Urgent Action Needed!!!

King Crimson

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Apr 21, 2016
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1,869
@King Crimson You're right, but why doesn't anyone prove it with videos or pictures ? It takes less than 15 minutes


Since nobody else did it, I will prove it now.

You can clearly see in the tooltip that both have a 6-meter range

@Harlems369th The helicopters have a very strange movement, sometimes they get too close and then reposition themselves. U see the pictures. One helicopter is a bit farther away than the other, but both are still out of the mortar’s range. One has a range of 5, the other has 4, but none of them has 6.

I will open a CS ticket and hope for a bug fix
There've been plenty of examples showing this in this thread. Actually, in this thread Harlem even acknowledged that it's an issue - but the most important thing after all this time is Harlem's response today "Equally true are the numerous times we've told you we are not touching the Attack Helicopter range."

Screenshot of another response:
1762390457125.png


But sadly the problem is too hard for them to fix.
 

Nikolay

Well-known member
Joined
Dec 15, 2020
Messages
300
There've been plenty of examples showing this in this thread. Actually, in this thread Harlem even acknowledged that it's an issue - but the most important thing after all this time is Harlem's response today "Equally true are the numerous times we've told you we are not touching the Attack Helicopter range."

Screenshot of another response:
View attachment 14292

But sadly the problem is too hard for them to fix.
It's not entirely clear then why helicopters fire at the center of a building, while mortars and artillery fire at its edge. Incidentally, defensive buildings that fire at them also have their attack range measured from the center of the building. The description of a standard tower states that its range is 8 tiles, although in fact, it fires 6.5 tiles from the edge, as the tower occupies a 3x3 tile area.
That's a double standard.
1762421428823.png
 
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Harlems369th

BHG Community Manager
Staff member
Joined
May 6, 2022
Messages
1,614
There've been plenty of examples showing this in this thread. Actually, in this thread Harlem even acknowledged that it's an issue - but the most important thing after all this time is Harlem's response today "Equally true are the numerous times we've told you we are not touching the Attack Helicopter range."

Screenshot of another response:
View attachment 14292

But sadly the problem is too hard for them to fix.
Sorry, can you point out the examples to me in this thread that you're talking about? Rollin seems to be the first, and they're heading to the CS Team. I also didn't acknowledge an issue; I quoted what you deemed an issue. We are not aligned on this.

Some things for you to think about that are unrelated to the OP topic entirely and deserve a separate thread:

Were you using Helis a lot before this campaign you've been on? Or are you set up to use Helis as the focus of your composition?
Does the current state of Helis prevent you from using them, or do you choose not to use them because they don't fit your composition or don't satisfy the needs of your expectations?

@Harlems369th The helicopters have a very strange movement, sometimes they get too close and then reposition themselves. U see the pictures. One helicopter is a bit farther away than the other, but both are still out of the mortar’s range. One has a range of 5, the other has 4, but none of them has 6.

I will open a CS ticket and hope for a bug fix
This wouldn't pass as a bug; these are working as intended here. I agree the movement can appear odd, and I'm not trying to be dismissive. We absolutely will tackle a bug if it appears. However, as we mentioned initially, this is the intended range for Helicopters, which is where you see the discrepancy, @Nikolay. This is the intended design for Helicopters at this time. Additionally, Zhukov doesn't have the same targeting rules as Helis.
 

Rollin

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Joined
Aug 10, 2022
Messages
131
Sorry, can you point out the examples to me in this thread that you're talking about? Rollin seems to be the first, and they're heading to the CS Team. I also didn't acknowledge an issue; I quoted what you deemed an issue. We are not aligned on this.

Some things for you to think about that are unrelated to the OP topic entirely and deserve a separate thread:

Were you using Helis a lot before this campaign you've been on? Or are you set up to use Helis as the focus of your composition?
Does the current state of Helis prevent you from using them, or do you choose not to use them because they don't fit your composition or don't satisfy the needs of your expectations?


