for people who dont know how to play they are overpowered but for better nah![]()
for people who dont know how to play they are overpowered but for better nah![]()
Aginorz - Town hall 10 - Level 132 - All troops max - lvl9 walls 100 rest lvl 8
for a premmie it's ALWAYS gonna be too OP...
for a premmie, level 4 cannons are probably OP...
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I think they put the disco inferno in as a valid defense for a premature TH10.
So they have stupidly rushed to TH10 (probably gems)
Find they are getting owned all the time.
Gem a couple of Inferno towers and set them to multi
TA DA!!!
Loads of people leave them alone, not wanting anything to do with inferno towers.
I think they ARE overpowered in that a strong TH9 should have a better chance against a weak TH10.
My main reasoning behind this is that it is true for every other combination.
A strong TH8 can take a weak TH9 etc...
Agree. Like other tactics within coc, it's about balance. If you use all multi, you're opening yourself up to mass drag or golem supported attacks. Single, and hogs are better equipped to raid your base. Choosing the best setup for your base is key. I'm not surprised to see th 9 voting the most for OP.
Yes, as of right now, disco infernos are way too OP. My suggestions for fixing this problem are either:
- Make infernos set on multi not hit ground units (increase usage of mass drag/loonion in high lvl game play)
- Decrease range of infernos set on multi by about 2 tiles
Seems fair enough? Quote me about your response to this below... I think they are fair nerfs.
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Worst answer on this thread, no offense mate...I completely disagree about the point you are making, thus you don't say why this is the case...
Cannons and IT's are 2 totally different things, and I know you know this, as you are using an example, but there is no similar defense that is overpowering nor relative to how the inferno tower works.![]()
Who am I? Level 161 and a proud veteran!
Leader of: Cap Masters (#2PPVUU9YP)
l GG: 1.27 Billion l EE: 1.22 Billion l HH: 5.31 Million l
Combined Hero Levels: 85
I'm currently working on maxing my TH9 and it's very frustrating seeing a single defensive structure on an very underdeveloped TH10 base making it unbeatable with sustainable troops. I definitely feel that the range of the multi inferno tower should be reduced along with another handicap. Possibly reducing the number of targets for a level one tower to three and progressing to five with a level 3 tower. Another option could be to bring back the ability to use heal spell only when it is set in multi mode and range could remain the same.
I voted th 9 yes but that is obviously very biased.
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