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Clash of Clans (Official thread) (3 Viewers)

Repeating here for the Boog's benefit something from FBG1 chat.

With hog attacks, if you're going into a tough set of defenses in particular, you probably want to use your heal early. Often even before you deploy your 2nd set of hogs. It varies with the base and your entry point, but basically the higher level the defenses, and the more splash damage (wiz, mortar) that you're going to face, the earlier you'll want to use the heal. I had an attack on a TH9 right into a wiz, 2 mortars and an xbow. I deployed two groups of hogs and by the time I came back to heal the first group, the majority were dead.

You don't always have to deploy a group and wait and heal them before deploying a 2nd group. But the tougher the defense the more you should think about it. Also, I originally would try to wait until I saw a lot of my hogs had damage. But waiting that long I'd lose 2 or 3, and that means it takes the whole group longer to take down a tower and longer to move on, subjecting them to even more fire. So first 2 deployments I'd rather heal a little early than late. 3rd heal I like to save for a rough spot in the base, hitting a big bomb, etc.

 
Telling me I have to wait to re-request FBG2 - any idea on the time limit?

I asked in FBG1 for any interest in the war - no takers. If we can't get 4 more, I can sit this war out.

 
Someone get one of the leaders to go to Witz profile and send him an invite from there. Can click on his departure message in chat to get to profile easily.

 
If you're a low level base, feel free to come over. Hopefully we'll win and you'll get another chance to honeypot.

 
Servers down for the update.

Update: Hero Changes

Finally! An update packed with battle improvements, balancing and content is here! Prepare for the comeback of melee-attacking masters, and intense hero-on-hero battles inside of enemy villages!

Bored Builders? Lazy Laboratory?

✔ P.E.K.K.A level 5 is here to prove its battle prowess: http://supr.cl/PEKKAlvl5

✔ Jump Spell level 3 is here to empower future Jump experts.

✔ Hidden Tesla level 8 will shock your enemies.

✔ Bomb level 6 packs a bit more punch into those pint-sized explosives.

Epic Battle Rebalancing - Show Your Skills and Triumph!

✔ Heroes version 2.0 are here with readjusted strengths, smarter defending, and stronger abilities! Read below for more info.

✔ The Jump Spell has been overhauled and is now amazingly effective! Read below for more info.

✔ Valkyries are now moving like no troop ever has before. Read below for more info.

✔ Inferno Tower multi-mode is now slower at burning through big hordes of attacking troops.

✔ Troops now work together to break through walls, targeting similar wall pieces instead of lots of different ones.

✔ Hog Riders now take increased damage from Giant Bombs.

✔ Training cost of P.E.K.K.A has been reduced.

✔ Hidden Tesla build times have been reduced.

Interface Improvements

✔ Can't stand the suspense of ongoing Clan War attacks? Tap them to watch a live replay of the battle as it happens!

✔ Re-arm your traps and reload all of your defenses easily by tapping your Town Hall.

✔ Clan mail messages can now be twice as long.

✔ You can now copy your current village layout to your Clan War base with one button.

✔ Interrupted War Base edits in progress are now properly recovered.

✔ The settings menu has been redesigned with dedicated News and More sections, separate from your Inbox.

Heroes: The New Battle Specialists

The time has come for a smarter, more strategic brand of heroes. Rather than being foolish, hulking brutes, the King and Queen are now much smarter on defense, have distinct strengths and weaknesses, and their abilities are more important than ever.

Check Chief Pat's official interview with Jonas from the development team: http://supr.cl/herochanges

✔ The heroes have gotten sick and tired of being lured out and squashed in the edges of the map. Now, they only attack targets in a limited territory around their platform and will retreat if they get drawn away too far.

✔ Both heroes now get a damage increase and recover health when activating an ability. Use the damage boost to get an edge over defending heroes, or the healing to save them from the clutches of defeat!

✔ Hero abilities now improve much more significantly with each new ability level and summon more supporting troops than before. The best way to make your hero stronger when attacking is to increase their ability level!

