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Clash of Clans (Official thread) (6 Viewers)

Hey guys, wondering if this has happened to any of you.

The gmail account I use for a village was suspended due to an alleged violation of terms of service.  I found out because I wasn't able to access the village on my Android phone.  Wrote Google customer service and they gave me back access to my account.  When I went to try and load the village, it wouldn't load up.  I've signed into both gmail and goggle play on my phone, and still couldn't access the village.  Also cleared the cache and turned the phone off and on.  Still nothing.  Do I have to uninstall / reinstall the game?  Anyone else run into this situation with tips to share?

 
Opted myself & Jonathan out for the next 7-10 days.

Need to send my iPad into corporate for an upgrade - which will coincide with a Florida family vacation beginning Friday night to Tuesday night. Then a camping trip with friends when I get back for 4 days.

 
Hey guys, wondering if this has happened to any of you.

The gmail account I use for a village was suspended due to an alleged violation of terms of service.  I found out because I wasn't able to access the village on my Android phone.  Wrote Google customer service and they gave me back access to my account.  When I went to try and load the village, it wouldn't load up.  I've signed into both gmail and goggle play on my phone, and still couldn't access the village.  Also cleared the cache and turned the phone off and on.  Still nothing.  Do I have to uninstall / reinstall the game?  Anyone else run into this situation with tips to share?
FYI - there's a whole process to work this out.  SC very cool about the situation, resolved it in 24 hours.  YouTube is my friend, as it seems like I'm not the very first person this ever happened to.

 
Seen some stuff at TH9 that is taking bases down with 3 golems, CC bowlers, approx 8 wiz for funnel and clean up, 18 hogs, and wall breakers.  Spells 2 jump, 1 rage, 1 heal.   Kill squad job is to get the queen dead and jump the golems in the core and out of the core.   Use the rage on the bowlers and heros to help mow through stuff.  Hogs then have to be deployed systematically on defenses that are targeting the golems in the core.

For 11s dipping on 10s, I think the #1 comp is 1 golem, 12 bowlers, 28 miners, 4 wiz, 6 wbs.   Wiz and WBs depend on the base and can use baby drags.   1 r, 1 j, 3 h.   Entry to get an inferno and cc and king if possible.   Golem down, funnel, all heros and bowlers.   When you get in range of inferno...Rage bowlers, use Tome, use King ability, and it's game over.  Get miners out and swag a couple spells.

For 10v10 I haven't seen much recently but I do think we probably need to use more bowlers, and maybe some furs to protect them from the inferno some.  No doubt it's the hardest spot in the game right now.

 
Checking in from sunny FL to a pretty big update . . Just when about to max out . . . again . .



October 2016 Balancing & Update News





The Clash of Clans team approaches game balance by looking at attack stats and playtesting gameplay changes. As outlined by our design values, regular balancing updates help keep the game fun and interesting!

In this sizable round of balancing changes, we're continuing to develop Town Hall 11 gameplay, boost underperforming units, and ease some high level upgrades. We've also taken a look at Clan Wars XP and war loot rules.


NEW: Wizard level 7 (TH 10)
Wizard level 6 hitpoints and damage slightly increased
Wizard level 6 available at Town Hall level 9 (was 10)


Fashionably late to the party, high-level Wizards are finally showing up - in style! They'll lend some needed extra 
firepower to Town Hall 9 and up.


NEW: Hidden Tesla level 9 (TH 11)
REMOVED: Hidden Teslas no longer deal 2x damage to P.E.K.K.A


Popular Tesla-heavy defensive cores have led to underwhelming P.E.K.K.A gameplay. Removing the 2x damage rule helps P.E.K.K.A reclaim its fearsome potential while making room for a new Tesla level.


NEW: Baby Dragon level 5 (TH 11)
Baby Dragon level 4 available at Town Hall 10 (was 11)


Baby Dragon upgrade levels should come just a bit earlier to give an appropriate power level to such a late game troop.


NEW: Mortar level 10 (TH 11)
Mortar level 8-9 damage increased


Mortar has fallen behind the defensive curve. A boost to later levels, and the new Mortar level 10, will help give Mortar back its punch.


Skeleton Spells spawn MUCH more Skeletons, but over a longer time

The rebalanced spell is much better at doing - well, pretty much everything. 26 Skeletons in a single spell slot? You'd better believe it!


Cloned troops from Clone Spells can stay much longer on the battlefield

The power of Clone Spells comes from effective positioning. Longer troop lifetime will bolster well placed Clones.


Bowler hitpoints slightly decreased

Skillful attackers often keep Bowlers far and safe from damage. A small hitpoint reduction better balances their immense and efficient reach.


