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Clash of Clans (Official thread) (2 Viewers)

Update does nothing for current Maxxed TH11's who had full gold/elixer storages for months - nothing to spend it on.
This definitely seems geared toward the mid-casual player.

What I'm interested in are the opinions of the hard core war players on the "loon nerf" I keep hearing about

 
theyre working on making it a month long event soon. the CR and CoC devs are competing for moneys$$$
Strangely COC has been smoking Royale for awhile on revenue.  Which is odd considering they hadn't really released an update in about 6 months and a huge portion of their player base is matured with very few new installs.  The pay model for Royale must be broken because they smoke COC on new installs.  

Apparently for the low low price of $1100 you can gem this entire update.  

Overall though revenue for mobile games is in decline across the board.  Some of that I guess is hangover from the GO effect, but it's possible revenue of the overall market has peaked for the moment.

 
This seems to be a universally despised "feature" of the update
If it were the only option in the game I can see the reason for hating on it.   As it is you have the main village with nothing changed to continue to farm once you hit the loot cap on the boat base.

What I don't understand is why they didn't unlock all walls to Level 12.

 
If it were the only option in the game I can see the reason for hating on it.   As it is you have the main village with nothing changed to continue to farm once you hit the loot cap on the boat base.

What I don't understand is why they didn't unlock all walls to Level 12.
They get a lot of charge backs for walls. 

Kids gem all the walls then fight the charges on credit card. This costs sc money so they want to limit the damage 

 
I do love one-touch collecting all of my mines or collectors or drills. Best part of the update, so far.

 
freeannyong said:
the cap is only in the new world, the main world operates the same as it always has.   With that said no idea what the cap is.
Cap is variable based on your cups.  If you are a low level player and win high level matches then you can cap after three victories.  If you are a high level player and are hitting in low cups you can cap in many more.  

 
At the very least, this new feature allows me to get in a quick attack without having to worry about whether my army is just right. It definitely allows for more casual play.

 
Something I noticed - you can no longer see if the opposing war CC is empty/full.  Used to be able to click on oppo CC and see 0/20, 20/30, etc.

 
June Update:

new defense levels for TH11: cannon15, AT15, inferno5, 

new troop levels for TH11: healer5, wiz8, wall breaker7, miner5, pekka6

defense cost/upgrade reductions and buffs: cannon10-14 reduced cost/upgrade time, AT9-14 reduced cost/upgrade time, inferno2-4 reduced cost/upgrade time, damage buff for inferno4 multi-mode

offense cost/upgrade reductions and buffs: reduced cost/upgrade time (all levels) - pekka, wizard, healer, wall breaker, miners. buffs - dragon4-6 hit points, miner2-5 hit points, hog6-7 hit points

s-ville update: live battles...sort of. if you finish your attack before the other guy then you get to watch the remainder of their attack on you

 
My thoughts on this update:

Lab upgrade order: 1) healer5, 2a) wall breaker7, 2b) miner5, 3) wiz8, 43984) pekka6

I'm intrigued with how useful miners will be once you factor in their hp buff, miner5 and L7 heal spell. There's potential here.

Return of the hogs! They're already useful for 11's bullying 10's and poorly designed 11's but very few clans do this. Can't imagine how good the buff will be. Cliff is already licking his chops. On the flip side, goodbye air at 11vs11. The loon nerf last month added to this update's AT and inferno buffs make air next to impossible for 11vs11. Witchy-bowl takes a hit too. 10's uphitting on 11's took a major hit.

A little surprised there's no additional L12 walls. I thought for sure there'd be some with the launch of wb7. 100% L12 walls are inevitable. There's enough to do already in this update with the new defenses and labs. Adding more walls in a later update is a good way for SC to milk some more $.  I'm still convinced that every troop/spell will get a TH11 lab eventually. After this update, the only ones remaining are goblins, valks, lightning, rage, jump, quake, haste. None of those move the needle other than rage, not sure how they could squeeze that one in. L5 haste seems like a easy solution to buff air in a future update.

Updated time needed to max the lab at your TH level (estimated the TH10 time reductions in update): TH10: 337 days, TH11: 298 days

Not much for non-TH11's. Maybe a boost for suicide dragon raids, or hogs for a 10vs10 solution if a kill squad can get the cc, AQ and an inferno. Nothing for culdeus either.

 
He's got a 40/40 th10 with all lavas and some max walls. 

I know you had been thinking about calling it quits for a while rcp, sad to see you go. 
Ill offer it to my old clan first. Not sure value. With the updates and stuff who knows. There is a buy sell server on diacord that moves stuff easily. 

 
=Smackdown= said:
Find us some more bora/kirk's - they were great additions. Need like 10 more of them.
My last stint with midwinters really was pretty low key. The vast majority of the crew I ran with converted over to the cwl clans or just vanished. 

 
We're going up against a crew that looks straight up loonian from top to bottom.  What's the most effective CC lineup to combat it?  Thinking baby drag and 5 wiz?  All minions?  You guys seen something that's proven to be most effective?

 
I'm interested in any account that has at least 40/40 heroes. Th10 or th11. Other stuff doesn't matter as much to me. If any of you have an account that you don't play anymore with high heroes (even any close to 40/40), send me a PM.

 
Just lost a tie to some modders. If anyone wants to stop by and see what mod hits against 11s look like let us know what you want cups at. 

 

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