Remove the Missile Silo

yemen

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To start out, I have to say I am not sure why the missile silo was added. Someone referenced a similar building in CoC; I have never played that so can't compare. I haven't seen broad complaints that global and atomic defenses are too weak in multiplayer; a few complaints about the ease of 5* in certain wars a while back, but that is a tiny group. The developers threw it out there as something new, but no explanation of what problem it was supposed to solve. But they got one thing right - it will make a difference.

For anyone who hasn't seen details yet: All levels fire every 10 seconds. Level 1 is 2000 damage and 7500 HP, by level 3 it is around 3500 damage and 14000 HP - the numbers I saw include a blessing, so not sure exactly. Range of 50. Starts firing when you have a critical mass of troops on the board, stops when they are all dead. Targets the largest cluster of HPs on the map.

It fundamentally changes game play. All attacks on bases with these now REQUIRE this to be the primary focus if you don't want to lose everything. Tanks will help, but aren't enough, as they end up coming together with your other troops at times. Protect will help your tanks, but not your riflemen. Bringing troops together is suicide, so rally is very risky. Wall gaps with caltrops are deadly again. Howitzers die in one shot, as do infantry. And it hits anywhere on the map - there is no safe range. So the focus of your attack has to be getting this down ASAP - which leaves the cost of planes and demolition(all 7 to get it down at level 3), continuous sabotage at 2 space per tactic, and / or rushing it through whatever other stuff gets put in the way.

Game defense is balanced on certain rules, or at least guidelines - more power has shorter range. High power attacks hit one target, splash damage comes on lower power attacks. Really high HP buildings or units balance with lower damage. It is true across the board, with a few exceptions - Elephant Archers, and the Bazooka Tower are the two most glaring. The most clearly pay to win items in the game. This makes a third, except worse, and permanent - not pay to win, because everyone will have one. So instead of only having to deal with it in wars, every active player global or atomic will have one soon.

Then how fun will raiding be, at any level? And how long will it be between battles, as you rebuild planes and tactics, every time?

I don't think it is possible to "balance" this building. It doesn't fit the game. It shouldn't have been introduced. And I am requesting that the designers remove it ASAP.
 
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LordAnubis

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Its only been out for a day or so and already you are complaining. The silo was added because of the imminent release of Cold War Age otherwise when CWA is released CWA players will roll over AA players and then you'll be right back here complaining CWA is OP
 

Lord P

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I am usually in favour of adopting a “wait and see how it goes” approach to new features in this game (the one previous exception being the dock, which I thought was a joke in its initial format from day one.) In the case of the missile silo I completely agree with the original poster, in at least the sense that it will fundamentally change how the game is played, or not played as I suspect will be a common case.
In wars it is no biggie, mercs, tactics and a natural desire to quickly get into the middle of the base means that the silo will cause disruptions, which is fine, but nothing fatal unless managed incorrectly.
In multiplayer attacks though every type of attack strategy goes out the window. The primary goal of every single type of attack now needs to be “get to, or permanently sabotage the missile silo before all my troops die.” The only strategy that might be immune is dropping several breakers/raiders so the silo doesn’t activate then stealing resources, which i don’t think many players will stick around too long for.
Yemen is correct that all other defensive buildings are balanced except this one. I don’t actually want this building removed as I think it could be great but in its initial form it is too OP to be practical for consistent multiplayer attacks.
Our alliance has done a number of friendly multiplayer challenges and short of burning through tactics, suiciding planes or dropping generals or tank destroyers as temporary distractions there appears no way of performing a standard multiplayer attack without having to rush for the silo.
I would suggest any number of its features could be tweaked to balance it out: its range, damage, number of targets it hits, time between firing, number of times it fires each battle, number of battles it works for before needing to be rearmed.
Nexon has a long history of releasing features that require some form of tweaking (thankfully they finally addressed the issues with the dock) but I sincerely hope this missile silo is nerfed sooner rather than later.
 

ReekyBullet

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That's actually a good point I hadn't thought of.
I've heard that decoy is quite effective for distracting it, especially since it lasts for about a minute.
 

Manifesto

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So what you are saying, yemen, is that advanced players, who have spent years on their base, getting it to a certain level, and being very protective of their resources, and have the ability to equip their base with the best defences they can, shouldn't do it because it upsets you? No-one is forcing you to attack these bases. Just ''next'' and move on.
Sorry but I plan to get it as soon as I can. I'm high level AA and I've worked hard to get where I am so why shouldn't I get the very best that I can for my base.
The Silo might have no effect on the TH raiders or the moto raiders but then I'm no worse off, am I?

PS: IMO, an overpowered defence like the silo is no different to someone using field howitzers against a lower base.
If an AA silo is ''wrong'' to be used against global attacking armies, then isn't it ''wrong'' to use AA field howitzers against a poor, underdeveloped Global base?
 
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Tsamu

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I rushed the silo (for a good number of crowns!) because I knew it would be strong. So having spent all those crowns I would hate to see it nerfed. But I would also hate to see it remain as ridiculously OP as it is now. It completely changes the game.
 