This wouldn't pass as a bug; these are working as intended here. I agree the movement can appear odd, and I'm not trying to be dismissive. We absolutely will tackle a bug if it appears. However, as we mentioned initially, this is the intended range for Helicopters, which is where you see the discrepancy, @Nikolay. This is the intended design for Helicopters at this time. Additionally, Zhukov doesn't have the same targeting rules as Helis.
The range isnt correct, is it? Ive attached a photo as proof, the mortars range is 6, and the helicopters can't also be 6 because the helicopter is in front of the mortar and not at the same height, right ? How u can say that is true :unsure: i am blind ?

I can confirm that the helicopters range is shorter than before or its feel like

Its also possible that the helicopters are positioning themselves incredibly stupidly since an update, which they are doing, and it seems to people that the helicopters have less range.

Im sending screenshots again from the same replay; the helicopter switched to the wonder normally and still attacking so close (I have not done anything) ? The mortars dont do that. The difference is extremly

@Harlems369th It doesn't surprise me that the community thinks the helicopters have a range problem, the helicopter switches from range 3 to 4 or even 5

I have already reported it to CS., Thanks for listening @Harlems369th
 

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King Crimson

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Apr 21, 2016
Messages
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Sorry, can you point out the examples to me in this thread that you're talking about? Rollin seems to be the first, and they're heading to the CS Team. I also didn't acknowledge an issue; I quoted what you deemed an issue.
The this I was referring to was a link to an old 2024 post. (I inserted the link into the word 'this') - I wasn't talking about the thread we're currently in. Guess I didn't make that clear enough.
This link: https://forums.bighugegames.com/index.php?threads/reduced-range-on-attack-helicopter.30956/

I also didn't acknowledge an issue; I quoted what you deemed an issue.
Seriously?

1762463924810.png


As for the rest of your questions, I doubt very much how I play matters to anyone let alone the devs - the important thing is I've adapted.
 

King Crimson

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Joined
Apr 21, 2016
Messages
1,869
Its also possible that the helicopters are positioning themselves incredibly stupidly since an update, which they are doing, and it seems to people that the helicopters have less range.
The update was in 2024 - and in that old thread I sent screenshots of helis and a zooks shooting side by side - all because they target the centre of the buildings unlike other troops.
The RAH-66 Comanche TT shoots at a range of 7 and in past tests I've noticed it shoots alongside my artillery. I would think that increasing the barracks heli range by 1 should fix the issue but I know they won't because it might break something else, given how complicated the game is these days.

1762464635044.png
 

Harlems369th

BHG Community Manager
Staff member
Joined
May 6, 2022
Messages
1,614
The this I was referring to was a link to an old 2024 post. (I inserted the link into the word 'this') - I wasn't talking about the thread we're currently in. Guess I didn't make that clear enough.
This link: https://forums.bighugegames.com/index.php?threads/reduced-range-on-attack-helicopter.30956/


Seriously?

View attachment 14301

As for the rest of your questions, I doubt very much how I play matters to anyone let alone the devs - the important thing is I've adapted.
Ah yes thats right, but then immediately after it was retracted here, and was confirmed and corroborated by other players in that same thread that things haven't changed. Adjustments to attack helis are not being made at this time.

I see this continues to go no where with you so it's time to stop as we're waaay off from OP topic here.
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
I agree that we need to revisit the -85% debuff cap. With the release of showcases, I think that it is necessary for us to do so in the future.

Keep in mind, though, that it's only a debuff cap, not a buff cap. So for your #5 do you mean to say that you see EDST go beyond the -85% debuff cap (bug)? Or do you mean that DST goes beyond -85% (Intentional)?
The EDST goes way beyond the 85% cap, the EDST is not capped even tho CS say that it is capped.

Example: i already mentioned that i have a DST of -250%, and when i was attacked by an attacker with an EDST of 350%, i couldn’t spawn more than 1 wave. Which means that EDST is not capped at 85% as advertised, otherwise i would have spawn more than 1 wave of defenders given my “what used to be” high DST.

@Harlems369th
 

DocHolliday

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Joined
Sep 1, 2023
Messages
118
Sincerely friendly reminder about spawn time.

the basic spawn time for a bunker is 10" / 60"
and for tank tepots it is 10"/19".

From these ⬆️ times the DST/EDST percentages start to be calculated, and not from 2"/10" which is the minimum cap.

For the last two years we had gotten used to the DST and consequently the times produced by the defenders being almost always at 2"/10" because the edst had become useless even if the attacker had 180+.

because there were too many dst sources for a defender outside the museum.

