Black Box
Footballguy
That would probably be the best thing to happen. Then we can have it figured out too!My concern is that we'll all have that base and come up against a clan that has it figured out.
That would probably be the best thing to happen. Then we can have it figured out too!My concern is that we'll all have that base and come up against a clan that has it figured out.
There are subtle differences in some of these bases.watThis is possible. A mix of single target multi target and clumpers versus not versus different cc mix.My concern is that we'll all have that base and come up against a clan that has it figured out.
If that ever happens we can deal with it. In any case, it's a better base than virtually anything the majority of the Th10 are running. It generally will require multiple attacks to get two. That's what we need. We give up way too many easy first attack two stars.My concern is that we'll all have that base and come up against a clan that has it figured out.
It works with Max heroes. We don't face many of those. In any case, still a lot of variables and a single big bomb can wipe that attackGadi says it's a terrible base that is easy to take down with mass witches.
I'm 0-6 using mass witches against it.
I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.There are subtle differences in some of these bases.watThis is possible. A mix of single target multi target and clumpers versus not versus different cc mix.My concern is that we'll all have that base and come up against a clan that has it figured out.
- Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
- Do you put cannons in the outer ring or not? If so, which ones?
- Where do you place the CC relative to the queen?
- Where do you set the wiz towers?
- springs, bombs etc.
- Direction of sweepers
Your clover is smashable. Need to move the defenses away from the th so they aren't right next to it.I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.There are subtle differences in some of these bases.watThis is possible. A mix of single target multi target and clumpers versus not versus different cc mix.My concern is that we'll all have that base and come up against a clan that has it figured out.
- Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
- Do you put cannons in the outer ring or not? If so, which ones?
- Where do you place the CC relative to the queen?
- Where do you set the wiz towers?
- springs, bombs etc.
- Direction of sweepers
1. I do one multi and one single inferno - see a ton of golem type of attacks. Single infernos rip them up quickly.
2 . Don't like cannons on outside ring - gives Golems a jumping in point. With no cannons Golems are forced to loop around.
3. With a Hound in CC I like it near the AQ. Gives Queen bunch of time to tee off on opponent as Hound soaks up damage.
4. Wiz Towers in each corner outside of Resource Ring which circles the core.
5. Use little bombs on outside walls to deter WB's cause that all those little bombs can take out anyway.
6. Spring Traps around outside of resource ring to catch circling troops.
7. Sweepers try to cover all 4 AD's
Most important piece of the clover is the Resource ring around core - there can't be any gaps or defenses up against wall - soon as you have that a jump spell gets them into core.
Well I meant that there are subtle options inside the standard design that still keeps the main feature of inner ring of resources and outer ring of defenses intact.=Smackdown= said:I've used the clover for a few weeks now. I've also been attacking it for just as long. I've tried Mass witch (no success), GoHog (only once - no success), and 3-5 golems (limited success).Answers to some of your questions.culdeus said:There are subtle differences in some of these bases.Black Box said:watculdeus said:This is possible. A mix of single target multi target and clumpers versus not versus different cc mix.PlasmaDogPlasma said:My concern is that we'll all have that base and come up against a clan that has it figured out.
- Settings of inferno towers, most of them are dual multi, but a few singles can mess people up bad
- Do you put cannons in the outer ring or not? If so, which ones?
- Where do you place the CC relative to the queen?
- Where do you set the wiz towers?
- springs, bombs etc.
- Direction of sweepers
1. I do one multi and one single inferno - see a ton of golem type of attacks. Single infernos rip them up quickly.
2 . Don't like cannons on outside ring - gives Golems a jumping in point. With no cannons Golems are forced to loop around.
3. With a Hound in CC I like it near the AQ. Gives Queen bunch of time to tee off on opponent as Hound soaks up damage.
4. Wiz Towers in each corner outside of Resource Ring which circles the core.
5. Use little bombs on outside walls to deter WB's cause that all those little bombs can take out anyway.
6. Spring Traps around outside of resource ring to catch circling troops.
7. Sweepers try to cover all 4 AD's
Most important piece of the clover is the Resource ring around core - there can't be any gaps or defenses up against wall - soon as you have that a jump spell gets them into core.
