Why am I spending 7,200,000 per wall piece only to see them blown up by global miners

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
And 3 at a time at that? 21,600,000 is about as much as it costs to upgrade wall miners from gunpowder to global. Doesn't really seem right when it's laid out like that now does it?
 

Bedlam

Approved user
Joined
Jun 21, 2017
Messages
377
Ive nearly finished all to level 11 with this event. Thats enough for me. The prices are crazy.
 

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
You sacrifice 4 troop space to be able to blow up a wall. I don't really see this as a problem, especially because you can only effectively do it for the first wall on the way.
 

_Flash_

Approved user
Joined
Jan 25, 2016
Messages
862
A similar argument can probably be made against the benefit of upgrading generals - the oil cost associated with their upgrades versus the incremental health and the damage boost they get per level of upgrade. They do get threatened by anti tank guns which can be upgraded for a much lower cost using gold.

It'll have to be looked at with the intent of the game design. Upgrades to walls and generals are more of an end game play, to serve as a good resource sink to keep the players engaged - to give them something to do with the excess resources.

The benefit versus cost of each of the upgrades isn't linear. And, that's part of what makes it a strategy game! To be able to discern, analyze, and prioritize the upgrades from a cost versus benefit perspective.

Cheers! :)
 
Last edited:

Tsamu

Approved user
Joined
Apr 29, 2016
Messages
724
You sacrifice 4 troop space to be able to blow up a wall. I don't really see this as a problem, especially because you can only effectively do it for the first wall on the way.

Not true. I just had 4,000 oil raided by 11 wall miners and 20 motorcycle raiders. They had to get through two layers of level 13 walls. One of the miners got through the first layer and let the others through to the second layer.
 

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
Not true. I just had 4,000 oil raided by 11 wall miners and 20 motorcycle raiders. They had to get through two layers of level 13 walls. One of the miners got through the first layer and let the others through to the second layer.

I was talking about war attacks (where this matters), you are not gonna send 11 miners in a war attack, that is 44 troop space.
And no, there are other ways of discouraging oil raids that don't include nerfing wall miners to oblivion.
 

BeerMan

Approved user
Joined
May 10, 2017
Messages
415
Well at least it was only 1.8 million per piece during the double sale...
 

Motaz Tarek

Approved user
Joined
Apr 19, 2015
Messages
545
white walls + max saladin wall hp bonus = not even AA miners will be able to break them

so it's a totally wrong concept to think they are useless cuz if u get max saladin bonus u will get impenetrable wall, though u have to hire lvl 7 indian coalition if u want to keep that advantage in wars

and coupled with kremlin it can be a deadly combo

yet without all the mentioned above u still get a decently much more higher base hp since normal troops will have to make their way through deep layers and with a high chance to stuck at one of these white walls with max lvl barbed wire under their feets which could take them the whole battle to bypass
 

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
Honestly, I think wall miners should take double the troop space, but also disable traps. I mean, isn't that what combat engineers do in real life anyway? I know it's pretty much pie-in-the-sky thinking, like any other significant balance change, by this point though.

Though as far as the oil raid dance goes: the introduction of a rapid response type of defender would go a long way. This idiocy where one shooter in one corner of the map triggers the entire defending army to slowly amble over there while a dozen wall miners and 2 dozen raiders beeline to their target is so tiresome. Sure, even that will be countered, but another step in the dance wouldn't hurt.
 
Last edited:

Quovatis

Approved user
Joined
Aug 29, 2015
Messages
1,454
German miners can with the 15% bonus. A well-timed strength of the gladiator tactic will get 1 through as well.
 

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
Plenty, plenty of other more important issues to resolve, I would put this far down the (non-existent) "To fix" list by Nexon.
 

Motaz Tarek

Approved user
Joined
Apr 19, 2015
Messages
545
Quovatis using SOG on miners may not be feasible in all cases, plus that doesn't still make up for deep layer penetration specially that germans don't carry tactical helios which is a big downside for wall takedown
as a british player dropping wall miners from tactical helio is a massive helper for me to slice enemy walls open all the way inside and create raw areas without caltrops for my troops to stand on
 

_Flash_

Approved user
Joined
Jan 25, 2016
Messages
862
Though as far as the oil raid dance goes: the introduction of a rapid response type of defender would go a long way. This idiocy where one shooter in one corner of the map triggers the entire defending army to slowly amble over there while a dozen wall miners and 2 dozen raiders beeline to their target is so tiresome. Sure, even that will be countered, but another step in the dance wouldn't hurt.

You might want to consider placing multiple anti tank guns which have the oil refinery within their range. You might also want to consider placing mortars such that more than one of them have the refinery within their range.
You might also want to consider surrounding the walls enclosing the refinery with landmines and ambush traps, and activating the trap blessing.
Another option is to have a kind of a maze layout which messes with the troop AI of the raiders and wall miners, and send them on a death run.
These are typically quite proven ways of minimizing the chances of oil raiding by the method you've described in your post.

Resource gathering just started getting better. Instead of providing something quite powerful to everyone on a platter to protect their oil, let's leave some room for players to exercise their creativity and think of some strategies to protect the oil. Let's not take the fun out of the game for the people who strategize and spend time on good base design :)

Cheers and happy gaming! :)
 

Navalis

Approved user
Joined
May 31, 2016
Messages
493
It's been my observation that the defending AI has gotten remarkably better in the past couple of updates. Now I regularly see defenders take a 180 to attack troops I've dropped behind them while the rest march off to the lone shooter across the map.
 

Manifesto

Approved user
Joined
Sep 26, 2016
Messages
1,920
Honestly, I think wall miners should take double the troop space, but also disable traps. I mean, isn't that what combat engineers do in real life anyway? I know it's pretty much pie-in-the-sky thinking, like any other significant balance change, by this point though.

Though as far as the oil raid dance goes: the introduction of a rapid response type of defender would go a long way. This idiocy where one shooter in one corner of the map triggers the entire defending army to slowly amble over there while a dozen wall miners and 2 dozen raiders beeline to their target is so tiresome. Sure, even that will be countered, but another step in the dance wouldn't hurt.
I'm with MCP on this. Attacking troops don't target one building or one group of defenders, so what is the reasoning behind ALL defenders moving to a lone troop on the other side of the base?
If attackers are then deployed behind the defenders, some of them should do a '180' , as Navalis said.
 

Mountainking

Approved user
Joined
Aug 12, 2016
Messages
767
The defenders should move to troops closest to them. I suppose this is the reason why forest defenders go to the first dropped unit. Would need to revise their AI....
 

Excalibur

Approved user
Joined
Aug 20, 2015
Messages
119
place sniper tower strategically to take out the single infantry that drawing ur defenders.also use towrs and traps .i have no problem with oil defence .
 
Top