Finally edst working again bringing the actual spawn time of defenders between the 2/10 to 6/40 for bunkers and between 2/10 to 6-30 for depots . ( Depending by how much edst an attacker has )
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
Sincerely friendly reminder about spawn time.

the basic spawn time for a bunker is 10" / 60"
and for tank tepots it is 10"/19".

From these ⬆️ times the DST/EDST percentages start to be calculated, and not from 2"/10" which is the minimum cap.

For the last two years we had gotten used to the DST and consequently the times produced by the defenders being almost always at 2"/10" because the edst had become useless even if the attacker had 180+.

because there were too many dst sources for a defender outside the museum.

Finally edst working again bringing the actual spawn time of defenders between the 2/10 to 6/40 for bunkers and between 2/10 to 6-30 for depots . ( Depending by how much edst an attacker has )
Let’s just break it down:

1- first and biggest threat to Lego, was the missile silo, as it can wipe out a horde of mortars or astys instantly. Now the MS is being fully neutralized and taken out of the equation, by using a recon and 3 demos (against the toughest defenders).

Defenders have no means or tools to defend against this “act of God” so, building a MS and upgrading it to the maximum level is purely a waste of time and a waste of resources now.

Ways to fix this and bring back the MS to work:

a- nerf mongols which is giving an already over rated demo, an additional 76% damaging power.

b- nerf the demo itself, which is way overpowered, 8 demo sticks can take away all air defenses for example, leaving any base vulnerable to bombers attacks. 3 demos sticks can take away any missile silo, and so on…

c- add munitions to the mission silo, 2 slots like any other defensive buildings, allowing the MS to gain hitpoints to resist the demo sticks overkilling power.

2- second threat to Lego was always the defenders spawn out of buildings. Now this is also completely neutralized once the showcase was introduced.

Cause of the unbalance:

a- showcase: as more than 65% of legendaries are O oriented, with so many lines of EDST found in them, compared to 4 or 5 artifacts at most having dst lines. The resulting massive numbers of EDST gained from showcase is causing the defenders not even spawning especially from bunkers.

b- unlike all other capped debuffing lines, EDST which is a debuffing line causing ENEMY defenders not to spawn is not capped at 85%, even tho when asking CS about this, they confirm that EDST is capped at 85%, but actually and as a matter of fact, EDST is not capped.

Based on the above uncapped high EDST percentages, Big D bases with excellent stats are having defenders spawning once at best cases, Which is resulting in attackers basically invading ”unpopulated” bases.

ways to fix this:

a- add D legendaries artifacts to equal in number the O legendaries artifacts, with similar DST lines to the EDST lines already there, giving the defenders a fair chance to collect as many DST lines as attackers already collected number of EDST lines. Fair and square.

b- cap the EDST to 85% , the same way the other enemy debuffing lines are capped. as per BHG guide lines, everything and every line affecting enemy buildings and/or defenders should be capped at 85%. So just apply your own rule here.

3- couple of things are making the Lego attackers unstoppable, is the crazy firing rate that both mortars and artyes have.
Mortars do not allow any defender, what so ever, even the toughest heavy tank to fire 1 shot at them, due first to their high range of fire, and second to the crazy attack speed they acquire. I’m not asking to nerf the damage caused by mortars, but the attack speed is illogical, mortars fire the second and third shot of explosive even before the first shot hits its target. Which make the enemy vehicles approaching the mortars receiving multiple shots simultaneously. I’m not sure that this was intended by BHG.

Same thing applies to artys, they fire in an incredibly high attack speed causing a building to be fully destroyed from a huge distance by receiving more than 5 or 6 shots simultaneously. Again I believe no units are intended to fire in such a way, this needs to be fixed.

ways to fix this:

a- keep the damage done by mortars and artys the same, but nerf the attack speed that is currently ridiculous, these 2 units are firing 3 or 4 or 5 explosive shots simultaneously causing the destruction of any unit what so ever coming into their long range. Defending units should have at least the legacy to fire once before being hammered!

b- remove the additional range granted to an already powerful long range units, coming from the munition level 20.

if the above things were implemented, it will be a fair battle for everyone.

