Silo nuke timings
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- Crazy Ninja
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Silo nuke timings
Hmmm...I searched around for this before I posted this, and couldn't find anything about it... so
We all know that when launching silos the closer the missiles are the harder it is to shoot them down so one day when I was *very* bored I had the choice between playing yet another game vs cpu or work out exactly silo nuke flight times. I chose the latter.
Using a silo set-up of a rectangle 2 down 3 across in the top-right of north america I timed how long it took for each silo to hit moscow. I then found the difference between them and launched the silos in this order:
Bottom Left = 0 seconds
Top Left = 20 seconds later
Bottom Center = 33 seconds later
Top Center = 14 seconds later
Bottom Right = 29 seconds later
Top Right = 15 seconds later
All the missiles hit moscow within 3 game seconds of each other. Obviously the order changes with the direction your target is but it seems to work for any direction. If this proves useful to myself I might do it again to improve the accuracy.
What are your thoughts?
We all know that when launching silos the closer the missiles are the harder it is to shoot them down so one day when I was *very* bored I had the choice between playing yet another game vs cpu or work out exactly silo nuke flight times. I chose the latter.
Using a silo set-up of a rectangle 2 down 3 across in the top-right of north america I timed how long it took for each silo to hit moscow. I then found the difference between them and launched the silos in this order:
Bottom Left = 0 seconds
Top Left = 20 seconds later
Bottom Center = 33 seconds later
Top Center = 14 seconds later
Bottom Right = 29 seconds later
Top Right = 15 seconds later
All the missiles hit moscow within 3 game seconds of each other. Obviously the order changes with the direction your target is but it seems to work for any direction. If this proves useful to myself I might do it again to improve the accuracy.
What are your thoughts?
- Radiant Caligula
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I consider such information useless when playing a real game. There are 30 possible variants of where from do you launch and where do you launch. And it is for each silo formation. I don't think that it all is possible to remember
What is worth bearing in mind is timings for a silo formation of a straight line with each silo as close to each other as possible. For example, if your line starts above Chicago and goes West, then the timing for launching at Europe and European Russia is app. 50 in-game seconds. That can help in a 6-player game when you want to surely hit some cities. But again 50 seconds is nice only for US vs EU&RU, not for any other case. Too much to remeber.
And in 1v1s the timings are usually made visually.
What is worth bearing in mind is timings for a silo formation of a straight line with each silo as close to each other as possible. For example, if your line starts above Chicago and goes West, then the timing for launching at Europe and European Russia is app. 50 in-game seconds. That can help in a 6-player game when you want to surely hit some cities. But again 50 seconds is nice only for US vs EU&RU, not for any other case. Too much to remeber.
And in 1v1s the timings are usually made visually.
- Radiant Caligula
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rus|Mike wrote:I consider such information useless when playing a real game. There are 30 possible variants of where from do you launch and where do you launch. And it is for each silo formation. I don't think that it all is possible to remember![]()
What is worth bearing in mind is timings for a silo formation of a straight line with each silo as close to each other as possible. For example, if your line starts above Chicago and goes West, then the timing for launching at Europe and European Russia is app. 50 in-game seconds. That can help in a 6-player game when you want to surely hit some cities. But again 50 seconds is nice only for US vs EU&RU, not for any other case. Too much to remeber.
And in 1v1s the timings are usually made visually.
you don't have to remember the entire list I made. I just did it for fun. But if you have the central times in the back of your head you have an advantage over players that don't. I have seen players launch way too late making them lose. If they had known the central figures they would have timed it right and won.
-First you wanna kill me. Now you wanna kiss me?? BLOW!
you don't have to remember the entire list I made. I just did it for fun. But if you have the central times in the back of your head you have an advantage over players that don't. I have seen players launch way too late making them lose. If they had known the central figures they would have timed it right and won.
I was talking about the very first post, not your chart
- Crazy Ninja
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The problems of posting when you are bored. But I have tested it and it does seem to work for all targets when using the described silo set up.
for example russia > USA the bottom right becomes bottom left
or
USA > south america the bottom right becomes top right/top left depending on which way the missiles arc.
But it can be very useful for 1v1 battles where you cant take down the other silos.
- tllotpfkamvpe
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- Hank Scorpio
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- tllotpfkamvpe
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Last edited by tllotpfkamvpe on Fri Jan 06, 2012 5:38 am, edited 1 time in total.
Either his Majesty the almighty MVPE is making a very subtle, long-winded satirical joke that has has been going on for several months, or even years, and he is really a sensitive and kind individual, or he is just a sociopath who is is very good at 6 player defcon, and is prone to random outbursts because he is on drugs.
- tllotpfkamvpe
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Last edited by tllotpfkamvpe on Fri Jan 06, 2012 5:39 am, edited 1 time in total.
- tllotpfkamvpe
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Last edited by tllotpfkamvpe on Fri Jan 06, 2012 5:40 am, edited 1 time in total.
- Ace Rimmer
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Well, here's something to think about...
It used to be that launching at defcon 1 meant you lose. Defcon tactics never stay the same and I would venture that this rash of immediate launch will eventually fade out, either with the players that do it leaving or out of getting 'old'. Just for arguments sake, what do you think would happen if players started to say 'no' to the suisilo-defcon 1-mass attack and left one or two players in a game to do that? Eventually, people would learn how to counter that strategy and make if fail.
It used to be that launching at defcon 1 meant you lose. Defcon tactics never stay the same and I would venture that this rash of immediate launch will eventually fade out, either with the players that do it leaving or out of getting 'old'. Just for arguments sake, what do you think would happen if players started to say 'no' to the suisilo-defcon 1-mass attack and left one or two players in a game to do that? Eventually, people would learn how to counter that strategy and make if fail.
Smoke me a kipper, I'll be back for breakfast...
With the interesting corollary that you're success in DEFCON default is more or less entirely dependent on what other people do. If you launch on Defcon 1 while everyone else turtles, you lose. If you turtle while everyone else launches on Defcon 1, you lose.
I've never seen MDPE (he's doing it here, too) play but he must be good at keeping up with everyone else's strategy ! (looky a compliment!)
I've never seen MDPE (he's doing it here, too) play but he must be good at keeping up with everyone else's strategy ! (looky a compliment!)
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