LONG time for them to get back up to the income they had.  There comes a time when you just don't have the income to rebuild any ships you loose.  The Tec have the best economy, and it makes perfect sence that their weapon wrecks your economy.  I think the gun actually shoots a clone of George Bush on each planet ;)

You may say "if you want to fight me, come get me", but superweapons say "Now YOU"VE got to come fight ME"

Entrenchement - Superweapons = stalemate

Turtlers + Entrenchement - Superweapons = Cutting an apple in half and watching it turn brown. . .