@Harlems369th
@Seek , your opinion please
 
Last edited:

DocHolliday

Active member
Joined
Sep 1, 2023
Messages
118
Let’s just break it down:

1- first and biggest threat to Lego, was the mission silo, as it can wipe out a horde of mortars or astys instantly. Now the MS is being fully neutralized and taken out of the equation, by using a recon and 3 demos (against the toughest defenders).

Defenders have no means or tools to defend against this “act of God” so, building a MS and upgrading it to the maximum level is purely a waste of time and a waste of resources now.

Ways to fix this and bring back the MS to work:

a- nerf mongols which is giving an already over rated demo, an additional 76% damaging power.

b- nerf the demo itself, which is way overpowered, 8 demo sticks can take away all air defenses for example, leaving any base vulnerable to bombers attacks. 3 demos sticks can take away any missile silo, and so on…

c- add munitions to the mission silo, 2 slots like any other defensive buildings, allowing the MS to gain hitpoints to resist the demo sticks overkilling power.

2- second threat to Lego was always the defenders spawn out of buildings. Now this is also completely neutralized once the showcase was introduced.

Cause of the unbalance:

a- showcase: as more than 65% of legendaries are O oriented, with so many lines of EDST found in them, compared to 4 or 5 artifacts st most having dst lines. The resulting massive numbers of EDST gained from showcase is causing the defenders not even spawning especially from bunkers.

b- unlike all other capped debuffing lines, EDST which is a debuffing line causing ENEMY defenders not to spawn is not capped at 85%, even tho when asking CS about this, they confirm that EDST is capped at 85%, but actually and as a matter of fact, EDST is not capped.

Based on the above uncapped high EDST percentages, Big D bases with excellent stats are having defenders spawning once at best cases, Which is resulting in attackers basically invading ”unpopulated” bases.

ways to fix this:

a- add D legendaries artifacts to equal in number the O legendaries artifacts, with similar DST lines to the EDST lines already there, giving the defenders a fair chance to collect as many DST lines as attackers already collected number of EDST lines. Fair and square.

b- cap the EDST to 85% , the same way the other enemy debuffing lines are capped. as per BHG guide lines, everything and every line affecting enemy buildings and/or defenders should be capped at 85%. So just apply your own rule here.

3- couple of things are making the Lego attackers unstoppable, is the crazy firing rate that both mortars and artyes have.
Mortars do not allow any defender, what so ever, even the toughest heavy tank to fire 1 shot at them, due first to their high range of fire, and second to the crazy attack speed they acquire. I’m not asking to nerf the damage caused by mortars, but the attack speed is illogical, mortars fire the second and third shot of explosive even before the first shot hits its target. Which make the enemy vehicles approaching the mortars receiving multiple shots simultaneously. I’m not sure that this was intended by BHG.

Same thing applies to artys, they fire in an incredibly high attack speed causing a building to be fully destroyed from a huge distance by receiving more than 5 or 6 shots simultaneously. Again I believe no units are intended to fire in such a way, this needs to be fixed.

ways to fix this:

a- keep the damage done by mortars and artys the same, but nerf the attack speed that is currently ridiculous, these 2 units are firing 3 or 4 or 5 explosive shots simultaneously causing the destruction of any unit what so ever coming into their long range. Defending units should have at least the legacy to fire once before being hammered!

b- remove the additional range granted to an already powerful long range units, coming from the munition level 20.

if the above things were implemented, it will be a fair battle for everyone.

@Harlems369th
@Seek , your opinion please

About silo It's all about recon. That plane makes demolition so powerful to take silo down. Remove the first stealth run and reduce it's bonus damage slightly will be good solution.

Add more D legendaries is necessary imo.i agree.


Edst is not capped, as ADTD/hp is not capped. As defender dmg and hp is not capped and not " enemy defender HP and damage debuff " lines for attackers.

About crazy firing rate I agree too. Mortars and artillery getting a lot of attacking speed out of mongols. So a nerf to Mongol coalition will be a good solution. ( From 76% to 50% maybe?)
 
Last edited:

Super Val

Member
Joined
Jan 14, 2024
Messages
86
About silo It's all about recon. That plane makes demolition so powerful to take silo down. Remove the first stealth run and reduce it's bonus damage slightly will be good solution.

