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Clash of Clans (Official thread) (5 Viewers)

What is your pretty easy fix?
THs are assigned weight based on TH level primarily, something like 60% of the weight.  Another idea would be to have weight based on TH level and a function of how long that TH has been at that level...the longer you are at that level, the higher your weight.

There are pros and cons to this approach, but I believe either would be superior to the current method.

 
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THs are assigned weight based on TH level primarily, something like 60% of the weight.  Another idea would be to have weight based on TH level and a function of how long that TH has been at that level...the longer you are at that level, the higher your weight.

There are pros and cons to this approach, but I believe either would be superior to the current method.




 
Either method makes it incorrect to upgrade your town hall unless you play constantly - or gem a great deal - and can quickly upgrade your offense and defense.

 
It is a simple fix. If you're at a TH level, you weigh the minimum for that level regardless of D. 

ie. TH9 range 40-59. TH10 range 60-79. If you're a TH10 with TH7 D, you weigh 60.

After that, simply include offense in war weight. Half the range should be offense upgrades, half defense. 

ie. TH10 with TH7 D + max TH10 offense would weigh 70.

You could slightly game it by not upgrading unused troops but the amount would be insignificant.

 
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It is a simple fix. If you're at a TH level, you weigh the minimum for that level regardless of D. 

ie. TH9 range 40-59. TH10 range 60-79. If you're a TH10 with TH7 D, you weigh 60.

After that, simply include offense in war weight. Half the range should be offense upgrades, half defense. 

ie. TH10 with TH7 D + max TH10 offense would weigh 70.

You could slightly game it by not upgrading unused troops but the amount would be insignificant.
that's better than what I proposed

 
It is a simple fix. If you're at a TH level, you weigh the minimum for that level regardless of D. 

ie. TH9 range 40-59. TH10 range 60-79. If you're a TH10 with TH7 D, you weigh 60.

After that, simply include offense in war weight. Half the range should be offense upgrades, half defense. 

ie. TH10 with TH7 D + max TH10 offense would weigh 70.

You could slightly game it by not upgrading unused troops but the amount would be insignificant.
This level of thinking is beyond supercells ability. There's nothing to suggest they have any idea how to balance war weight effectively. 

There's also a lot of anecdotal evidence they have simply rolled back the prior change. Evidence is lots of big clans are getting pink walk wars and also farm wars. This suggests they pulled the streak weight and also the adjustor for the rushed bases. They can do this without the update. Its all server side. 

But weighing people to the minimum end of a th is easily the best solution and just doing that and nothing more would solve this issue forever. 

 
It is a simple fix. If you're at a TH level, you weigh the minimum for that level regardless of D. 

ie. TH9 range 40-59. TH10 range 60-79. If you're a TH10 with TH7 D, you weigh 60.

After that, simply include offense in war weight. Half the range should be offense upgrades, half defense. 

ie. TH10 with TH7 D + max TH10 offense would weigh 70.

You could slightly game it by not upgrading unused troops but the amount would be insignificant.




 
Again - if the weakest of the THx has more weight than the strongest of the THx-1, upgrading the town hall is a negative.

Basing weight on town hall level is a poor decision.

I would prefer seeing weight based on what troops and defenses you have. Do you have Level 4 miners? If yes, you're a TH11 on offense. Do you have inferno towers? If yes, you're a TH10 on defense.

 
Again - if the weakest of the THx has more weight than the strongest of the THx-1, upgrading the town hall is a negative.

Basing weight on town hall level is a poor decision.

I would prefer seeing weight based on what troops and defenses you have. Do you have Level 4 miners? If yes, you're a TH11 on offense. Do you have inferno towers? If yes, you're a TH10 on defense.
How does that stop .5s? What does a 1 cannon with L4 miners weigh? 

And it is always a short term negative to go to the next TH level for raiding and for war. No way around that.

 
Again - if the weakest of the THx has more weight than the strongest of the THx-1, upgrading the town hall is a negative.

Basing weight on town hall level is a poor decision.

I would prefer seeing weight based on what troops and defenses you have. Do you have Level 4 miners? If yes, you're a TH11 on offense. Do you have inferno towers? If yes, you're a TH10 on defense.
Too complicated.  And you could game that system too easily.  Even easier than "don't do defense".  

