Need double rally to fix missle silo issue

DaZTroYeR

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Sep 27, 2016
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90
If we had 2 rallys that we can select 2 groups or armys for 2 seperate armys. Then the missle can be ok.

Example my army 3 tanks 2 carts 50 shooters 6 howie 1 general

Now in castle or even war academy have an option to assign 2 different groups to 2 different rallys.

1st rally i would assign 3 tanks for example.
2nd rally i would assign rest or army

That way you can grab the bull by the horns (silo) and help steer it.

I would attack with tanks 1st then when they start splitting up can rally them together again to keep silo locked on
Then the other rally gives me control of rest of army.

This is the only way i can see dominations moving forward. At this current state without a double rally and assign troops to them. Its going backwards.
 

TinSoldier

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Jun 4, 2017
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1,568
The Germans duration of Rally is doubled, and they get a reduction on the cooldown of Rally. (~5 seconds).
 

DaZTroYeR

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Sep 27, 2016
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90
Maybe be able to research faster rally times

Yeah but single rally is useless with silo. All units die when rally together. Thsts why 2 rallys would be much more tactical. My.tanks always split.up then my shooters get decimated by the silo...
 

KniferX

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Sep 22, 2016
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To clarify, German rally duration is doubled compared to other nations until the Banners library research in GPA that modifies the rally duration. After that the bonus duration becomes less than double of other nations. Still significant though.
But Germans are still far away from dodging the silo, 25 sec cooldown compared to 10 second time between silo shots.
 

MartinK12

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May 19, 2016
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They have up to 3 or 4 "rallies" in Empires and Allies. They work by assigning troops to squads A, B, C, D and during combat they recharge separately. It gives You a more like RTS game type control over your troops. You can send different squads to move/attack different locations/targets and it works great.

I think that in Cold War Age our villagers should be smart enough to figure that kind of advanced troop maneuvers ;) Plus it would be real refreshment to the game
 

Pepyto

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Sep 18, 2017
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Wouldn't it be easier to just change missile silo mechanics not even basic statistics?
Just a suggestion:
- silo start when deploy certain amount HP (ok)
- silo favorite target tank, next target unit with most HP on battlefield if no more tanks
- lock on tank with more HP
- lock on tank closest to silo
- lock on single unit but make splash damage
- tan​​​​​​k locked suffer full silo damage, other units in cluster 70% silo damage
- fire on unit until completely destroyed then switch target
- silo rocket target unit, not ground( no point using rally to run away from rocket, that just make it worse cos it will demolish whole army in single point when they gather)
Think this is fair enough....
 

Pepyto

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Sep 18, 2017
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182
Yes, think its really bad idea to counter silo with rally, it will punish you even more. You just can't outrun rocket
 
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