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