 
How does that stop .5s? What does a 1 cannon with L4 miners weigh? 

And it is always a short term negative to go to the next TH level for raiding and for war. No way around that.




 
I don't think .5s are the problem. The problem is a clan with TH9s at the top but also has three 1-cannon bases with level 4 miners and buff heroes. They can take out their opponent's top six and then have an easy path to 100%.

Too complicated.  And you could game that system too easily.  Even easier than "don't do defense".  
How is it easier? They barely count offense now, but it should count as much as defense. If a clan has four TH11 offenses with TH3 defenses, they should match up with a clan that has three or four or five similar bases. Let them enjoy a string of 100% ties and see how long they allow those engineered bases to stick around.

 
I don't think .5s are the problem. The problem is a clan with TH9s at the top but also has three 1-cannon bases with level 4 miners and buff heroes. They can take out their opponent's top six and then have an easy path to 100%.
So where would those 1 cannon bases rank on your plan? I'd have them as min-TH11 so they'd draw other min-TH11s and get crushed. Problem solved, no? 

 
So where would those 1 cannon bases rank on your plan? I'd have them as min-TH11 so they'd draw other min-TH11s and get crushed. Problem solved, no? 




 




 
If a clan has four TH11 offenses with TH3 defenses, they should match up with a clan that has three or four or five similar bases. Let them enjoy a string of 100% ties and see how long they allow those engineered bases to stick around.

 
I don't think .5s are the problem. The problem is a clan with TH9s at the top but also has three 1-cannon bases with level 4 miners and buff heroes. They can take out their opponent's top six and then have an easy path to 100%.

How is it easier? They barely count offense now, but it should count as much as defense. If a clan has four TH11 offenses with TH3 defenses, they should match up with a clan that has three or four or five similar bases. Let them enjoy a string of 100% ties and see how long they allow those engineered bases to stick around.


You are highlighting two different issues:

  • Offense not weighted similar to defense 
  • Light weight wars lead to ties 
Cliff's solution, which I think was popularized first by PB and later Ash, seems the most simple and elegant.  It doesn't nerf .5 but it limits their usefulness to an extent.  Isolating individual units is difficult, if you selected witches and then later they were nerfed, well now what?  Where do you put pekkas?  Golems? It's far too complex a metric to apply a weight to.  The meta changes far too quickly.  I mean even heroes are somewhat devalued in the current meta providing in many raids simply a funnel to miners.  

As far as light weight wars leading to ties, well not sure how you fix that.  The main way I could see this happening is if you limited the clan castle troops to your townhall +1 level max. Otherwise just get used to a draw every now and then, it happens.

 
If a clan has four TH11 offenses with TH3 defenses, they should match up with a clan that has three or four or five similar bases. Let them enjoy a string of 100% ties and see how long they allow those engineered bases to stick around.
Or have them match up vs real TH11s and get pummelled every war and see how long they last :shrug:

 
If a clan has four TH11 offenses with TH3 defenses, they should match up with a clan that has three or four or five similar bases. Let them enjoy a string of 100% ties and see how long they allow those engineered bases to stick around.
That solution requires there to be an exact match for this clan at the exact time they search only once every 21 days.  There simply aren't that many clans out there 

 
the bomb tower is the x factor in this update and we'll need to reorganize our bases around it. if nothing else, th9 gowipe and gowiwi will be back in full force with pekkas no longer getting pummeled by teslas and witches getting a buff. tesla farms won't be as effective as it has been.

 
for android, update available if you search for it in the market. the automatic update notification didn't come up yet. game says wait 15 minutes, so almost done.

 
i just realized, Honda war starts in a few hours. We should build the new bomb towers before it starts, right? it'll be available in the war base if we start it.

 
Tried to download Clash onto my iPhone to start some upgrades.

Download the game and Im back to TH1 - oof

How do I link my Clash account to a new device? Can't find it through the game or the Game Center app.

 
Tried to download Clash onto my iPhone to start some upgrades.

Download the game and Im back to TH1 - oof

How do I link my Clash account to a new device? Can't find it through the game or the Game Center app.
Try logging out of game center then logging back in. This happened to me a few months ago, and this worked.

 
When I open the app it directs me to the App store to Update but it never gives me the option.  It is stuck on the OPEN button.  Anyone else having this problem?