That's just clash with ash's main website. he updated the quake section today a bit.
You better not ever use a quake spell. They're pretty damn useless, after all.not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.Does it trigger bombs/traps?this quake spell looks pretty damn useless
Relax, some of us actually like talking out stuff in this game.I knew this day would come.![]()
Little did I know it would barely take a week before Captain Kneejerkhimself AGAIN.
He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).That's just clash with ash's main website. he updated the quake section today a bit.
This was a good insight though:He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.That's just clash with ash's main website. he updated the quake section today a bit.
He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
I never really considered that troops are slower to advance during the jump. I believe it, but question whether the slight delay amounts to much difference.Theres less drag. It takes time for all your troops to jump over the walls with the Jump Spell. While if you create a large opening, theres no drag, all your troops will quickly and effortlessly get inside
makes probably the biggest difference for witches. skeletons get their asses shot up jumping walls.This was a good insight though:He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.That's just clash with ash's main website. he updated the quake section today a bit.
He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
I never really considered that troops are slower to advance during the jump. I believe it, but question whether the slight delay amounts to much difference.Theres less drag. It takes time for all your troops to jump over the walls with the Jump Spell. While if you create a large opening, theres no drag, all your troops will quickly and effortlessly get inside
Air that can withstand poison - Hound, Dragon, SkullBest CC makeup vs a GoWiPe?
I'd like to see what a mass valk would do. Dragons aren't seeming to be effective vs anything.Best CC makeup vs a GoWiPe?
Ash is saying 4 Lv1 EQ spells take out ANY level walls - including max Lv11 walls. Is that right?If it is it's pretty significant for taking up only 2 spells slots.Relax, some of us actually like talking out stuff in this game.I knew this day would come.![]()
Little did I know it would barely take a week before Captain Kneejerkhimself AGAIN.
I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
He can be pedantic! He can be pedantic!beer 30 said:Nice, new word! Back to your regularly scheduled debate...sartre said:Exactly. I may be coming across as pedantic about quake
I think he starts with .88 because he is incorporating the normal damage first, then subtracting the 4x wall damage.He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).That's just clash with ash's main website. he updated the quake section today a bit.
Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.
He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
Its confusing though since the normal damage isn't incorporated when detailing the damage done with spells 2-4.The Earthquake Spell does percentage damage. Normal damage to everything, but also 4 times the damage on walls. The Earthquake Spell doesn’t just do 4 times the damage on walls, it combines the damage of a normal damage.
4 L1 quakes take equivalent camp space as 2 jump spells. Comparing 4 quakes to 1 jump (like Ash is doing) is not a useful comparison.Ash is saying 4 Lv1 EQ spells take out ANY level walls - including max Lv11 walls. Is that right?If it is it's pretty significant for taking up only 2 spells slots.Relax, some of us actually like talking out stuff in this game.I knew this day would come.![]()
Little did I know it would barely take a week before Captain Kneejerkhimself AGAIN.
I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
2 Jumps take up 4 spots.
Good catch. Either way his math is inconsistent, as you have pointed out he uses a different calc for 2-4 than he does for the first.I think he starts with .88 because he is incorporating the normal damage first, then subtracting the 4x wall damage.He may have some good info and insights, but that review has flaws. I'm surprised he has not yet fixed the erroneous calc at "Walls: 1. One Level 4 EQ spell = 0.88 (0.88*0.48) = 45.76% remaining" (0.88 should be 1 in both places).Further, he misleads by comparing 4 earthquakes to jump. A more fair comparison is 4 quakes to 2 jumps.That's just clash with ash's main website. he updated the quake section today a bit.
He says the "best" reason to upgrade quake is because of the additional dmg to surrounding buildings. In fact, as far as anyone can tell, it is the ONLY reason, and it is rather small.
Its confusing though since the normal damage isn't incorporated when detailing the damage done with spells 2-4.The Earthquake Spell does percentage damage. Normal damage to everything, but also 4 times the damage on walls. The Earthquake Spell doesnt just do 4 times the damage on walls, it combines the damage of a normal damage.
Take a look at the 2:25 mark within the video and he explains why he starts at 88%.
