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.
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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