Add more D legendaries is necessary imo.i agree.


Edst is not capped, as ADTD/hp is not capped. As defender dmg and hp is not capped and not " enemy defender HP and damage debuff " lines for attackers.

About crazy firing rate I agree too. Mortars and artillery getting a lot of attacking speed out of mongols. So a nerf to Mongol coalition will be a good solution. ( From 76% to 50% maybe?)
I agree with the recon scan damage bonus, it should be reduced, as 282% is astronomically high. Nerfing this will nerf the demo as well, and accordingly MS might have a chance to survive.

Adding muni to MS will work too, similar to all other defensive buildings.

EDST is literally a debuff to enemy, it is: ENEMY defender spawn time, similar to: INVADING bomber damage, and INVADING mortar hit point, and all ENEMY defensive towers damage.

all invading things and enemy things are capped at 85%.

Your ability to defend an invading bomber is capped at 85%, while the attacking bomber can be buffed without any limitation or cap.

same like the ability of an attacker to debuff his enemy buildings is capped at 85%, while his enemy buildings can be buffed without any limitation or cap.

The ability of an attacker to debuff his enemy spawning defender rate should be capped at 85% too. Same principle. Same rule.

crazy mortar and artys firing rate, glad to know that everyone agree on this.
 

DocHolliday

Active member
Joined
Sep 1, 2023
Messages
118
I agree with the recon scan damage bonus, it should be reduced, as 282% is astronomically high. Nerfing this will nerf the demo as well, and accordingly MS might have a chance to survive.

Adding muni to MS will work too, similar to all other defensive buildings.

EDST is literally a debuff to enemy, it is: ENEMY defender spawn time, similar to: INVADING bomber damage, and INVADING mortar hit point, and all ENEMY defensive towers damage.

all invading things and enemy things are capped at 85%.

Your ability to defend an invading bomber is capped at 85%, while the attacking bomber can be buffed without any limitation or cap.

same like the ability of an attacker to debuff his enemy buildings is capped at 85%, while his enemy buildings can be buffed without any limitation or cap.

The ability of an attacker to debuff his enemy spawning defender rate should be capped at 85% too. Same principle. Same rule.

crazy mortar and artys firing rate, glad to know that everyone agree on this.
Yeah but don't forget, there is too many DST sources out of museum for a defender.
Strikers have only the museum edst source.

Example: For the moment, for a 120% DST defenders's museum a 120% EDST offensive museum is actually useless. Due to too many DST sources for a defender ( council, wonders, perks, munitions,uni etc can't recall all sources) We all know that.

A cap of 85% on edst will make edst worthless again. Since an attacker needs AT LEAST 100%+ EDST over defender's DST to start slow done defender producing building.

Munitions for silo would be really great. Munitions for generals as well .
 

stas

New member
Joined
Aug 8, 2025
Messages
22
Let’s just break it down:

1- first and biggest threat to Lego, was the missile silo, as it can wipe out a horde of mortars or astys instantly. Now the MS is being fully neutralized and taken out of the equation, by using a recon and 3 demos (against the toughest defenders).

Defenders have no means or tools to defend against this “act of God” so, building a MS and upgrading it to the maximum level is purely a waste of time and a waste of resources now.

Ways to fix this and bring back the MS to work:

a- nerf mongols which is giving an already over rated demo, an additional 76% damaging power.

b- nerf the demo itself, which is way overpowered, 8 demo sticks can take away all air defenses for example, leaving any base vulnerable to bombers attacks. 3 demos sticks can take away any missile silo, and so on…

c- add munitions to the mission silo, 2 slots like any other defensive buildings, allowing the MS to gain hitpoints to resist the demo sticks overkilling power.

2- second threat to Lego was always the defenders spawn out of buildings. Now this is also completely neutralized once the showcase was introduced.

Cause of the unbalance:

a- showcase: as more than 65% of legendaries are O oriented, with so many lines of EDST found in them, compared to 4 or 5 artifacts at most having dst lines. The resulting massive numbers of EDST gained from showcase is causing the defenders not even spawning especially from bunkers.

b- unlike all other capped debuffing lines, EDST which is a debuffing line causing ENEMY defenders not to spawn is not capped at 85%, even tho when asking CS about this, they confirm that EDST is capped at 85%, but actually and as a matter of fact, EDST is not capped.

