Missile silo

Imaera

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May 26, 2016
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As it is, i kinda feel this will be the end of dominations. It's not about the wars, where you throw everything you got, no matter how many troops/planes/tactics you lose. But raiding is going to be hell if you need at least one tactic for every attack. No more 10 attacks in a row when you have a few free hours for game.
 

Pepyto

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Sep 18, 2017
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I suppose we have to give developers time to analyze silo impact to game in future... just compared CoC max eagle artillery and silo, and silo is way more OP, so expect to be nerfed... In CoC we know exactly how many troops you need to deploy to trigger it, think it's crucial info, so sometimes we form "kill squad" to kill it but not trigger it, and then attack with main force (Don't think its possible in domi, just idea how to counter it) 2. As i understood silo changes target after first target become with low HP, but not completely destroyed and go to the second target with more HP, which is very problematic (should lock one target until completely destroyed). 3. Using decoys to trick it is a big gamble, you never know will it work. My humble opinion- definitely need rebalance in damage and maybe even more important in game mechanics!
 

umpirerob

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Apr 7, 2017
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This has completely changed the game, and not for the better. I'm AA, lvl 224, Empire II... I've been attacked only once in the 24 hours since I built this monster and dude got 7% destruction. I completely avoid bases in multi with it. Basically, if you have it, no one attacks. If you don't, you're gonna be a constant target. I thought the bazooka tower was ridiculous, but this is so much worse.
​​​​​
 

yemen

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Mar 24, 2017
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Developers need to learn to test the game before releasing something like this - and then recognize they messed up, and never release it. I thought they had learned their lesson with the bazooka tower release, which was horrible, but less bad than this and time limited as well. But apparently not.
 

Manifesto

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I don't recall seeing the answer to these posted anywhere, so I'll ask:
TinSoldier
Nb4powerup
What is the trigger or value of total hitpoints that activates the missile silo?
Does this value increase for each upgrade of the silo?
TinSoldier
Nb4powerup , It would be nice to get the answers to these questions.
Or, do these stats show after you build the silo? Can anyone with the silo help with the information?
 

Imaera

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That's all the info you get.
2m5nuyv.png

i5citz.png
 

melheor

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Why is attack speed green in the second screenshot? I don't see a buff.
 

Imaera

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Some active defensive blessings. They buffed HP and damage, but have no effect on attack speed. Another Nexon bug.
 

Manifesto

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@TinSoldier
@Nb4powerup , still waiting for answers to these questions.
What is the trigger or value of total hitpoints that activates the missile silo?
Does this value increase for each upgrade of the silo?


Do you even know the answers? Does ANYONE who works for Nexon?
Actually, your silence says a lot!
How can all other buildings have stats and we don't get this crucial information for the silo? It's only the SOLE reason why the silo works!
Ridiculous!
 

TinSoldier

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The triggers for 'threatening' and 'arming' the Missile Silo haven't been published yet. (To be honest, I don't have them either.)
It's my understanding that it should be something you monitor as battle commences!
 

LordJestix

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The triggers for 'threatening' and 'arming' the Missile Silo haven't been published yet. (To be honest, I don't have them either.)
It's my understanding that it should be something you monitor as battle commences!

This gives me the impression that the devs have no idea what the numbers actually are, or they dont want us to know because it will make us more upset.
 

Manifesto

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The triggers for 'threatening' and 'arming' the Missile Silo haven't been published yet. (To be honest, I don't have them either.)
It's my understanding that it should be something you monitor as battle commences!
Sorry but the statement ''it should be something you monitor as battle commences'' doesn't make any sense.
Is Nexon saying we should find out the trigger point ourselves so that we can develop a silo strategy ourselves?
Then why does Nexon publish the range of the towers? The spawn time of the stables? The reduced training time of the Training Blessing? The explosive radius of the landmines? Or any of the other statistics?
Why publish anything at all, Nexon? Why not let us fumble our way through the entire game with trial and error?
 

KniferX

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Sep 22, 2016
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* insert metaphor about life being about trial and error and chastise for requesting instant data instead of finding it through hard work/trial and error *

Recipe for a Manifesto comment. Heheh.

No offense, taking a light jab for laughs.
 

Imaera

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Assuming the devs do read all these negative feedbacks, as @TinSoldier says, why the silo is still standing as it is? Why hasn't been nerfed already?
 

Tower

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Imaera because there is no sensible nerf... :) and any nerf would have the coiners screaming for all the crowns they spent on rushing it to lv3 :)
Mine is still lv 1 - only defensive building not max AA
 

Festivus

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May 19, 2016
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Because it's not that big of a deal and doesn't require a nerf, and most people are learning to deal with it just fine.

I've had one failed attack against a silo-equipped base, but other than that they don't give me much of a problem. I tried to attack a AA base with silo in a war with one of my EA accounts, which of course had no tanks or anything. Didn't work out well ;)
 

Imaera

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I'm not talking about war attacks, i'm talking about MP attacks. It doesn't bother me in war, where i already give everything i've got. But i can't afford to spend tactics, generals and mercs in every MP attack.
 
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