 
Tried to download Clash onto my iPhone to start some upgrades.

Download the game and Im back to TH1 - oof

How do I link my Clash account to a new device? Can't find it through the game or the Game Center app.
START A NEW ACCOUNT!!!!! Don't waste an opportunity!

 
I went to the App store and got the update to load but it wasn't a smooth process. Had to stop & start, then when opening CoC right after, it timed out twice before it finally opened so be patience. I think the size of the update is pretty massive so it's gonna be glitchy.

 
Not having much luck

Have logged out and back into my Game Center Account

Have loaded the game a bunch and it always starts me at TH1. Went through tutorial and even entered name. Tried to link to a new device in Game Settings but it requires some code from old device - which I no longer have.

 
Not having much luck

Have logged out and back into my Game Center Account

Have loaded the game a bunch and it always starts me at TH1. Went through tutorial and even entered name. Tried to link to a new device in Game Settings but it requires some code from old device - which I no longer have.
I would startup a chat with customer service.  They should be able to fix this.  

 
Looks like a lvl 1 bomb tower has a war weight of about 2000, when dropped on a max TH8.  Doesn't seem a tremendous value.

 
First match post update seems pretty normal.  We have more wardens, they have more eagles and the rest is pretty on level. :shrug:

 
People on SC boards flipping out saying miners are useless now.

Back to Gowipe and the 2 star attack strategies? Pekka walks? Return to air?
Last night I couldn't figure out what I was doing wrong with my miner attacks. Bases I used to crush, I'm now getting 70% 2 stars. Warden kept dying early as well. Probably the biggest change for me in the update, and completely unannounced.

 
Last night I couldn't figure out what I was doing wrong with my miner attacks. Bases I used to crush, I'm now getting 70% 2 stars. Warden kept dying early as well. Probably the biggest change for me in the update, and completely unannounced.
They didn't want to hear the crying like with the healers. 

Heavy kill squad all hero's, probably add a Pekka in there and light backend miners is best bet. Basically you have to kill both infernos with kill squad or miners are roasting. 

 
Ran a war attack with miners this morning, major thing I noticed was they looked like they were swimming in molasses. They didn't nerf there speed but I swear they are tick slower. The defense re-targeting doesn't help but I had plenty left at the end of the attack but it timed out. Have never had that happen before with miners.

 
Cliff Clavin said:
Debating on building it with JR. Hmmmm.
I think I'm going to with Guam....at least Level 1. I swore I'd never buy gems on that account but with the th9 gem pack deal of 100k DE, 10 million gold and 1200 gems for 9.99 (must have dropped bomb tower already to get that out of deal que) I just may. The DE and gems = 3 hero levels for Guam. Heard the th10 version was 2500 gems and 150k DE plus gold for 19.99.

 
Ran a war attack with miners this morning, major thing I noticed was they looked like they were swimming in molasses. They didn't nerf there speed but I swear they are tick slower. The defense re-targeting doesn't help but I had plenty left at the end of the attack but it timed out. Have never had that happen before with miners.




 
The changes to the miner are not a nerf, but instead - bug fixing.Previously - if Miners were underground, they could sometimes stop defences from targeting anything past them. For example; an xbow targeting a miner that then goes underground, you would see the xbow stops firing but continues to target the miner. It has also improved the use of CC troops against underground miners (they switch to other targets faster). The miner was never designed to be a tank - that was just the side effect of a bug (no other defence VS troops behave like that in the game).The latest update has fixed this unintentional bug - giving the appearance of a balance nerf. The Clash Team has been receiving reports for the past few months - but have finally managed to reproduce and now fix the bug.Furthermore, Miners were going underground faster than they were supposed to, so this bug was also fixed.Hope this clears any confusion as to why it wasn't included in the balancing notes

 
The changes to the miner are not a nerf, but instead - bug fixing.Previously - if Miners were underground, they could sometimes stop defences from targeting anything past them. For example; an xbow targeting a miner that then goes underground, you would see the xbow stops firing but continues to target the miner. It has also improved the use of CC troops against underground miners (they switch to other targets faster). The miner was never designed to be a tank - that was just the side effect of a bug (no other defence VS troops behave like that in the game).The latest update has fixed this unintentional bug - giving the appearance of a balance nerf. The Clash Team has been receiving reports for the past few months - but have finally managed to reproduce and now fix the bug.Furthermore, Miners were going underground faster than they were supposed to, so this bug was also fixed.Hope this clears any confusion as to why it wasn't included in the balancing notes
Yeah, BS. They have been trying to reproduce it for months??? Hahahaha. A 6 year old spamming miners shows that "bug". Multiple updates, no mention or fix for this have passed. Now, it's a "bug". Looks like Supercell has joined in on the fun of election year spin.