Based on the above uncapped high EDST percentages, Big D bases with excellent stats are having defenders spawning once at best cases, Which is resulting in attackers basically invading ”unpopulated” bases.

ways to fix this:

a- add D legendaries artifacts to equal in number the O legendaries artifacts, with similar DST lines to the EDST lines already there, giving the defenders a fair chance to collect as many DST lines as attackers already collected number of EDST lines. Fair and square.

b- cap the EDST to 85% , the same way the other enemy debuffing lines are capped. as per BHG guide lines, everything and every line affecting enemy buildings and/or defenders should be capped at 85%. So just apply your own rule here.

3- couple of things are making the Lego attackers unstoppable, is the crazy firing rate that both mortars and artyes have.
Mortars do not allow any defender, what so ever, even the toughest heavy tank to fire 1 shot at them, due first to their high range of fire, and second to the crazy attack speed they acquire. I’m not asking to nerf the damage caused by mortars, but the attack speed is illogical, mortars fire the second and third shot of explosive even before the first shot hits its target. Which make the enemy vehicles approaching the mortars receiving multiple shots simultaneously. I’m not sure that this was intended by BHG.

Same thing applies to artys, they fire in an incredibly high attack speed causing a building to be fully destroyed from a huge distance by receiving more than 5 or 6 shots simultaneously. Again I believe no units are intended to fire in such a way, this needs to be fixed.

ways to fix this:

a- keep the damage done by mortars and artys the same, but nerf the attack speed that is currently ridiculous, these 2 units are firing 3 or 4 or 5 explosive shots simultaneously causing the destruction of any unit what so ever coming into their long range. Defending units should have at least the legacy to fire once before being hammered!

b- remove the additional range granted to an already powerful long range units, coming from the munition level 20.

if the above things were implemented, it will be a fair battle for everyone.

@Harlems369th
@Seek , your opinion please
Dude, why do you keep lying?
“3 demos (against the toughest defenders)” is a LIE.

Also, if you really have 250% ADTHP, then most attackers need 4 demos, since they don’t have the 30% recon bonus damage from councils.

Right now we’re fighting the best alliance in the game (PURGATORY), and one of their bomber attackers failed (4* 79%) on our best defender using 5 bombers, 3 recons, and 2 Tupolevs.

Later, a mortar attacker hit the same defender and managed to 5* him using 3 squadrons, 1 recon, the French Consulate TT, 2 Genghis Khans, and THREE transports.

By the way, he needed 5 demos (probably got scared, since 4 would’ve been enough).

Do you see the problem ??? It’s the EXTRA premium buildings and the OP TTs.

Remove this and the defenders will be fine
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
Dude, why do you keep lying?
“3 demos (against the toughest defenders)” is a LIE.

Also, if you really have 250% ADTHP, then most attackers need 4 demos, since they don’t have the 30% recon bonus damage from councils.

Right now we’re fighting the best alliance in the game (PURGATORY), and one of their bomber attackers failed (4* 79%) on our best defender using 5 bombers, 3 recons, and 2 Tupolevs.

Later, a mortar attacker hit the same defender and managed to 5* him using 3 squadrons, 1 recon, the French Consulate TT, 2 Genghis Khans, and THREE transports.

By the way, he needed 5 demos (probably got scared, since 4 would’ve been enough).

Do you see the problem ??? It’s the EXTRA premium buildings and the OP TTs.

Remove this and the defenders will be fine
Mate, try reading before commenting.

First: i never said i have +250% ADTHP, I said clearly and on multiple occasions that I have -250% DST, which I was using as an example for Lego attackers.

Second: I said recon + 3 demos can take out a badass MS, you are arguing that it needs 4 demos instead of 3. Fine, 4 demos instead of 3, what does this change in the whole convo? 3 or 4, your silo is being taken out without any means to defend this “act of God”, you just sit and watch it blown away. Something needs to be done here, either nerfing the demo, or the recon, or adding muni to the MS so it can resist…etc.

now back to your defender, and even with the use of all these premium buildings, let’s assume BHG have implemented what I’m asking above, will your defenders still be wiped out by a LEGO attackers using all the premiums troops and buildings if:

1- two muni slots are added to his MS increasing its hitpoint, and recon damage being nerfed, or demo damage is nerfed, preventing the easy destruction of the MS.