✔ Hitpoints and damage for the Queen and hitpoints for the King have been slightly increased at lower levels. However, hero hitpoints and damage have been decreased at higher levels in order to balance heroes on defense and allow for stronger abilities.

✔ The effect of Rage Spells on Heroes has been reduced to put more emphasis on the skillful use of hero abilities. For the Queen and later levels of the King, bonus damage from hero abilities will far exceed bonus damage from Rage Spells. As before, Rage Spell bonus damage and hero ability bonus damage will not stack (the greater of the two takes precedent).

✔ Heroes now specialize in a certain role:

Barbarian King: The Tank Specialist

✔ His damage has been reduced, but he now can heal himself greatly when using his Iron Fist ability.

✔ The Barbarian horde summoned by Iron Fist has doubled in size to cause even more mayhem!

✔ Use Iron Fist at the right time to help the King take more damage than he ever could before!

Archer Queen: The Damage Specialist

✔ Her hitpoints have been reduced in later levels, but the Queen now gains a tremendous damage boost while her Royal Cloak ability is active.

✔ The duration of Royal Cloak has been greatly increased in lower levels to help make sure the Queen has enough time to land her most powerful of shots.

✔ Use Royal Cloak at the right time to help the Queen hit important targets harder than she ever could before!

Jump Spell: Control the Battle Flow

The Jump Spell used to only affect troops it landed on, often leading to disappointing results. Now, the Jump Spell influences all troops in the battle. Masters of the Jump Spell will be able to direct their melee troops like never before!

✔ All troops you deploy can take advantage a Jump Spell, even if the troops are not directly hit by the spell.

✔ Casting a Jump Spell will now cause troops to redirect themselves immediately if it opens up a more advantageous route close by.

✔ The Jump Spell area has been slightly reduced to allow for more precise control of the spell.

Video: http://supr.cl/NewJumpSpell

Valkyrie: The Wild Whirlwind

The Valkyrie rarely used to put her area-damage to any good use. Now, that has changed in a big way, and you might be shocked by her effectiveness in battle.

✔ Valkyries now charge around and position between pairs of buildings to find the best spots to attack.

See her in action: http://supr.cl/ValkyrieSneakPeek

 
✔ Can't stand the suspense of ongoing Clan War attacks? Tap them to watch a live replay of the battle as it happens!
This would've been awesome for our last war.

The Hero changes sound significant, prioritizing my BK level up now.

 
I'm going to bed soon (in Australia) and I have just ordered about 60 LVL5 wizards. I assume that we'll be in Prep mode when I wake up, soooooo just FYI, I should have a portion of our CC wizard needs covered, I'll send them in in the morning (7-8 hours from now).

This is Boog, obviously.

 
Things It Often Takes People Awhile To Notice Or Figure Out

  • Minions don't trigger black Seeking Air Mines: Minions are not attacked by seeking air mines, the black ones. They are attacked by the red ones, whose area damage can wipe out a lot of minions at once if they get clustered. So minions are not no good for luring the black mines that do much more damage and pose a threat to healers and dragons. Balloons can be used to try to close the more dangerous mines.
Hey Greg, unless you've tried it and know otherwise, I wouldn't suggest packing balloons for the sole purpose of sniffing out seeking air mines. Not in a general sense. Single balloons don't last long, and move so slowly that you won't cover much trigger area before your balloon is popped.

Now, if you are certain of a seeking air mine's precise location (in Clan war, a previous attack exposed it, for example) and know you can reach it with a balloon, then yeah, I suppose you could expend one to draw the mine to protect your healer/dragon. But that seems an extremely uncommon scenario.

 
VA703 said:
trying to plan out my first order of builds for the TH9

archer queen is instant build

1 builder on lab

1 builder on spell

1 or 2 Xbows

DE Pump

Elixir storage so I can upgrade archers once lab finishes

thoughts?

edit: I may build out all the new defensive buildings to lvl 1 then start the de pump
No brainers are the instant build AQ, the lab, and the 2nd DE Drill

Pretty sure you have 5 builders like I do. That leaves you 3. I started an Xbow immediately, then the second xbow after building the new AD, Wiz tower, AT, storages, etc. all to level 1 or 2. I think the Xbows are a major deterrent. And you have them instantly for clan war (don't need to wait the week).

