We need a means of disabling barbed wire that we can build ourselves.

Bootney Lee Fonsworth

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Pretty much what it says in the title. Barbed wire is way too powerful and the AI is far too poor for only means of disabling it to depend on money or RNG. The gap-in-the-wall defense is getting tiresome. Instead of commandos ignoring traps they should disable them, then they'd actually be worth upgrading. Or let us build crab tanks without the special depot. Raise them to 12 spaces if you must so people have to think harder about bringing them.
 

NateTheGreat

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I agree with this! Commandos would be very useful if they could disarm traps not just bypass. It could have # traps disabled by the level so the max commando can disable 3 traps. Also, commandos need to have their speed increased and ignore tanks ( can take damage but will not engaged/attack), they will only engage melee/ranged infantry.
 

pckrn

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i like that commandos go for defense buildings rather than traps. commandos should be left alone, and instead make buildable crab tanks or spies as a separate unit from commandos. or some weaker version of them if they’re too powerful
 

Cannibals

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Avoid traps in gaps using engineers or rally on a wall segment away from the gap.
 

Bootney Lee Fonsworth

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That's fine with me. Just something, anything to negate barbed wire. As far as I know, it's the only thing in the game that's so ubiquitous yet has no counter that we're in direct control of manufacturing.
 

No Angel

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I kinda prefer Cannibals idea. Also we must have senses to find out where people put traps. Decoys work to reveal them right, also those lovely Spies 😄
 

yemen

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Decoys reveal but activate them, so don't help at all. Engineers can help, but have the worst AI in the whole game, and are inconsistent against multi layer walls. Rallies are very limited in frequency of use, and have some hard downsides (missile silo on your bunched up troops, anyone?).

The effectiveness of this trap is actually one of the biggest reasons EAs are so effective on offense - their ability to do the damage they do and shoot over walls avoids a lot of traps and pathfinding problems that cause regular high damage units to wander back and forth and often die or run out of time on good base designs.

I would have to agree that barbed wire is one of the most powerful defensive items in the entire game, given current pathfinding issues and control limitations. So Nexon has room to take a low utilization unit and actually make it into one that would be part of more army compositions. As opposed to their continuing quest to obsolete all barracks troops except for engineers.
 

Bootney Lee Fonsworth

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Those lovely spies that you have to buy or get as random rewards you mean? Did you even read the 'that we can build ourselves' part? Revealing them does nothing about the effect now does it?
 

No Angel

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I have plenty of them , even forgot how I got them😆!
Yah, revealing will help us a lot we have eyes not to make troops approach them 😆, come on why people tend to ask for things to make the game easier? You're a CW not an IA, you should have known better to handle them 😉
Bootney Lee Fonsworth. And yemen, barely saw your fresh post.
 

No Angel

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Hahaha, everything is stress-free at 15k glory Bootney! 😜
Don't let the game slave youuu 😆
 

Bootney Lee Fonsworth

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Kudos for your response. No one is stressing here, but good strategy games are basically big games of scissors-rock-paper. This is something that's extremely powerful, that there are a lot of, and that there's no direct means of countering. Seems like poor design to me, but others' mileage may vary.
 

Manifesto

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So, wait, Nexon makes the commando ignore traps and now you want them disabled by said commando because the rest of your troops still get caught?
Ok, while we're on this subject I'd like all walls to be made of paper and artillery units to have a range of 8 and the hp of a HT. Plus shooters should take no damage and RPGs should have jetpacks.

ps: apologies in advance, l tried to dial down the sarcasm but I'm not sure if l succeeded.
 

NateTheGreat

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So, wait, Nexon makes the commando ignore traps and now you want them disabled by said commando because the rest of your troops still get caught?
Ok, while we're on this subject I'd like all walls to be made of paper and artillery units to have a range of 8 and the hp of a HT. Plus shooters should take no damage and RPGs should have jetpacks.

ps: apologies in advance, l tried to dial down the sarcasm but I'm not sure if l succeeded.

What I'm suggesting is instead of Commandos ignoring all traps, they should be able to disable 3-4 traps ( similar to a wall miner having 1 wall demolition). Commandos shouldn't be so OP that you can have a full army of only commandos, there is a happy medium where these units can be a good support troop to other more powerful attacking units.

Suggestion to Improve Commando
I'm in favor of the commandos disabling 3-4 traps ( instead of ignore all traps), have lower health (3000), area of effect damage ( damages nearby buildings and walls 20% of max), MOVE/ATTACK WAY FASTER ( like the shinobi ninjas), and increased troop space ( 18 ) to balance increase speed and aoe dmg.
 

No Angel

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So I think Dominations is an adult game eh, adults don't play scissors-rocks-papers anymore 😜
Haha easy, I just like to tease people. Besides you talk like my grandpa! Grandpa Bootney 😆

In a more serious note. Don't forget that these wires also defend our city very well. So the system works 2 way. What did just happen? Your heavy tanks stepped on those wires and popped?
Crab tanks are a good idea, but unfortunately just like our trench-coated Spies, they are never to be regular units (trust me). However, if you notice Dominations regularly create a poll on Facebook, asking about your favorite (paid) units. Maybe if the poll is high they will offer more of those Sherman tanks.
In the mean time...improvise, Grandpa!
 

Mcnasty

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Isn’t the point of traps to trap you? What’s the point of them if you want to be able to expose them or see where they are? That totally defeats the purpose of a trap. Where’s the fun in that? No wonder they don’t listen to us cause some of the sh!t is just ridiculous. Come on. They have troop cards that disabled them ( and most complain that troop cards should be removed) and now you want said troop card to be a barrecks troop? They improved commandos but that’s not good enough? Now instead of just ignoring traps you want them to disarm a few? Get over yourselves. Elite commandos ignoring traps is a huge deal in itself along with their increased hp they are excellent help. Ya the rebalance sucked but it was adaptable and they are still rebalancing things. Bunch of babies on here always crying and wanting more to make the game easy.
 

Mcnasty

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That suggestion is terrible. 18 troop space are you serious? Aoe? Really? You obviously don’t know how to use them properly cause I’ve been using them since I unlocked them and they have been a staple in my attacks even if it’s a kamikaze mission for them
 

Bootney Lee Fonsworth

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So if the point of traps is to trap you then why do they sell crab tanks and spies? No one said anything about being able to see the traps, it's pretty obvious where they are most of the time anyway. Giving us the option to build crab tanks means you have more decisions to make about what army to bring with you. Lord knows, only one is not a fire and forget sort of thing since they have the same AI as regular tanks. Meaning they wander off and attack defenses while the rest of your army is somewhere else. The reason the cards are so effective is that you get 4 per card in addition to your whole army.

Buildable spies would be great, but since they actually go directly for traps I would imagine the population cost would be enormous.
 

Manifesto

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A commando is a stealth unit designed to get in and out quickly.
I don't recall John Clark or wasting time defusing bombs. He'd be too busy trying to hide from wandering defenders.
Sound familiar?
 
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