- Joined
- Apr 19, 2015
- Messages
- 545
am not complaining about it am just stating a fact about how it completely disturbed the basics of strategy game
first am going to discuss some of the options a game moderator suggested as a solution for the new silo on reddit AMA post
1- sabotage, completely impractical, for a simple reason, ur troops can't take 1-2 hits from this silo, and since it starts shooting from the beginning of the battle, sabotage will end much eariler than ur troops able to reach and destroy it, ofc u don't expect anyone to put it on the edge of his map
2- use transport, that's another joke too, anyone who used transport knows it's only good for the edges, u can't send it to a site u know it's gonna be protected by SAMs or ur gonna lose 3/5 of ur airspace immediately at the start of the battle
another reason is paratroopers will never be enough to destroy a building with 21k hp (yes a lvl 3 silo has 14k hp + 30-40% from coalitions) even if there were no barbed wires around it
3- use commando (saboteur) .. no comment
4- use decoys, okay it's currently not working, silos don't target decoys, but even if they do, I don't think this is practical too lemme tell u why, max lvl decoy has 45k hp, while ur tank destroyed mercs have 3X30k hp + adding generals 30k average each general and other troops, it will still target ur main army, unless devs force silo mechanics to target decoy no matter how much hp difference between decoy's hp and troop's hp which is gonna make that silo an easy takedown so i guess they won't make it
so the only way (which am currently using now) is deploying my tank destroyers and generals away from my troops to soak the damage from silo
this brings us to the topic am here to say, all strategy games are based on high hp units protecting low hp units, yes they implement some buildings that can hit behind ur lines and takedown squishy units first (as for the sniper towers) which makes the battle more tricky, but i never seen them as powerful as the silo (wiping out all ur troops in one hit)
dealing with it by deploying tanks away is a waste of strategy, now what are tanks used for? if they meet a single anti tank gun without howitzers at their back they will all die
and now squishy units are left without tank protection
this is not a strategy, this is messing up the game core
i know some players said CoC has eagle artillery(a similar to silo) but CoC has completely different mechanics, they don't have Quick Victory star for example, they have different attack tools (increasing move speed and attack speed tactics for example)
we can't just copy ideas from a different game with different mechanics and say deal with it, at least add a strategic tool for attacker to take down that silo, not just a dump wipe out in a single shot!!
first am going to discuss some of the options a game moderator suggested as a solution for the new silo on reddit AMA post
1- sabotage, completely impractical, for a simple reason, ur troops can't take 1-2 hits from this silo, and since it starts shooting from the beginning of the battle, sabotage will end much eariler than ur troops able to reach and destroy it, ofc u don't expect anyone to put it on the edge of his map
2- use transport, that's another joke too, anyone who used transport knows it's only good for the edges, u can't send it to a site u know it's gonna be protected by SAMs or ur gonna lose 3/5 of ur airspace immediately at the start of the battle
another reason is paratroopers will never be enough to destroy a building with 21k hp (yes a lvl 3 silo has 14k hp + 30-40% from coalitions) even if there were no barbed wires around it
3- use commando (saboteur) .. no comment
4- use decoys, okay it's currently not working, silos don't target decoys, but even if they do, I don't think this is practical too lemme tell u why, max lvl decoy has 45k hp, while ur tank destroyed mercs have 3X30k hp + adding generals 30k average each general and other troops, it will still target ur main army, unless devs force silo mechanics to target decoy no matter how much hp difference between decoy's hp and troop's hp which is gonna make that silo an easy takedown so i guess they won't make it
so the only way (which am currently using now) is deploying my tank destroyers and generals away from my troops to soak the damage from silo
this brings us to the topic am here to say, all strategy games are based on high hp units protecting low hp units, yes they implement some buildings that can hit behind ur lines and takedown squishy units first (as for the sniper towers) which makes the battle more tricky, but i never seen them as powerful as the silo (wiping out all ur troops in one hit)
dealing with it by deploying tanks away is a waste of strategy, now what are tanks used for? if they meet a single anti tank gun without howitzers at their back they will all die
and now squishy units are left without tank protection
this is not a strategy, this is messing up the game core
i know some players said CoC has eagle artillery(a similar to silo) but CoC has completely different mechanics, they don't have Quick Victory star for example, they have different attack tools (increasing move speed and attack speed tactics for example)
we can't just copy ideas from a different game with different mechanics and say deal with it, at least add a strategic tool for attacker to take down that silo, not just a dump wipe out in a single shot!!
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