Other NEW Town Hall 11 upgrades:

• Dragon level 6
• X-Bow level 5
• 25 additional Wall pieces


Upgrade Discounts (time and/or cost):

• Wizard 6
• Dragon 3-5
• Baby Dragon (all levels)
• Cannon 12-13
• Archer Tower 11-13
• Mortar 8-9
• Wizard Tower 7-8
• Hidden Tesla 5-8
• X-Bow 2-4


Clan Wars balancing:

• Earn a partial War Win Bonus even when failing an attack
• War Win Bonus is no longer reduced when attacking lower Town Hall levels
• Tougher targets in war are worth more Clan XP, to a max of 10XP!

We want to lessen the downsides of more ambitious war attacks and better reward clean-up attacks.

Also, basing Clan XP rewards on defender strength will better reward Clans that participate in high-level Clan Wars!


Phew! That's all for now - Clash on!

The Clash of Clans Team









 




 
Th8 and lower got alot easier with new drag level and pekka buff, among other trickle down effects.

Th9 got a bit easier with trickle down effects and things, maybe not a huge change.

Th10 got harder with bowler nerf making the major attack there harder to execute and got nothing new at all worth anything.

Th10 on 11 up hits probably are out of reach now

11 got substantially harder with all sorts of changes that aren't even easily digestible at this point.  The wall thing being the worst of it, probably.  

But really TH10 took it in the ### the most here from what I can tell. 

 
but i bet that's it for troop and gameplay balance stuff. the rest will be mode changes.

The th10 problem is real.  And not easily solvable by manipulating troop levels and towers.

 
It used to be th8 only so yes it was moved down. 

Edit: well maybe not can't find anything on the wiki about that. 

 
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This is assuming no changes are made to the matchmaker in this update.

Is there any reason for our 10.5's to build out defenses? The way I see it is a 10.5 in our current TH comp becomes more valuable with the new TH11 defense levels further separating a max 11 from a 10.5. We've confirmed TH10 vs TH10 to be the most difficult part of the game. I would think with the added TH11 defense levels, our 10.5's would more often pull in max 10's rather than 11's with eagles. That's a pretty big advantage at the TH10 game to have BB, Ani, Low and Cliff as 10.5's potentially drawing in 10's. Also would keep our true TH11 count from being too heavy. Thoughts?

 
This is assuming no changes are made to the matchmaker in this update.

Is there any reason for our 10.5's to build out defenses? The way I see it is a 10.5 in our current TH comp becomes more valuable with the new TH11 defense levels further separating a max 11 from a 10.5. We've confirmed TH10 vs TH10 to be the most difficult part of the game. I would think with the added TH11 defense levels, our 10.5's would more often pull in max 10's rather than 11's with eagles. That's a pretty big advantage at the TH10 game to have BB, Ani, Low and Cliff as 10.5's potentially drawing in 10's. Also would keep our true TH11 count from being too heavy. Thoughts?
Also....with this update, worth it to go to 10.5 if you're sitting at 10?

 
Thanks Cliff.

One thing our clan was thinking of doing is pushing our 8's to a sort of 8.75, where our max 8's move up to TH10 for Miners/Bowlers/Extra Spell.  They'd be 8's in terms of defense, but would be able to jump up and help with 9's and the occasional 10 on offense.  Have you guys tried anything like that?  Did it cause more matchmaking trouble than it was worth?  I'm hoping their D would still attract 8's and weak 9's like they do today, but wanted to see if that's the way you've seen it work.

We're hitting nothing but engineered clans lately and coming up about 9 stars short in every war.  Even for our casual clan, it's frustrating.

 
Thanks Cliff.

One thing our clan was thinking of doing is pushing our 8's to a sort of 8.75, where our max 8's move up to TH10 for Miners/Bowlers/Extra Spell.  They'd be 8's in terms of defense, but would be able to jump up and help with 9's and the occasional 10 on offense.  Have you guys tried anything like that?  Did it cause more matchmaking trouble than it was worth?  I'm hoping their D would still attract 8's and weak 9's like they do today, but wanted to see if that's the way you've seen it work.

We're hitting nothing but engineered clans lately and coming up about 9 stars short in every war.  Even for our casual clan, it's frustrating.
We have a few accounts like that but its a slow process. Get to TH9 first, don't do D, spend months on labs before going to TH10.  

Culd and I both have TH10s with TH8ish D. Strictly air attacks which makes the process much quicker and doesn't require heros. 

I'd say just have them get to TH9 and don't do any D (asides from air defense). 