I started the Dark Barracks upgrade with my 5th builder. Guess I wanted to have witches. I would not recommend this, as I've built exactly 3 witches in the month that I've been TH9, and all for Clan War defense. (incidentally, one went untested, and the other two succumbed quickly to dragon rushes). It was frivolous in hindsight, I should have went with the spell factory first.

Level 6 archers was not my priority so I took my time upgrading the new storages. I think giants or balloons should be the first upgrades, as they are beefed up tremendously at level 6. I do think archers at level 6 are desirable, but the bump they get is very small compared to giants or balloons. I don't regret going balloons first, but with the new update, I think giants might be the better choice as first upgrade.

ETA: level 5 hogs are also an obvious choice for first TH9 lab project. My hogs are way behind though (just working on level 3 now, and only because I was unable to save enough elix for L6 giants).

 
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So I've been playing around in attacks to see the new BK tracking AI. What's odd is that I got a bk to lock on to a troop, but it was out of his attack range, so he stayed put. ( replay shared in FBG1) the troops I deployed were behind a wall, so it took a while to break thru, but during this time, the bk stood still just waiting for the barbs to get into range.

My next strategy is to see what happens if I launch a second troop into his range to see if the BK will change his focus, or stay locked on to original troops.

 
The boog war is another war with by and large early TH upgrades.

They do have some good honeypots for once.

I do hope someone hog rushes 14. This will be a very interesting test of the new BK defense.

 
Things It Often Takes People Awhile To Notice Or Figure Out

  • Minions don't trigger black Seeking Air Mines: Minions are not attacked by seeking air mines, the black ones. They are attacked by the red ones, whose area damage can wipe out a lot of minions at once if they get clustered. So minions are not no good for luring the black mines that do much more damage and pose a threat to healers and dragons. Balloons can be used to try to close the more dangerous mines.
Now, if you are certain of a seeking air mine's precise location (in Clan war, a previous attack exposed it, for example) and know you can reach it with a balloon, then yeah, I suppose you could expend one to draw the mine to protect your healer/dragon. But that seems an extremely uncommon scenario.
I think this is more useful for balloonian attacks, where you release the large wave of balloons and then drop the minions in behind them. Hopefully the balloons sweep across and take out all the air mines, clearing the way for minions behind the wave.

 
I'm expecting with the changes that the ability of TH8 to take down anything higher than an underdeveloped TH9 is going to be severely hampered. I'd expect scores to drop from where they were.

TH7's are going to be more important than ever, since your dragon rushes aren't nerfed at all by the changes. Need to be clean 3-stars on the 1st attack as much as possible as we're going to need multiple tries at the bases that are higher level TH8 and up.

 
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Normal attack view has changed.

Used to have to shrink the screen to see the entire layout. Now when you attack that doesn't need to be done anymore.

 
I think this is going to change clan war way more than farming. That's just based on my experiences this AM.

I actually think farming may be easier. An awake BK with no CC troops for backup can just be avoided if you are targeting certain res.

Also minions become somewhat more important for BK clearout. BK won't wander all over the map anymore so if you can get a mass of minions near the BK where they are not exposed to AA then the BK just stands there like a ####### and takes it.

 
Oh man, with the new update when you are going through your revenge list, if you end battle it goes back to the friggin list and keeps your spot!!!

Sooooo nice. :thumbup: :thumbup:

 
For those using my normal village base, a slightly modified Shuriken design, I changed it just now to move the BK back into the middle. If you find a better way to accomplish it let me know, I didn't spend real long on it.

 
Cut and pasting snippets of different posts from the CoC forums. I can't confirm if they are right or not, so just throwing them out for thought.

(hog attack) You can see the hogs are running past, still able to do enough damage to take out defenses. Not too bothered with the heroes ...So the hogs are nearly done clearing up, heroes haven't been able to kill them all, and it's time to start clearing the rest of the base

- Barching. For those who collector raid, you won't need to worry about heroes ruining your raids anymore! The won't come out and attack, and this will clearly save you some troops to use on that last collector(s) you may have missed once before. ( Confirmed! )

Without the option to lure, you can place them now without the worry they won't defend what you want them to defend, be it your th, or de storage etc. I am imagining now, placing the AQ behind your de storage could seriously help towards defending it, without the need of placing it in the centre of your base. This frees up a spot in the center for a more desirable defense/building.