2- his DST was matching the EDST of the lego attacker, and therefore your defender defenders spawned normally from his buildings, in 2 or 3 waves

3- the attack speed of the mortars and artys nerfed to be realistic, preventing mortars and artys from firing a hell of explosives shots in 1 time.

taken the above into consideration, will this LEGO attackers still beat the defender easily and get his 5 stars??

P.S: I don’t know from where all these attackers here have the idea of entitlement that they should 5 stars any base no matter how strong it is. Please go a bit down to earth.
 

Mahakaal

Member
Joined
Nov 30, 2023
Messages
62
Yes, you and one other person who has once brought it up. But feel free to prove me wrong by all of you going through the correct avenue by contacting our CS Team if you encounter this 'issue', and it may get the attention you're hoping for. However, please try to stay on topic in the forums going forward. 😁
You are not deceiving us but yourselves, y you have mentioned wrong range then. Heli range should be corrected game is suffering for balance . Problem is defense is stronger for general strategies like heavy tank etc, but bomber and mortars are too powerful . Even you mentioned that artillery firing speed is abnormal nd have audacity to not amend it. This attitude will do not let you go far. game needs more viable strategies nd nerfing of overpowered troops. defense can be lowered only on expense of promotion of other strategies. mortar are perfectly rated in main hall battles but mongols turn them crazy. You guys are pushing game for a slow death , messed up victory chest rewards, crowns for videos for 1 hour speedup , council milestone rewards and now it is impossible to get legendary council, every update brings bugs and audacity to not amend them . These are traits of a ................

fill in the blank for you.
 

stas

New member
Joined
Aug 8, 2025
Messages
22
Mate, try reading before commenting.

First: i never said i have +250% ADTHP, I said clearly and on multiple occasions that I have -250% DST, which I was using as an example for Lego attackers.

Second: I said recon + 3 demos can take out a badass MS, you are arguing that it needs 4 demos instead of 3. Fine, 4 demos instead of 3, what does this change in the whole convo? 3 or 4, your silo is being taken out without any means to defend this “act of God”, you just sit and watch it blown away. Something needs to be done here, either nerfing the demo, or the recon, or adding muni to the MS so it can resist…etc.

now back to your defender, and even with the use of all these premium buildings, let’s assume BHG have implemented what I’m asking above, will your defenders still be wiped out by a LEGO attackers using all the premiums troops and buildings if:

1- two muni slots are added to his MS increasing its hitpoint, and recon damage being nerfed, or demo damage is nerfed, preventing the easy destruction of the MS.

2- his DST was matching the EDST of the lego attacker, and therefore your defender defenders spawned normally from his buildings, in 2 or 3 waves

3- the attack speed of the mortars and artys nerfed to be realistic, preventing mortars and artys from firing a hell of explosives shots in 1 time.

taken the above into consideration, will this LEGO attackers still beat the defender easily and get his 5 stars??

P.S: I don’t know from where all these attackers here have the idea of entitlement that they should 5 stars any base no matter how strong it is. Please go a bit down to earth.
I’m pretty sure you said it and then deleted it. That’s why this guy (Devilden) said: '' if your adthp is 250% why don't ask harleems and team to cap it too before capping edst '' but lets say i am wonge.

''Second: I said recon + 3 demos can take out a badass MS, you are arguing that it needs 4 demos instead of 3. Fine, 4 demos instead of 3, what does this change in the whole convo? 3 or 4, your silo is being taken out without any means to defend this “act of God”, you just sit and watch it blown away. Something needs to be done here, either nerfing the demo, or the recon, or adding muni to the MS so it can resist…etc.''

The thing is, attackers ALREADY waste HALF of their tactics JUST to destroy your silo and then they have ONLY 4 tactics left to clean up your base.

