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OF Intel

MECHANICS · 06

Nuclear Weapons & SAM

OpenFront's nuclear strikes are 'gold-bought kill shots'. Players who understand blast radii, SAM range, and MIRV start dominating after minute 5.

Three Nuclear Weapons

NameCostInnerOuterSAM Interceptable
AtomBomb750,0001230
HydrogenBomb5,000,00080100
MIRVWarhead— (released by MIRV)1218
MIRV (carrier)25M + 15M × launched countSplits into multiple MIRVWarheads
Blast Radius Explained

Inner radius: 100% destruction of all tiles. Outer is the fallout zone, ~50% BFS probability spread, leaving radiation. Radiation weakens attacker mag: mag *= (5 − 2 × falloutRatio).

Water Nukes Mode (isWaterNukes)

When enabled, nuclear blast uses smooth circular pattern instead of BFS spread—ocean tiles get evenly cleared. Major threat to coastal players. Disabled by default in private lobbies.

SAM Defense

Nuclear Weapons and SAM
Atom bomb blast radius
inner 12 / outer 30 tiles
Hydrogen bomb blast radius
inner 80 / outer 100 tiles
MIRV warhead
inner 12 / outer 18 tiles
SAM cooldown
90 ticks (9s)
SAM range formula
samRange(level) = 150 - 480 / (level + 5); default 70, top ≈ 140, cap 150
SAM intercept targets
Only AtomBomb / HydrogenBomb; MIRV body and warheads immune
Pre-fire window
tickBeforeShooting = nukeReachTick − samReachTick ≥ 0

Nuclear Strike Timing

  1. Before 3 min: Don't build nukes, gold should go to City/Port economy.
  2. 3-5 min: 1 Missile Silo + 1 SAM for deterrence.
  3. 5-8 min: Accumulate 5M gold for hydrogen bomb, target enemy City clusters or Silos.
  4. 8 min+: Consider 25M MIRV to force opponent to spread SAM coverage.
MIRV Psychological Warfare

MIRV's real value isn't damage—v24 nerfed it, outer radius only 18 tiles per warhead. But MIRV can't be SAM-intercepted and splits into multiple targets, forcing opponents to spread expensive SAM upgrades and Silos, indirectly weakening their single-point nuclear defense.

Counter-Nuclear Essentials