 
They said they will address the low defense high offense bases this update.  I would wait and see how that plays out.  fixing a base like Shuke would take hundreds of hours of farming. If they nerf that style of thing enough I'll retire it once and for all.  It was a good run.

At this point I see having those style of bases insurance as we typically face 2-3 of them or more.  They get rid of that it's for the good.

Now the number of 10.5s we have is probably what people go whine to other people about when they face us even more than our two mostly defenseless accounts.  10.5 is like the old 9.5 on steroids and it's not clear they will be able to address both the engineered bases and X.5 bases in quite the same manner.  Frankly, I don't see how they can do both at the same time.

I would note that a stunning amount of clans struggle to clear Shuke/Jr. So it's hardly a one cannon thing.  

 
Lionsfan011 said:
This is assuming no changes are made to the matchmaker in this update.

Is there any reason for our 10.5's to build out defenses? The way I see it is a 10.5 in our current TH comp becomes more valuable with the new TH11 defense levels further separating a max 11 from a 10.5. We've confirmed TH10 vs TH10 to be the most difficult part of the game. I would think with the added TH11 defense levels, our 10.5's would more often pull in max 10's rather than 11's with eagles. That's a pretty big advantage at the TH10 game to have BB, Ani, Low and Cliff as 10.5's potentially drawing in 10's. Also would keep our true TH11 count from being too heavy. Thoughts?
Everything but the eagle is my motto. Not sure if the update will change that or not but that's what I'd say as of now

 
People losing their #### over the new boost system.  You can't just boost one single barrack if you lets say, need a bunch of miners in a hurry.  Gotta boost the whole lot at a cost of 30G/hr.  

 
Yeah, that one little thing that I overlooked just kills this whole thing.  Would much rather be able to boost a single barrack than the queue train thing.  ####### supercell

 
I thought that is offset by if you just train one miner at a time it is at 1/4 time? 
I think the concept there is that the barracks can all provide work to a single troop but if you are training 4 troops at the same time it's not evenly distributed.  That's not really going to make a huge difference as it's fairly rare to end up with a need to train one single troop except in a war donation situation for a golem or something like that.

 
I mean pushers don't really boost anymore because you can't even get one single raid in per hour anyways.  The queue thing is nice, I like the concept but not sure why it had to turn into a money grab like this.  I single boost barracks all the time during war to keep people stocked with miners and bowers and #### like that.  

 
I mean pushers don't really boost anymore because you can't even get one single raid in per hour anyways.  The queue thing is nice, I like the concept but not sure why it had to turn into a money grab like this.  I single boost barracks all the time during war to keep people stocked with miners and bowers and #### like that.  
I see your point but you can train two full armies to cover donations. Seems like a reasonable compromise. 

 
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I mean pushers don't really boost anymore because you can't even get one single raid in per hour anyways.  The queue thing is nice, I like the concept but not sure why it had to turn into a money grab like this.  I single boost barracks all the time during war to keep people stocked with miners and bowers and #### like that.  




 
Why would boosting a single barracks to produce miners be better than normal-paced production from four barracks?

 
I mean pushers don't really boost anymore because you can't even get one single raid in per hour anyways.  The queue thing is nice, I like the concept but not sure why it had to turn into a money grab like this.  I single boost barracks all the time during war to keep people stocked with miners and bowers and #### like that.  




 
And this feature, yo!

  • "Overqueued" units train and get a green check mark - you can donate these!
 
Why would boosting a single barracks to produce miners be better than normal-paced production from four barracks?
Because we got some needy ####ers. Standard build for me is 2 giant 2 miner bowler golem basically non stop at peak war time. 

Its possible this system still has the production capacity needed to keep it going without boost.  Either way I'm not dropping 30 to boost it so it is what it is.  

 
Big Changes Here

NEW: Bomb Tower (starting at TH 8)

  • Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.
  • Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.
Witch hitpoints massively increased, damage slightly increased

  • Witches are much more resilient and have more power to push through incoming fire. However, Bomb Towers will challenge their Skeleton hordes!
Giant Bombs no longer deal 1.5x damage to Hog Rider

  • We're shifting Hog Rider play away from focus on Giant Bombs, and more towards planning for Bomb Tower resistance.
 
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Wow - lots to do when I get back.

The return of hogs & witches !!!

Headed into the woods to set up camp for a 4 day drink fest.

Cya all early next week

 
Not a fan of the Clash Royale continued infiltration but whatever

More importantly, I've been following along and looking for an army build to take on a TH10 with inferno's and max xbows. I have max TH10 troops, give me some suggestions. Mass miners aren't the answer but they are certainly part of the equation. New to this level, looking for some suggestions. TIA

 

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