- With troops attacking the same wall it becomes easier to tell which building they will go after when they do break the wall so you need to start picking the right wall and send in few troops to target it and hit it. Then you can place the rest to break the same wall.
 
agree that barching has gotten a boost in this update.

If you find an idle base and just circle it you'd trigger the BK and have to deal with it. Now you can just run a 270 degree circle and deal with the BK later, or skip it altogether.

 
So where did we come out on the whole lightning versus heal spells for dragon attacks?

Thinking I'll probably go with an all out dragon attack tomorrow. Will only have L1 dragons with 2 L3 heal spells and L4 lightning. Opponents I'm looking at have 2 AAs. One L1 and one L2.

 
So where did we come out on the whole lightning versus heal spells for dragon attacks?

Thinking I'll probably go with an all out dragon attack tomorrow. Will only have L1 dragons with 2 L3 heal spells and L4 lightning. Opponents I'm looking at have 2 AAs. One L1 and one L2.
This is a good question. I usually go with 3x Lightning to take out one inner Air D (whatever is highest leveled) and then attack from a side with the strongest remaining air d to take it out quickly.

 
So where did we come out on the whole lightning versus heal spells for dragon attacks?

Thinking I'll probably go with an all out dragon attack tomorrow. Will only have L1 dragons with 2 L3 heal spells and L4 lightning. Opponents I'm looking at have 2 AAs. One L1 and one L2.
This is a good question. I usually go with 3x Lightning to take out one inner Air D (whatever is highest leveled) and then attack from a side with the strongest remaining air d to take it out quickly.
I always bring three lightning spells. The value of knocking out one of the AA's (especially since you can target the highest level one) is extremely valuable.

If there is a second AA near the edge of the village, I will also pack a few hogs at the expense of a dragon or two to knock that one out as well. Then I drop my dragons near the third.

Largely depends on the village makeup. I do think healing spells are probably your best bet if the AA turrets are in the middle of the structure, but in those cases, you might be better off going with hogs anyways.

 
So it sounds like the inferno in multi mode has a delay between picking a new target to shoot at when a previous one dies.

 
"Game is closing for a short maintenance break"
Hello,

We need to have a quick maintenance break soon to introduce the following fixes:

- Valkyrie bug fix: it was possible that the Valkyrie would not hit ranged targets under some circumstances, now it always works.

- "Watch Live" button is now available for the first 45 seconds after a war battle starts (previously it was only 30 seconds).

- Facebook links from Settings>More now send players correctly to our Clash of Clans Facebook page even when using the Facebook app on the device.
 
Good Guys: 20 for 47

Asian Cat People: 13 for 14

Sheesh. I don't unlock dragons until this evening and was planning on waiting until then for my first attack. We may be at Stage 3 by that point.

These guys have no concept on luring CC troops or dealing with AA. Our CC troops are crushing their Giant attacks and our AA are wiping out their dragons. Lots of complete defenses or giving up just 1 stars to much higher attackers.

 
My BK is level 8, used to do 197 DPS. After this update, he does only 137 DPS. His HP went up by just 46.
Yeah but rage heals him now too. Big boost in the middle of a battle.
True. Do barbs still rage with BK? It used to be a percentage increase in DPS. Now my BK rage increases his damage by a specific amount (56dps). Can't imagine all the barbs around him get that same DPS boost

 
My BK is level 8, used to do 197 DPS. After this update, he does only 137 DPS. His HP went up by just 46.
Yeah but rage heals him now too. Big boost in the middle of a battle.
True. Do barbs still rage with BK? It used to be a percentage increase in DPS. Now my BK rage increases his damage by a specific amount (56dps). Can't imagine all the barbs around him get that same DPS boost
I thought so but I'll pay closer attention next time I use him.

 

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