Do the devs even play this game?

DaZTroYeR

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Sep 27, 2016
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I think not. Ok they addressed caravan and farm issue with new uni leader. Hooray! But now that chapter has been closed now opens a new doomed chapter. The missle silo and the army required to take down a 200+ atomic base is just NOT sustainable. Infact its negative gearing OIL and medals. Unless you use 3 generals (1k oil) 4 planes (2.4k oil) and mercs.. thats a total of 3.4k oil per attack. Like what the hell nexon! And without troop cards you could even still loose the fight with that army. All this is caused by troop cards. I dont even use troop cards. Get rid of troop cards ffs. Noob items. The days without troop cards and missle silo were the golden days. Also i believe missle silo shouldnt of been made available till Cold war age. And new units available to deal with it. Also updated smarter pathfinding for special units to death with it. My tanks split up most of the time.then missle targets my troops. I consider my self a pro attacker but man iam struggling with missle silo bases ( 1 general no mercs and no troop cards) iam struggling to get a single star .

Back to my question do developers even play this other than developer mode? Obviously not because these drastic changes are so out of balance. Its not funny. Make generals free istead of oil and it will balance it out abit more. Remember people who play like to raid alot. And your current system of ( ALL IN OR NOTHING) IS A JOKE. It simply isnt sustainable

Ive lost 400 medals raiding other day. You cant have a raiding army consists of 3 generals 4 planes and 3 Tank destroyers. It simply isnt possible while trying to save 200k oil. I dont see the fun of logging in once a day to do an attack then waiting 24hrs to recoup everything again at a loss.

Might sell my account.. offers on lvl 212 atomic lvl 10 walls? Ha
 
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Tsamu

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Apr 29, 2016
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You can take care of the silo with 4 demolition tactics. Yes that's 120k food spent on your attack right off the bat, but it's the most reliable way to take it out.

Another way is to send in your fighters a couple of times. Less reliable and potentially very expensive in oil if the Sam batteries are well placed.

The last method is not specifically to deal with the missile silo, but the 6 heavy tank mk 5 attack negates the silo's effect.
 

DaZTroYeR

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I usually go with the strategy drop 3 main battle tanks. Let them roll into defences for 3 sec. Then deploy army Behind it not all in once place but still together. The trouble arises when they tanks split up then missle silo targets shooters and cannons. Troop ai is horrible. Ive spent 3 years customing my army to my style of attacking (uni upgrades tactic upgrades unit upgrades) while trying to mainly upgrade defenses. Now nexon want me to start upgrading troops i left out like heavy tank? Ridiculous.

I like the idea of the missile silo. But troops need better pathfinding and AI BEFORE such building gets released.

You mention 6 heavy tanks mk5 and ok what if you leave 1 defensive building in battle? How much oil will u loose? This is extreme negative gearing. Till they can fix this mess i suggest only missile silo to be active in wars and not in PVP raiding. With the troops we have at the moment and cost of oil they cost is just plain un acceptable. As for 5 demolition tactics might work but thats just kid play. I like to be tactical with decoys sab and shield. God damn nexon you stabilized the ship 2 updates ago now your heading for certain destruction again with VIP access into hells gates and swim in satans fiery lake.

DEVELOPERS NEED HARDCORE PLAYERS TO HELP MAKE INGAME DECISIONS. Not other developers in developer mode with 999999 crowns. You need your dev team to actually try play like the rest of us
 

Pepyto

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Sep 18, 2017
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Hey you 5☆ specialist 😊, iam doing a little game programming myself and to stand up in developers defense, pathfinding algorithm and units behavior is most difficult for programing by far in RTS 😁...
Main problem is that developers couldn't predict missile silo impact in multip even if they wanted to. Why? Because they could only test silo in PvsP battles. They have developers accounts and only can test GAvsGA, GAvsAA, AAvsGA, AAvsAA. They don't have developers servers, with thousands GA and AA players with high medals and with silo already installed , therefore they couldn't how hard it would be for us to farm all necessary resources to progress in game and constantly play ww simultaneously... Game is very " deep " with all different resources, so very hard to balance. Only hoping they will realise that, and make necessary adjustments in future, especially for players who don't wanna invest money in game.
 

Bowmore

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Jul 11, 2016
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Hard to know exactly what they are doing without being a part of the company. But they certainly could have a testing environment with clones of any/all the accounts that we play with every day.
 

Pepyto

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Sep 18, 2017
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Even if they have clones of all our accounts before they introduced silo in game and i doubt that, those clones didn't have missile silo already installed to test in multip.
 

melheor

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Sep 18, 2017
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Pepyto, as a developer I agree with you. However, in this specific case there is a relatively easy way to test the effectiveness of the silo pre-release. The silo happens to be the same size as the castle, as Bowmore mentioned they can definitely create clones by seeding them with actual bases from players. Most bases have the castle in the center or other relatively well-guarded location (either because it protects the oil, the town center or beefs up some other defensive structure. Nine times out of ten this location would also be perfect for a silo. I would simply pick a set of bases, swap castle with silo, put castle on the outside, and test how beatable the base is without losing one's entire army.
 

Pepyto

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I think u misunderstood what iam trying to say, nevermind...
 

Bowmore

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And that one idea probably exceeded the actual testing creativity and effort that BHG/Nexon put into this new feature.
 
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