'' now back to your defender, and even with the use of all these premium buildings, let’s assume BHG have implemented what I’m asking above, will your defenders still be wiped out by a LEGO attackers using all the premiums troops and buildings if ''

Wouldn’t it be much easier if they just removed those P2W OP TTs and premium buildings instead of screwing everyone else who doesn’t use them?
If someone with all that premium stuff can’t 5* a defender, then what about the rest of the players who don’t use them?

''I don’t know from where all these attackers here have the idea of entitlement that they should 5 stars any base no matter how strong it is. Please go a bit down to earth.''

I don’t know why all defenders believe nobody should be able to destroy their base either. The best offense will ALWAYS beat the best defense that applies everywhere.
 

Super Val

Member
Joined
Jan 14, 2024
Messages
86
I’m pretty sure you said it and then deleted it. That’s why this guy (Devilden) said: '' if your adthp is 250% why don't ask harleems and team to cap it too before capping edst '' but lets say i am wonge.

''Second: I said recon + 3 demos can take out a badass MS, you are arguing that it needs 4 demos instead of 3. Fine, 4 demos instead of 3, what does this change in the whole convo? 3 or 4, your silo is being taken out without any means to defend this “act of God”, you just sit and watch it blown away. Something needs to be done here, either nerfing the demo, or the recon, or adding muni to the MS so it can resist…etc.''

The thing is, attackers ALREADY waste HALF of their tactics JUST to destroy your silo and then they have ONLY 4 tactics left to clean up your base.

'' now back to your defender, and even with the use of all these premium buildings, let’s assume BHG have implemented what I’m asking above, will your defenders still be wiped out by a LEGO attackers using all the premiums troops and buildings if ''

Wouldn’t it be much easier if they just removed those P2W OP TTs and premium buildings instead of screwing everyone else who doesn’t use them?
If someone with all that premium stuff can’t 5* a defender, then what about the rest of the players who don’t use them?

''I don’t know from where all these attackers here have the idea of entitlement that they should 5 stars any base no matter how strong it is. Please go a bit down to earth.''

I don’t know why all defenders believe nobody should be able to destroy their base either. The best offense will ALWAYS beat the best defense that applies everywhere.
1- Yes mate, you are wrong regarding the ADTHP, i clearly said DST. I never claimed ADTHP. Furthermore, i never delete something i already wrote, here is a piece of advice: it is wrong to assume that all ppl do what you do yourself.

2- good that you attackers have 8 tactics, on the other hand, defenders have NONE. ZERO, so there is no harm in spending half of them to take the most powerful building in the game without any fight. You can stop crying about it.

3- they won’t remove the P2W OP tt, it is their way to earn money, they won’t give it away.

4- they are not screwing anyone by tweaking the things i listed, they will be just making the game fair for both defenders and attackers.
everyone acknowledge the high fire rate of artys and mortars, everyone acknowledge the massive number of O legendaries, compared to D legendaries, adjusting this is not screwing the game, it is FIXING it.

5- no, being a good attacker does not necessarily grant you a 5 star win over any D base. Get rid of this complex of superiority and I’m sure you can play the game peacefully.
 

stas

New member
Joined
Aug 8, 2025
Messages
22
1- Yes mate, you are wrong regarding the ADTHP, i clearly said DST. I never claimed ADTHP. Furthermore, i never delete something i already wrote, here is a piece of advice: it is wrong to assume that all ppl do what you do yourself.

2- good that you attackers have 8 tactics, on the other hand, defenders have NONE. ZERO, so there is no harm in spending half of them to take the most powerful building in the game without any fight. You can stop crying about it.

3- they won’t remove the P2W OP tt, it is their way to earn money, they won’t give it away.

4- they are not screwing anyone by tweaking the things i listed, they will be just making the game fair for both defenders and attackers.
everyone acknowledge the high fire rate of artys and mortars, everyone acknowledge the massive number of O legendaries, compared to D legendaries, adjusting this is not screwing the game, it is FIXING it.

5- no, being a good attacker does not necessarily grant you a 5 star win over any D base. Get rid of this complex of superiority and I’m sure you can play the game peacefully.
I’m just playing the game peacefully. You’re the one whining nonstop . Thanks to you, they already ruined fighters, now bombers are next, and soon it’ll be mortars too.

The game works fine for the majority. It’s only a problem for a handful of top players, and you want to ruin it for everyone else just to satisfy a few defenders.
 
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