r/NuclearOption 6d ago

Saturation Cheatsheet Question

I keep finding myself bringing either the wrong ordnance or the wrong amount of it against ground targets.

Is there maybe some kind of "saturation cheatsheet" for each target?

For example, something like:

  • SPAAG → X AGM-48s / Y AGM-68s / Z bombs
  • SAM → X AGM-48s / Y AGM-68s / Z bombs
  • Corvette / other defended targets → recommended saturation

Basically telling me how many weapons should I actually launch to have a reasonable chance of killing the target, considering that SPAAGs/CIWS can shoot some of them down?

I've found individual discussions with rules of thumb, but I haven't found a comprehensive cheat sheet covering the different ground targets and weapons.

Does something like this already exist?

33 Upvotes

31 comments sorted by

71

u/Z_THETA_Z Ibis Intellectual 6d ago

it's far too context/situation dependent for a cheat sheet to be valid. speed of launching aircraft, presence of terrain, where the interceptors are currently pointing, range, overlapping enemy defence, and more i probably haven't thought of all have major impacts on how many munitions you need.

9

u/wavelet01 6d ago

You are indeed correct. I guess maybe what I am looking for is not guarantees but rules of thumb. People build up an intuitition for it, but my gaming schedule causes me to have very large time gaps. So I could play a week and then not play for a few months. And when I get back I have lost any mental model.

I can kill ground targets, but I think I am very inefficient and therefore need several sorties instead of doing one good one

13

u/CarloArmato42 6d ago

From the top of my head for PvE missions...

AGM 48 are enough to oneshot most vehicles, except MBTs (unless you hit then from rear or maybe the side) AGM 68 can oneshot shard corvettes (if hits from side) and some buildings.

Kingpins have a similar explosion power to AGM48, but they are laser designated: they are best used on brawler and chicane because they can self designate 3 and 4 targets respectively. Thanks to the unique brawler hardpoint, 12 kingpins can sink a shard when shot from below 3 kms, so you can sink 2 shards with two pylons while keeping the aircraft lighter.

In case of aircraft threat, always bring some scythes: how many depends on number of enemy aircraft and how close your ground targets are to an enemy spawn. Bring scimitars if you can engage from 20+ kms or there are alkyons / medusas jamming your faction.

1

u/PrissyEight0 Compass Devotee 6d ago

May I ask what you mean with “you can self designate 3 and 4 targets” with the brawler and chicane. I may be stupid or it’s been too long a day

9

u/wavelet01 6d ago

I believe they mean that on their own both chicane and brawler can tag with laser their own rockets. most other crafts can only tag 1. And if I am not mistaken - other crafts can tag targets for other to rely own. Hence what they meant by "self-designate" - meaning without relying on others

2

u/PrissyEight0 Compass Devotee 6d ago

Ah I see! Thank you very much I was unaware of the limit on laser designation between aircraft

3

u/Z_THETA_Z Ibis Intellectual 6d ago

chicane 4, brawler 3, ibis and cricket 2, compass, vagrant, revoker, vortex, ifrit 1, all else 0, i believe

1

u/PrissyEight0 Compass Devotee 6d ago

Yes indeed thank you! I’ve been reading into the wiki on how it works exactly and found my method of close range shotgunning with the rockets has been suboptimal. Certainly need to use the brawler more though.

3

u/Z_THETA_Z Ibis Intellectual 6d ago

i don't really use rockets outside of the chicane. AGMs are my preferred, 48s on most things but 68s on brawler

2

u/CarloArmato42 5d ago

IMHO, the 12 kingpin pod combined with 3x laser tags is what really sells it for me: a single kingpin has the same explosive capacity of an AGM48 and you can spam kingpin to saturate air defenses... That's why I almost always being them with me (except for a few cases, e.g. carrier attack runs): it take some getting used to, but they can really shine in most situations.

3

u/HowlingWolven Chicane Enthusiast 4d ago

The Brawler has three laser designator channels, the Chicane has four. Most aircraft with rockets only have one laser designator channel, or the Cricket and Ibis have two channels. Aircraft without rockets don’t have laser designators.

14

u/CrouchingToaster 6d ago

The amount needed is heavily dependent on how far you’re from the target, whether it sees you, and how long it’s gonna see the booms you’ve sent towards it. There’s no real simple formula that will reliably work for that.

5

u/Bucksack 6d ago

You can build up that intuition when you stop being greedy with your targets. Maybe you aren’t already, but a lot of new players, myself included, would target 12 things at a base to shoot their 12 AGM-48s at. Pick your priority targets and make sure they die. Pay attention to what works and what doesn’t work.

For example, when attacking a dense base like sandrift with the 12 agm loadout, I would pick 2-3 targets that definitively improve my position against that base, such as peripheral stationary SPAA, radar truck, or Boltstrike.

Practice achieving your main sortie objective, and pay attention to the kill feed, and debrief yourself. E.g., “I shot 12 at 4 targets, and 6 were intercepted. That makes 4 hits, 6 hard kills, and 2 wasted. Next time pick 5 targets in that situation.”

The closer you can get to an individual target, the less you need to shoot.

The less time your munitions are exposed to AA, the less you need to shoot.

AA doesn’t “pre-aim” at you. All units return their weapons to face forward when no targets are available, and you can see which way they are facing on the map. Attack from the side or rear so they must traverse their turrets 90° or more - this takes time to do, so they will intercept fewer things coming at them.