 
The changes to the miner are not a nerf, but instead - bug fixing.Previously - if Miners were underground, they could sometimes stop defences from targeting anything past them. For example; an xbow targeting a miner that then goes underground, you would see the xbow stops firing but continues to target the miner. It has also improved the use of CC troops against underground miners (they switch to other targets faster). The miner was never designed to be a tank - that was just the side effect of a bug (no other defence VS troops behave like that in the game).The latest update has fixed this unintentional bug - giving the appearance of a balance nerf. The Clash Team has been receiving reports for the past few months - but have finally managed to reproduce and now fix the bug.Furthermore, Miners were going underground faster than they were supposed to, so this bug was also fixed.Hope this clears any confusion as to why it wasn't included in the balancing notes
That's the biggest nerf bug fix I've seen to them. They hang around up top a second longer than before sustaining more damage. The rest of that BS i haven't seen much of change but them staying topside, that's been the killer for them IMO. This also gives them the appearance of being slower which was my other observation post update.

Don't get me wrong, they are still a powerful troop but they don't roll over bases anywhere near like they used to.

 
Others have come to this conclusion, and I agree that it's setting the table for more hero level upgrades which is the biggest $$$ grab clash has and for the most part has dried up.

I'm rapidly losing interest. I think I'm just gonna take a few steps back for a bit. I dropped Jason's account to global with no real intention of farming it anymore.  The main issue is in high level wars TH11 now are relegated to dips, and TH10 are relegated to attempting TH11 2 stars, or else dipping on TH9s.  It's a real beating to stand around with your #### in your hand for 24 hours to do a low value raid.  So #### that.  I can dip on my own schedule in fbgs.  Maybe offense gets a boost soon but I doubt it.

The game was really really close to getting balanced at all townhall levels.  Really close.  TH10 just need a tick more offense, perhaps a new healer level, or the max loons, or something, not much, just a little.  TH11 needed to turn miners down a bit, but turn up something like golems or hogs/valks.  

I'm a little surprised TH9 isn't a screenlick. That's nice.  I though a CB hog with 30 hogs would just roll over people. That's not seeming to be happening yet.  

I do think they listen too much to the forums. A lot of whining there.  Reddit community is for the most part dead with the war clans splitting to do their own thing, then sort of migrating to groupme and discord for actual discussion.  Most of the adults are not on the forums, it's kids the way I sense it.  

 
Others have come to this conclusion, and I agree that it's setting the table for more hero level upgrades which is the biggest $$$ grab clash has and for the most part has dried up.

I'm rapidly losing interest. I think I'm just gonna take a few steps back for a bit. I dropped Jason's account to global with no real intention of farming it anymore.  The main issue is in high level wars TH11 now are relegated to dips, and TH10 are relegated to attempting TH11 2 stars, or else dipping on TH9s.  It's a real beating to stand around with your #### in your hand for 24 hours to do a low value raid.  So #### that.  I can dip on my own schedule in fbgs.  Maybe offense gets a boost soon but I doubt it.

The game was really really close to getting balanced at all townhall levels.  Really close.  TH10 just need a tick more offense, perhaps a new healer level, or the max loons, or something, not much, just a little.  TH11 needed to turn miners down a bit, but turn up something like golems or hogs/valks.  

I'm a little surprised TH9 isn't a screenlick. That's nice.  I though a CB hog with 30 hogs would just roll over people. That's not seeming to be happening yet.  

I do think they listen too much to the forums. A lot of whining there.  Reddit community is for the most part dead with the war clans splitting to do their own thing, then sort of migrating to groupme and discord for actual discussion.  Most of the adults are not on the forums, it's kids the way I sense it.  
So more of a soft delete as opposed to the usual rage uninstall? Asking for Cliff :D

 

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