Do Not Remove the Missile Silo

Gargantuar

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This thread is in direct response to the other thread saying to remove the missile silo. No. Please no.

Instead make it fire once in 20 seconds .

I have seen it in action , and it is such an interesting building . Maybe OP , maybe not . But it's DPS looks appropriate to me. Maybe firing rate too fast so 20 seconds should be good.
 

Tower

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Dont remove it and dont make it less powerfull in war, but perhaps make it a little less powerful in PvP.


Also, make sure it doesnt target generals. Too easy to use them as meat shields
 

LordJestix

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I havent seen it in action but i believe it works just like the Eagle Artillery in CoC and it works just fine. Im sure its 'too OP' when you use a bunch of shooters and or infantry as most people do now. Those people will just need to adjust to the new defense.
 

KniferX

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'shooters and/or infantry'
You forgot to mention basically anything lighter than a tank will die in one shot. Everyone but HT users will have to adjust to this.
This thing needs to fire slower, so you can time a rally in here without killing your entire army. Right now you can forget about your rally button unless you disable the silo and/or rally in the blindzone near it.
Have fun attempting to raid without tactics against this.
 

Gargantuar

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Another concern which is being pointed by people is raiding becomes impossible .How ?

the moment we drop raiders we rally right , so raiders will move out of the point of impact . So I don't understand where is the difficulty .
 

LordJestix

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Another concern which is being pointed by people is raiding becomes impossible .How ?

the moment we drop raiders we rally right , so raiders will move out of the point of impact . So I don't understand where is the difficulty .

What is the "point of critical mass" that triggers the silo? Im not sure my raiding style will even trigger the silo, unless im doing a full clear.
 

KniferX

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You do know raiding is not all about TH or wall miner and raiders, right?
You need diamonds, you need NTGs. And when basically every active Global and Atomic has this, you're gonna have to use tactics or prey for abandoned bases that won't have the missile silo.
 

LordJestix

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You do know raiding is not all about TH or wall miner and raiders, right?
You need diamonds, you need NTGs. And when basically every active Global and Atomic has this, you're gonna have to use tactics or prey for abandoned bases that won't have the missile silo.

please read my post in the remove thread.
 

KniferX

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You reaffirmed my point. You can't raid when you have your tactics retraining for 2-3 hours. At most 2 attacks and you're done.
Or you need to attack some very rushed bases that have the silo, at least the ones that weren't already taken by someone else.
 

LordJestix

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You didnt read my post fully then. The problem isnt the missile silo, its the time to train everything.
 

Motaz Tarek

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actually it's an anti tank building so British remains the best and if british player spawns his generals and TDs away his shooters will be safe
 

Kaiser Shag

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The silo can kill shooters in one single shot so one mistake means the end of the attack. Also using generals can become expensive when farming if they are needed in every attack with the long coodown of the generals.
Just imagine the general killed by some mines or by an anti-tank gun you didn't see, the next shot of the silo can be deadly.
 

KniferX

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The problem are both in combination. We didn't have quick tactic training but it wasn't necessary everytime.
Now as missile silo comes, we need more tactics.

I agree with you though, getting the tactics train time down would help with this because the silo is probably here to stay.
 

LordJestix

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Actually i think many peoples raiding style is a direct result of tactic and troop training time. I ONLY do full clears in raiding when i can do it without using tactics because of the time it takes, i never know when i may need to use one because of a rally mistake or something else. 95% of the time, i drop 16 or less infantry and get what i can, rinse and repeat. I also dont use generals for raiding either because of the training time.
 

melheor

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Also, infantry/shooters is faster to retrain after your original army gets wiped by the silo.
 

Manifesto

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This thread is in direct response to the other thread saying to remove the missile silo. No. Please no.

Instead make it fire once in 20 seconds .

I have seen it in action , and it is such an interesting building . Maybe OP , maybe not . But it's DPS looks appropriate to me. Maybe firing rate too fast so 20 seconds should be good.

I agree the silo should stay.
I like the idea of the silo being a devastating unit and it should be limited in it's firing. It should either fire much, much slower OR it should take a lot more troops to activate it, like half your army.
From what I've seen a few tanks or two generals plus some infantry is enough to trigger it.
 
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Navalis

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Haven't faced the Silo yet myself. Seen some video of it in action. What if you had to 'pay' to rearm it much like the HT Bunkers? Then someone would at least have a chance of coming across one that has already unloaded.
That or only some many missiles per attack.
 

Kam1983

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Like EA was something good in CoC? That was the reason so many war players left the game.
 

JuDomines

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I totally get the silo for War. It makes war attack harder but that’s just fine, with the right strategy I can deal with it. But for multiplayer, no. Frankly no. If my raiding sessions transform into Helico + raiders for every battle... I am done with the game.
 
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