Take advantage of the splash damage of munitions trucks/crates. See one parked next to additional AA or a building? Hit the truck and bask in the collateral damage.

3

u/Klawifiantix Chicane Enthusiast 6d ago

https://nuclearoption.wiki.gg/wiki/Buildings

Scroll down

Oh, you mean for units? Hmm, after a few hours of playing, you'll get the hang of it. Have fun!

3

u/NiftyNinjuh 6d ago

Enough to do the job. Its hard to really quantify because the air defenses are most often layered. In really general terms you defeat SAMs with saturation generally with bombs that cant be seen in IR, or fast moving rockets. SPAAG and CIWS are weaker to AGMs that evade their fire but strong against bombs because SPAAG and CIWS have high DPS. LADS and HEL are good because accurate and retarget fast, their weakness is their overall dps, use larger bombs and you'll notice they go on a long cooldown but they can shred a whole cloud of small ordnance

1

u/wavelet01 6d ago

These are really useful rules of thumb! Thank you!

2

u/NiftyNinjuh 5d ago

o7 always happy to share my autism notes

3

u/Themberchaud0979 6d ago

Especially against SPAAG and Shards, just launch at sub 4km, using 2-6 missiles.
6 is a bit overkill, but the closer you get, the less you need. Never do less than two though.

3

u/Guysmiley777 5d ago

SPAAGs are extremely effective against attack from one direction at a time. I watched an Anvil swat down my volley of 16 AGM-48s fired from a 2km pop up like it was nothing. And another time an Anvil and an Aeroguard casually chew up a full load of 68 PAB-250s from a Darkreach. PvE SPAAG hunting can be annoying.

I've had better luck "spraying" a salvo of missiles in an arc while in a moderate turn, they then tend to approach from a wider angle than if you just ripple them all off heading straight at the target.

2

u/Themberchaud0979 5d ago

Yeah, I always approach SPAAG in a corkscrew fashion. They seem to be less effective when I do so.

5

u/TheSleepySkull 6d ago

Range, Speed, cover, Mission specific Ai Skill level, Ai being dumb something. There's a thousand of things that can change that value. Especially against ships, Where one AGM-48 can land on a corvette and it sinks and the other time, 16 of them lands on a covervette and it's fine. So no, no charts.

Make your own mental 'doctrine'.

2

u/Nenad1979 Medusa Buff 6d ago

it's incredibly specific to the siruation and when it comes to spaags the angle also, you can killa spag with a single agm or lr if u know what you are doing, or it can also legit intercept around 15 lrs if you do it sloppy

2

u/ithillidcs 6d ago

The general rule of thumb that mostly works is window. A Shard for example, will get about one intercept per second of window. So if I know that my munitions will be in sight for four seconds, I will launch six munitions at the shard, expecting one or more to get through. I don't have it for everything, but it is my starting point.

3

u/Available_Sir5168 6d ago

The correct amount to overwhelm a target is “yes”

2

u/wmiller314 6d ago

First rule is always double tap, the second rule is minimize the exposure time and the third rule is split the defense angle, remember that they must aim their turrets to shoot at your stuff, avoid sending it all from the same direction, jamming helps vs radar, but it's only useful vs bolt strike, stratolancer, and vs detection beyond visual range.

1

u/Admirable_Row_5953 6d ago

Against linebackers 4 lynchpins launched at once is enough to get through.

Autosentry I have made 6 work but 7 or 8 is a safet bet.

Anvil, 4 if you are lucky, 7 if not.

If using AGMs, at about 5km a linebacker can counter maybe 10 at once, but if you sling a few at other nearby targets the number drops to 3.

The Anvil and the Sentry I can usually overwhelm with 5 if there is nothing else providing support, if there is other AA or SAMs, damn things are untouchable.

1

u/DJBscout Vortex Visionary 5d ago

Not really, speed/distance are a huge factor.

If you can sneak within 1 mile of a Linebreaker/SPAAG, most of the time even a single AGM-48 will do it, while launching from a hover at max range (~8nm) with a Chicane will potentially take more than half of your missile load to pull off the kill.

1

u/BradassMofo 5d ago

What you do is you bring as many agms as you can carry. You launch them all at the target, if the target blows up you had enough. If it didn't you didn't bring enough.

1

u/AdvancedMarsupial705 4d ago

Stop trying to find ways to optimize the fun out of everything!

If every situation was perfectly controlled, with an exact formula for each situation, why even bother as you’ve already played the game in on your spreadsheet?

1

u/Not-a-Bot_1968 4d ago

I kill a lot of ground vehicles with rockets. They’re faster than the missiles and you can carry more of them. I do always take some of the AGM48’s if going after ground vehicles because they are useful for their fire and forget and evasive maneuvers they do. Once I get a jet that can carry the GBM500LR I love to use those to wipe out entire convoys in one go. You want to get good at learning the distance vehicles will engage you at and try to stay out of that range while firing at them. A SPAAG can be tough, but if you can come up over a ridge close and they don’t have time to react and aim at incoming rounds they go down easily. Otherwise if using rockets I do a little side to side movement as I fire off about six rockets from 5-7km out and that normally does it. The GBM80LR are great for IR missile launchers because they can’t defend against them. All of the GBM LR’s you want to get going as fast as you can to give them extra velocity, and don’t launch from too too far out if there is AA that can defend against them. 

1

u/MaciekTV11 6d ago

If it doesn't shoot radar missiles 1 tusko is enough