I see quake having an advantage over jump only when you need to open a single compartment, whereas jump may lead your troops into 2 or even 3 compartments. A lot of anti-gowixx bases set up compartments around core that make it impossible to jump into without overlapping into another comparent, one that has closer defenses that can be attacked. With quake, even with its 4.5 block radius, you can drop them to target a single wall section. (Drop three shaded to left, and the 4th shaded to the right. The only walls that crumble will be those in the center overlap that got hit by all 4 spells)
What is your main account?Can someone from Serious Bus please lower the trophy level to 250 so that my second account can get in? (this is a lvl4 th that I just started)
My main account is "Mercenary", a th8 that is currently in Honda. I've been with the fbg for over a year.What is your main account?Can someone from Serious Bus please lower the trophy level to 250 so that my second account can get in? (this is a lvl4 th that I just started)
Me relax? That's rich.You're the one that was ready to quit the game (again) just last week over a couple of sneak peeks.Relax, some of us actually like talking out stuff in this game.I knew this day would come.![]()
Little did I know it would barely take a week before Captain Kneejerkhimself AGAIN.
I'm still not entirely sure that using 4 quakes to wipe out a 7 tiles of walls has a ton of value versus using wbs and jumps.
Did you ever get in? If not, post again, and I'll lower it so you can have access.Can someone from Serious Bus please lower the trophy level to 250 so that my second account can get in? (this is a lvl4 th that I just started)
Just did this Dozer... dead easy.So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.
Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
If its iphone just login to game center and it will give you the option to load once you open CoC.So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.
Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
Just did this Dozer... dead easy.So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.
Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
Load COC on new device.
Play through tutorial and don't buy anything extra (gems).
After tutorial go to settings.
Click link a device.
Pretty self-explanatory after that.
Thanks guys.If its iphone just login to game center and it will give you the option to load once you open CoC.So, just as I get my troops to a level where I can start warring again I drop my iphone and shatter the screen.
Going to get a new iphone today. Anyone have a link to putting my current base on a new device?
Defensive clan castles are fairly useless post update. The focus has shifted from damage to time.Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
The poison spell has rendered most CC troops useless - Archers, Barbs, Wizards.Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
Plus when the Hound explodes...bigger distraction!The poison spell has rendered most CC troops useless - Archers, Barbs, Wizards.Why are we advocating for hounds in defensive cc for war? They essentially do no damage and aren't really going to slow down attacks by that much. Doesn't make much sense to me. Please enlighten me.
New troops being tried in CC are Dragons, Golems, Hounds and Valks because of their high HP (Hit points).
So IMO CC's are no longer expected to do damaage - they are pretty much a speed bump to slow down an attack.
I like Hound in CC near my AQ - so when enemy trops are occupied with Hound - my AQ can tee off.
, and the followup GoWiPe attack froze the healers + AQ + Inferno twice in order to punch through for a 2 star effort
bumping for my general benefitIf we went with the plan below here's how it would shake out if people had both heroes up.
TH10 crew
smack 22/31 Hit 3 backup 4
Doc 24/28 Hit 4 backup 5
va 18/33 etc etc etc
Jason 20/29
pdp 20/25
sml 17/23
inst 20/19
fudd 20/18
CJ 20/16
zub 15/18
channing 17/16
Acer 15/19
scott 15/17
matt 15/15
ron 13/15
TH9 Crew
culdeus 20/27 TH9 1 2
tam 21/26 TH9 3 4
smn 20/19 TH9 5 6
shamm 19/19 ? I forget TH9 7 And cleanup 1-6
This basically is how lots of these gowoppy clans are managing things except you rarely see them taking 3 star swings at high 9s. Most of the time they settle for 2 in the high 9s and take the 3 star swings in the low TH9 ranks with just full strength TH10 gowoppy stuff.
Sorry, I overreacted to what I took as just a simple troll. This isn't tetris, it takes some time to talk some stuff out with the smart people here so we can plan stuff I can jump to the wrong conclusions, it happens, no use in rolling it back. peaceI thought you had all the facts. At least that's what you claimed, before any updates were released. Now you say you like to talk out stuff. What's there to talk about since you've had all the facts for weeks? Which is it?
Remember, no quake spells for you; they're useless.