Poll: What changes would you like to see on the Missile Silo?

Poll: What changes would you like to see on the Missile Silo?

  • 1. Reduce the rate of fire to only every 30 secs

    Votes: 10 19.6%
  • 2. Reduce the missile flight time (troops have time to move)

    Votes: 1 2.0%
  • 3. Points 1+2 and make it necessary to re-arm after each battle

    Votes: 16 31.4%
  • 4. Keep rate of fire as it is but reduce the damage

    Votes: 6 11.8%
  • 5. Keep rate of fire as it is but reduce the flight time

    Votes: 0 0.0%
  • 6. Points 4+5 and make it necessary to re-arm after each battle

    Votes: 3 5.9%
  • 7. Leave it as it is

    Votes: 15 29.4%
  • 8. Leave it as it is but double the hitpoints that trigger the missile

    Votes: 0 0.0%

  • Total voters
    51

melheor

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Making it cost 2k oil or something to rearm would accomplish the same thing. In wars, the rearm is free, in multiplayer, most of these things would stay abandoned.
 

nucleo

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Sep 12, 2017
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I think the change that is most needed is to make more tactics effective to counter it. In its current state, the only counter to it is sabotage and even then you likely will need 2 or 3 sabotages to buy enough time to destroy the silo. Barrages and demolitions are completely ineffective on it given its massive amount of HP. The easiest solution is to significantly reduce the HP to about the HP of a mortar or so. That way it can be taken out with 3 barrages or about 2 demolitions. Decoys also should attract the attention of the silo and from what I have heard the silo ignores decoys at this point. Other than that I think it is fine as it is. Just lower the HP and make decoys work against it.
 

T Stark

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Sep 28, 2017
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It seems that most of the people in favour of keeping the silo as it is, talk about it making their base harder to raid, which suggests they have badly designed bases. If you need something as drastic as a missile silo to keep your resources safe then you really need to learn how to build better bases!
What they don’t seem to talk about is how difficult it is going to make raiding other peoples bases. No point in having a really tough base if your mills and markets are empty because you can’t attack other people’s bases properly anymore.....
 

Manifesto

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I think reducing both would take away the idea behind the silo.
It should be a devastating weapon when it fires but it shouldn't be unrealistically devastating.
 

Manifesto

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Increasing tactic powers to combat this is a good idea but l like the idea of a devastating building like the silo. It should have a high DPS.
The counter to that is that the building should be slower, more 'lumbering' in its execution. That's why l like a reduce rate of fire but when it does fire, watch out!
Also, modern missiles can be tracked and if this one flies slower then a quick rally can get you out of the kill zone.
Reducing its dps and flight time and fire rate and range makes this building pointless! Why have it at all?
 

ReekyBullet

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Mar 17, 2016
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Maybe Radar jamming tactic? Causes all towers in range to misfire and shoot at defenders instead of your own troops.
Imagine the silo slamming down on the opponents generals and spawned heavy tanks. Anti-tanks hitting spawned tanks.
That would be cool.
 

Manifesto

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I like it but not deliberately aimed at defenders.
Maybe the attacker has an EMP burst aimed at the missile and then its flight is completely random, maybe even on some of your own troops? :)
 
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melheor

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Even without the concept of jamming, if the silo did collateral damage to friendly units/buildings (which would be a lot more realistic), it would be a lot more interesting/fair. Imagine attackers using rally to guide the missile to a vulnerable part of the base.
 
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SiuYin

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Jan 25, 2017
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When we suggested need to do something to help new player catch up, Mr Manifestro said stop whining, and now he got hurt.
Now he should know, without new player, the player pool is shrinking, Nexon can only make money for existing player. and old player will suffer.

And it won't be the end point for Nexon, they will start more and more stupid changes.

University is a very bad beginning, then stronghold, then bazooka tower and Missile Silo.
Nexon try to overbuff defender side and make money shark happy, and now every body is upset
 

HawkEyeHK

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Mar 21, 2016
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Reduce the damage? Are you joking?

The missile silo need to be at least 100x damage compared to what we have now!
In reality it should be able to take down the tanks too.
Please Nexon buff the missile silo heavily so that it could take down everything the attacker throws in to the battlefield.
It should be real fun after the buff.
 
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Radzeer

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As soon as the cooldown time of Rally equals the rate of fire of the silo, the attacker has a counterplay. I can't believe this simple math is not in place...
 

Manifesto

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I'm high level AA SiuYin, the silo doesn't scare me. If it stays the same, I win. If it's nerfed , I win.
What it does is make things much harder for younger players.
You want younger players to catch up? That's why I say the silo should be nerfed.
 
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SiuYin

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It is not you, Manifesto, you are scared, it is first time I found you from asking everybody stop whining changed into a whinner

LoL Unless some change in upgrade time/ crown gain mechanism, Missile SIlo will be the best shortcut for young players to get closer
 

Manifesto

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Ok then SiuYin , I'll happily leave the silo unchanged, my base will be better for it. :D
I'll just keep using THs to destroy others.
 

martyr

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Sep 11, 2017
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I cannot agree less.
option 3 (minus 2), want rechargeable silo (oil rate 1000-1500), and rate of fire at 20 sec. Also would make sense for silo trigger HP to increase 1.5 times.
 

martyr

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Sep 11, 2017
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I surely dont agree with the building being taken out of the game. It seems a natural progression.

Reduce the rate of fire to every 20 secs, and reducing rally cooldown to 20sec should also do the trick without having to nerf the HP or damage of silo. Its a wonderful building, something that adds a significant level of challenge to both base building and attack strategy, hence separating the best from average.

Further for MP i surely agree with the common opinion here; that the missile silo should need oil to be rearmed (1000-1500) That way the cost of loot lost vs rearm cost is comparable for most mediocre GA/AA bases, whereas for for stronger GA/AA bases that hold good/huge oil it makes sense to keep coming online and rearming the silo. Suits both frequent and non-frequent players.
 

yemen

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Mar 24, 2017
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The silo already makes a lot of attacks unprofitable - 5000 oil barely covers the cost of activating all generals and losing some planes (not saying you will, but it is much more likely with a killer building in the middle of a base surrounded by air defense). Adding oil cost to rearm it makes it even less profitable for both sides. I think the oil economy is already truly awful. I don't think making this stupid building cost oil to rearm is a good path forward.

As for a natural progression - it breaks all the rules of the game, as multiple people have noted. Destroys rally, the only control function you have for your army, due to it's damage and firing speed. Doesn't follow any balance rules in it's range, damage or HP. So no, it isn't a natural progression, it is a game breaking monstrosity.
 

melheor

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Also, it costs less oil to build than a bunker of the same age. Considering what these two structures represent, that makes no sense. One is a parking spot for your tank, the other is a complex system for guiding missiles.

Also, the timeframe is completely inaccurate historically, the first underground missile silo wasn't built until the 60s (https://en.wikipedia.org/wiki/Missile_launch_facility). And if you think about it, it makes sense, since it requires computers to operate. 1960 is Cold War Age, not Global. Global is WW1 (early 1900), Atomic is WW2 (1940), neither age is accurate for the silo. If silo was added to Cold War Age instead, with a proper counter-weapon (a mobile high-range missile launcher for the attacker), we wouldn't be having all these complaint threads. I hope Nexon is reading this.
 
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