Lord P

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Being over run by players the age above you is just part of the game, it’s happened to all of us since Iron Age. Improve your troops and bully the age below you, that’s how it works.
AA players can still hit global players or advance to CWA themselves.
This is different. It completely changes the way the game has to be played, for an example the rally function may as well not exist anymore. A decoy will distract the silo until you rally your troops together then the missile will target all your troops instead. Then they’ll all be dead one missile hit later. Ridiculous.
 

Quang t legend

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Good opinion yemen. I read an article that Dominations follow Civilisation spirit to follow real history, and Civilisation is the name that get me to this game. I didn't know which country have used Missile silo that fire everywhere in the world every 10 sec yet!

If Nexon still want to keep Silo, Bazooka Sentry, Elephants Archers then they should change game name to Dominations the Fantasy or Dominations the Copycat!
 

Lord P

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manifesto, like you I’m a high level AA and enjoy protecting my resources as much as the next scrooge. But it goes both ways - the silo will make it extremely hard for you to to do multiplayer attacks so you’ll have less resources to protect. Eventually (or quickly if people use crowns) most people will have the silo so clicking ‘next’ won’t be a feasible work around. Especially because anyone who doesn’t have a silo will get attacked the second their peace treaty runs out so clicking next will only give you bases with silos that no one wants to attack. And if you do attack those bases you’ll have no tactics left after several attacks.
I’m not sure if you’ve practised against them yet in friendly challenges but I have, and the best way for me to explain the negative impact the silo will have (if not nerfed) is that I’m seriously thinking about upgrading my gunpowder farms and caravans to help me with resources in the future....
 

Esiebert7625

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Remove the whiners, please anyone who can’t adapt to change and just wants to whine about it should just be booted. It’s really not as strong as it looks and it adds defensive balance to the game and changes strategies. Go play Candy Crush instead if you don’t like it.
 

T4TiFooS

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I think no one didn't notice one secret about it yet!

I didn't launch it (am in IA), but based on your infos that it fires every 10 sec and has 2k DPS in lvl 1 and 3.5k in the nxt lvl, then you should to know this informations are based on DPS ( Damage Per Second)! So if it fires every 10 sec then it means in fact it fires 20k (2k *10=20k) damage per shot ( per 10 sec) in lvl 1 & 35k damage in the next lvl!

And yes this is same like Eagle in the CoC, but I believe they made it for more balancing the game, And I think it needed! duo to after adding many extra troops from stronghold which will everyone able to get at least 3-4 star from even a Atomic by using 3x-4x stronghold troops, and then there needed to be balanced!
But 20k damage is ridiculous!

I'm happy for adding this new building but definitely not with this deadly damage!
I believe they will diminish its damage very soon!
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ReekyBullet

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I'm not sure about that damage per shot. I know that's generally how the stats in this game work but I tested it on an alliance challenge and it didn't seem to take out my generals too quickly considering they're only lvl 10.
 

KniferX

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Sep 22, 2016
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No, the stats are not dps based, they are 'per shot' based. Just like SAM battery.
 

SiuYin

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In DPS point, it is similar to a sniper tower. only problem is it is 2k per hit, and able to eliminate all Shooter / Howie
but anyway, if you got tank. it will always aim on tank
 

Lord P

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That’s not quite true. The silo calculates where the largest number of HPs are on the battlefield. That might be a tank or it might be 50 shooters that you’ve just rallied together.
Also as your tank gets damaged it has less hitpoints so at some point, even though the silo might have started targeting your tank, it will target something else....
 

T4TiFooS

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SiuYin, eh then ok! I thought this infos are based on DPS!

KniferX, Currently they still didn't add Damage Per SHOT! so all DPS we see in the game they are only about Damage Per Second!
 

Pepyto

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As 5 years ex CoC player (just got bored, quit and start playing domi) , can tell you one thing- developers will not remove this new building... I don't think it's a game changer, but tactical changer for sure, and it will most certainly change the way we attack high level bases, and army composition ( more tanks less howitzer). Don't we all just got bored unloading entire army in one spot, and support it with tactics? 😁Just need to plan attack more carefully, and it will force us to use full army in multip, maybe except mercs, you save them for war. I suppose next thing will be reducing time for making tactics because it takes to long to finish all of them and now they are essential , or nerf tactics blessing. It's really unbalanced the fact that I need 35 min to finish my full army and 2,5 hours to finish all tactics! You will see, i a couple months we all will adapt to missile silo, it's no big deal 😃 p.s. anyone now many hp you need to deploy, to activate silo?
Keep up the good work, peace ✌
 

Houkai

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I have to agree that in it's current state it is on the OP side. So until further notice the viable strategies will be:
A - avoiding bases with MS.
B - Use Heavy tanks.
C - Use Demolition tactic like there is no tomorrow.

We can only wait and see. Paired with other defensive strategies(swarm defenders) this could be the rise of the defensive builds where the difference between those who have MS and those who do not will grow on an exponential level.
 
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