Exactly. The small bombs are a better defense.
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You know when I hear this it reminds me of when I was a th8. I remember thinking that xbows were totally over powered. They scared the heck out of me. Then I moved to th9. I built my extremely deadly xbows only to be extremely disappointed in how powerful they were. 50 damage per second....my cannons were more powerful.
Then I made my push to masters as a th9. I was petrified of inferno towers. They melted my armies to nothing. They were totally OP.
then I made the jump to th10. I built my infernos and realized they did hardly any damage. Sure they stopped healing, but they seemed like other th10's could walk in and take my loot.
But it i learned how to deal with them. Now they don't scare me at all.
its the way of this game. You MUST learn how to adapt and change your style of game play at each town hall level. Once you do, nothing is over powered.
For something you get at th 10 exclusive, infernoes aren't anywhere special.
Agree completely. I also thought that xbows were too much until I got mine. I haven't made the jump to th10 yet which is why I would say I think they are only slightly op but only because it makes hitting a th10 much harder since I have nothing to stop it. If they incorporated a way for th9s to have something to combat an inferno (not suggesting freeze at th9 at all) it could balance everything better. A freeze troop or stun troop could help the situation.
Either way I think that they are fine as they are you just need to adapt as you play and the game evolves.
I'm in a 24/7 war and farm clan, and I have had all builders (5) working consistently for the past 4-5 months (albeit I was a rushed TH10, so I had a lot of upgrades to do).
1) You can beat infernos, it's all about entry point and freeze/rage timing. You must adjust your strategy according to your troop/hero/spell levels. For example, I need to use a golem heavy gowiwipe as opposed to a wtich heavy army because my heroes are low. Also, you must not engage cc troops under inferno range unless you can freeze the troops on top of the inferno. You can lure or lightning them instead.
2) If you are winning clan wars, then they pay for themselves. The only disadvantage is that you lose farming time on war day because you are cooking a war army. You can counter this in a number of ways:
A - Cook war armies only when you sleep to preserve farming time. This depends on your war time.
B - Cook war armies when you cannot farm during the day (you have other things to do in RL, cook then)
C - Spells take about 3 hours to cook. You can farm 1.5 hours of that time and then cook war army (assuming it takes you 1.5 hrs to cook war army). Basically farm until your spell and war army cook times sync up.
3) The TH10 transition is a big one. Added Archer Tower, Cannon, and extra tower levels on top of infernos are major game changers. When my base was rushed, I was still able to defend war attacks with a good layout because an extra Archer Tower, Cannon, and two Infernos is roughly an additional 300 dps. Learning to deal with infernos is only a step to successfully attacking a TH10.
I have many clan mates who are excellent TH9 attackers. But now that they have transitioned into TH10, they need to grow through the transition phase in attacking TH10's. It's not as easy as it looks.
EDIT:
I have clan mates who are TH9's that have 2 starred TH10's many times. Of course, they have not done it on mid to max TH10's, but they are still able to pull off the 2 star on a TH10. Much kudos to them.
They are powerful, as they should be as the last max th-only defence.
I barch infernos on premies all the time, its not hard. Only time I cant is if it has max th9 defences to go with it.
Incomparable. The radius for wiz towers is much smaller than that of inferno, and wiz towers only shoot at troops in one direction. Infernos can hit troops in 360 at any given time, in a much larger radius.
No need to be snippy. I doubt I was the only person who had a hard time reading your comments.