The missile silo is a very good thing

Kaiser Shag

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Personally it's not a problem for my attack as I use 5 HT mk5, 3 howies and 8 infantry as config. In multi I often don't even use the howies when I choose the right opponent. In WW I deploy the HT, mercenaries and generals first and only a few seconds after the howies, ally troops, coalitions troops and maybe troop cards I got from rubies depending on the opponent. The heavy units take all the shots from the silo and on a HT or general it doesn't hurt much.
However from what I've seen from the attacks on my base, it's the attacks using many shooters/infantry/howies which suffer the most (typically the english shooter+howie config). And I think it's a good thing. Player complained that there was no defensive building adapted to defend against british because of their overcheated range (and I agree), this problem has now been overcome.
Players also complained (and I still agree) that it has become nearly impossible to defend so that our war base doesn't take 5 stars because of troop cards. At least the missile silo does something against it, and a skilled player still can 5 star a base. Of course its effect is negligible when the attacker is rich and can deploy 4 HT troop cards and let the attack progress in no-brain mode.
 

yemen

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PTW has been reinforced with substantially increased troop card needs. One attack style (very expensive in time and oil cost to get there, besides the cost of actually implementing) is prioritized over others. Appropriate and effective troop mixes and strategies, already limited, are reduced further. Mixing high HP and low HP units is strongly discouraged. Rally is deadly for anyone who uses both.

It is nice for you that the new building gives your existing choices an edge. But what about for people who don't enjoy HTs? If 4 good cards plus heavy tanks is the only way to win wars, why bother participating?
 

pckrn

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the silo did not cause any reduction in diversity of strategies.

before the silo my defense log would have like 50 of the shooter/howie combo and maybe 2 people using HT. and the HT attackers end up losing everything whereas many of the shooter/howie attackers succeed in destroying all my defensive buildings.

and a very expensive attacking style having an edge over a less expensive style is not a problem the way i see it. if it was just a small edge it would be ideal but even if the edge was big it would still be fairer than a less expensive style having an edge over the more expensive style like it was before the silo.

the real problem isnt diversity or favoring certain styles. it is favoring defense too heavily over attack.
 
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yemen

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It makes all attack types very expensive, which is game breaking. As you said, it favors defense over attack, in a game designed to encourage you to pick targets you can kill easily. I say it is designed that way because of the time and cost to rebuild troops if you fail on a base.
 

Festivus

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So much whining about the silo... I haven't changed a thing about my army, except that now I deploy my MBTs and TDs a little away from the main force. My army composition didn't change, my attack strategy didn't change (except that sometimes now I need to hit the MS first), I still usually don't need troop cards, and I still 5* bases every war. My MP raiding strategy hasn't changed at all either, and I'm still doing just fine on RSS.

BTW my army comp is 5 MBTs, 5 howies + 3 alliance howies, 2 supply trucks, and the rest shooters. Same as it's been since I hit AA. I suppose for those who never used tanks this required a change, but I've always used them, so no big deal to me.

This isn't that hard, people.
 

melheor

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4 to 5 demolish on silo. Problem solved. It is going to be next ww meta.

There are 3 types of players I see in my defense logs.

1. players who don't understand the silo (overwhelming majority) and get owned by it because they attack as if it's not there.
2. players who develop tunnel vision on destroying the silo while sacrificing balance in other areas (which is what your tactic suggests), they also typically get owned - not by the silo but by the rest of my defenses that they ignore in favor of the silo
3. players like Festivus who have expensive troops like tank destroyers take the agro, it works but you were probably already much stronger than the defender to begin with
 

NoVelcro

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Like all new things in the game... there are the “don’t change it crew”, the “I hate it crew”, and the the rest of us that adapt.

A week later I quite like it. It’s NOT all over powered like everyone first assumed. A few simple changes to drop technique and order and the vast majority of IA and above players should be able to attack as “relatively” normal... with one extra building to kill.

my suggestion to all is practice in MP and friendly challenges vs them. I attacked missile silo bases over and over in friendly challenges for 2 days... now they don’t really bother me at all.

not only that their bases often have significantly more oil as no one attacks them.

adapt, play and win.
 

TizJourney

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Feb 23, 2016
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Glad there are still sane ppl on this forum. After so much pay to win changes BHG finally add something that require skill to counter and completly free of charge. Yet all I see on forum are QQ from ppl who failed to adapt.

The game has been plagued by overpowered mass british ranged army for ages. And this issue had to be addresses long ago. Finally it does.

Numbers might be need correction but concept is solid.
 
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TizJourney

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My point is baseline to counter silo worth 4 to 5 tactic slots and it is not game ending by all means. Skilled ppl can do better. But there are minority of them in the game.
 

Tankmage1

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I support missile silo, but just need to adjust firing rate to 25sec to 30sec so that rallying can really work. Otherwise using rallying with missile silo in range even with sabotage is a suicide.
 

AbbyVille

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I love the missile silo. It’s not as bad as the bazooka tower, remember that nightmare? Now I can build up my oil to 240k.
 

Manifesto

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Here's my response to ''The missile silo is a very good thing''.
Maybe it's just me but the missile silo appears to target it's own troops if they add to the ''cluster of hitpoints'' that triggers the silo. I've seen this twice now.
I dropped archers and howitzers on this base and the missile silo was still inactive. After I destroyed a factory and a HT popped out, the silo went active.
At first I thought it was targeting my troops at some other point on the map, but the missile targeted it's own HT!
While this might be a good thing for attackers, it would seem to be a stupid inclusion in the design of the silo.
Unless anyone can offer any alternative explanation?

Silo 01.JPG Silo 02.JPG Silo 03.JPG
 

KniferX

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Sep 22, 2016
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Seems to me like the devs were lazy and just put a trigger for largest hp on the map, not the largest attacker hp on the map.
Or it might be an oversight. At this point really we will never know for sure.
Good find.
 

Kaiser Shag

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On your last image you deployed a plane which passes above the HT. I think the silo tries to hit the plane which represents the largest amount of HP of your army. I've seen some attacks on my base and the silo can be triggered by planes and can even destroy them.
 

Manifesto

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Kaiser Shag , l thought so too but the silo had already targeted the area before the plane arrived.
It would be monumentally stupid if the silo targets planes. If planes are flying 'that' low it should be below radar detection!
I really hope Nexon haven't included planes in the silo's trigger!
 

yemen

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I can confirm that the missile silo targets planes. Alliance members have done a few attacks where planes that had already deployed were the only surviving units, so sent them back out a few times to clean up. The silo targeted and fired at them. In one case, where the plane followed the identical path back out and the timing was perfect (bad) it actually hit and killed the plane.
 
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