Decoy trap negates rally...good or bad?

Quovatis

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I like the concept of the new decoy trap, but I think it's a bit overpowered for one reason: it redirects troops from a rally. If you rally your troops somewhere and they encounter the decoy trap, they will stop and destroy the trap first, ignoring the original rally request. I don't think it should behave like that. Rally should trump anything else on the map...it has a long cooldown because it's powerful. 2 traps that basically negate that power is a bit too powerful in my opinion. Rally should rally your troops to the target, period.
 

ReekyBullet

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So do they not continue the original command after the trap is defeated? That would be annoying. In war rally is currently fairly useless against anyone with a silo anyway though.
Can you rally away from a decoy trap too?
 

Archius

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Bad for me. I've used Roman heavy infantry to quickly kill the TC, but now that has become very risky strategy, because my troops wander off and get killed. I've lost already four times because of defensive decoy negates rally - each time over 30 medals. Frustrating!
 

_Flash_

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A decoy trap is essentially like any other defensive building, except the fact that it doesn't really exist. Just like how troops don't care about defensive buildings on their way to a rally spot, I believe they should ignore the dummy defensive building too when they respond to a rally.

It's fair enough that they stand and fight it like any other defensive building if they encounter it when they move from one building to the next on their own. But, just like how troops rallied to a spot ignore everything along the way, they should ignore the decoy trap too.
 

Manifesto

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I disagree that rally shouldn't be affected by the decoy, and not just because it helps protect my oil. :D
I understand the reason for the decoy, just like the decoy tactic distracts defenders who previously went towards an attacker, so the decoy trap distracts attackers who were going somewhere else. The decoy trap is triggered after the rally, so it makes sense that it overrides it.
It also makes the game interesting when attacking. My Brits are quite often 'set and forget', now I have to be aware and be ready to send in my planes. I also have to decide if my planes should quickly kill the trap, kill defenders nearby or kill buildings shooting at my distracted traps.
It's injected a little more 'thought' into my attacks. It's a pity that it's a defensive boost, something this game doesn't need, but it's something new and I'll take it.
 

HawkEyeHK

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I agree with the case rally before the trap is triggered. But if you rally after the trap is triggered, the rally command will fail and I think it is not good. To me, the rally command somehow can be treated as 'shxt happens' button. Now your army fall into a trap and you cant order them to retreat which looks pretty bad to me.
 

melheor

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Exactly, I wanted to say the same thing but Manifesto beat me to it. Decoy is effectively a post-rally rally. The only reason it trumps rally is because it activates after. If you were to rally AFTER the decoy building spawns, and the rally would be ignored, then you would have a bug. But this sounds like sane design to me, as frustrating as it can be to the attacker. Your other buildings don't trump rally because they already exist at the time of unit deployment, way before you use your rally.
 

ReekyBullet

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Isn't that exactly how it works? I though rallying away from an activated decoy trap was impossible, the only solution being to wait for it to die before your troops or until they kill it.
 

LordAnubis

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Its a very good thing. Puts an end pretty much to raiders when well placed.
 

Ludog

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To me I hardly realize it is there. If my troops hit it I blow through it too fast anyway. Give us more decoy traps. It doesn't bother me. haha
 

Manifesto

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Unfortunately the rally doesn't override a decoy trap. I did 3 friendly challenges and in all cases I rallied AFTER the decoy was deployed. As long as the troops were in the vicinity they shot at it.
Whether this is how it was intended or a bug is up for debate. As Ludog said, my troops just blow it up or I send in planes but I can see how this would be frustrating.
I would've expected that the last command on the battlefield would be the overriding command.
 
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melheor

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In that case it does sound like a bug to me. I'd expect it instead to work like a combination of rally and "favorite target" that units have:

- decoy spawns after rally = units target decoy as if new rally command was issued by the decoy
- rally performed after decoy spawns = units rally to new target, and then go back to decoy after killing it
 

Quovatis

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Even after they destroy the decoy, they do not continue to the previous rally point commanded. And troops won't rally even if you rally after the decoy is sprung. All of that makes it a bit overpowered imho. Rally is completely useless for any troop near a decoy trap, regardless of timing.
 
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