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Clash of Clans (Official thread) (3 Viewers)

The main point in using witches while hogging was that the skellies would fan out and trigger bombs and spring traps. No point in taking them now. May as well just add a few more wiz or hogs. 

When was the last time you've seen a successful 20 witch raid at TH9?
Still not sure why you hate valks so much.  With high level heroes Valks can just trash the core of bases while heroes work the angles.  And now they got a huge war buff. 

 
They aren't banning modders, ever.  If this is a big deal then quit the game.





 
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We've been over this before. Witches >> Valks for a variety of reasons. 
Don't get this. Never, ever seen the good th9s use witches for anything at all.  You had a shot to flex witches and had a cleanup fail as a 30/30. Just saying.  Ultimatly that base was cleared by....valks.  

 
And this video solidifies what I have always thought about matchmaking. It has been 50/50 offense and defense. The rank you see in the war lineup and war weight that everyone has been using is calculated only using the defensive weight. The offensive weight has never been seen by the users.

And the reason clans can match each other by using the defensive weight is because those clans generally develop their offense first, so bases that have similar defensive weights also usually have similar offensive weights.



 
Offense weight, even if it was used (and I doubt it) was irrelevant.  At any TH level there were really only 3-5 troops that mattered.  There was never a reason to avoid building a troop (well, except pekka maybe?) and the lab was always going to complete first at any TH over defense.

The fact they are de-weighting offense in favor of defense (assuming what they are saying is taken at face value) is true it's actually quite alarming.  It shows how out of touch they are with how high level wars actually work.  (Hero driven, not troop driven)

 
Offense weight, even if it was used (and I doubt it) was irrelevant.  At any TH level there were really only 3-5 troops that mattered.  There was never a reason to avoid building a troop (well, except pekka maybe?) and the lab was always going to complete first at any TH over defense.

The fact they are de-weighting offense in favor of defense (assuming what they are saying is taken at face value) is true it's actually quite alarming.  It shows how out of touch they are with how high level wars actually work.  (Hero driven, not troop driven)
That goes against what people who actually talk to developers say. And it goes against why fair play clans avoid having .5s in their scheduled wars. Jake and others have said .5s will screw with the matchmaking. Of course they will - we have no idea what the offensive weight is.

From ash:

Clash With Ash Mobile Gaming6 hours ago

One question that I asked the dev team (that I should have mentioned in the video more specifically) is why .5 wouldn't be more viable again after matchmaking update. It seemed pretty obvious to me that adding weight to EA/IT would against give credence to the .5 upgrade system. They said the answer was a bit complicated but here are the main points:
 
Three Factors:
1) This was done mainly to add more overall weight to Infernos/EA/Heroes and (not mentioned) also max level troops to avoid people totally hiding one or more max level units to game the system.
 
2) There is still an advantage in terms of individual base weight to holding off on EA or IT but if you have max level offenses you're more than likely still going to be pulling in a base that DOES have IT/EA - so you're putting your clan at an EA/IT disadvantage, which really matters in 3 star attempts.
 
3) When you add that check box that values individual base offensive vs defensive balancing for more precise matches you are making yourselves a bit more susceptible to mismatches (either in your favor or against you) and I think most would agree that having an even match versus rolling the dice is preferable. Essentially, it's much harder for the system to accurately match a .5 Hope that helps clear up that question a bit more for folks!






 
Offense weight, even if it was used (and I doubt it) was irrelevant.  At any TH level there were really only 3-5 troops that mattered.  There was never a reason to avoid building a troop (well, except pekka maybe?) and the lab was always going to complete first at any TH over defense.

The fact they are de-weighting offense in favor of defense (assuming what they are saying is taken at face value) is true it's actually quite alarming.  It shows how out of touch they are with how high level wars actually work.  (Hero driven, not troop driven)
That goes against what people who actually talk to developers say. And it goes against why fair play clans avoid having .5s in their scheduled wars. Jake and others have said .5s will screw with the matchmaking. Of course they will - we have no idea what the offensive weight is.

From ash:

Clash With Ash Mobile Gaming6 hours ago

One question that I asked the dev team (that I should have mentioned in the video more specifically) is why .5 wouldn't be more viable again after matchmaking update. It seemed pretty obvious to me that adding weight to EA/IT would against give credence to the .5 upgrade system. They said the answer was a bit complicated but here are the main points:
Three Factors:
1) This was done mainly to add more overall weight to Infernos/EA/Heroes and (not mentioned) also max level troops to avoid people totally hiding one or more max level units to game the system.
2) There is still an advantage in terms of individual base weight to holding off on EA or IT but if you have max level offenses you're more than likely still going to be pulling in a base that DOES have IT/EA - so you're putting your clan at an EA/IT disadvantage, which really matters in 3 star attempts.
3) When you add that check box that values individual base offensive vs defensive balancing for more precise matches you are making yourselves a bit more susceptible to mismatches (either in your favor or against you) and I think most would agree that having an even match versus rolling the dice is preferable. Essentially, it's much harder for the system to accurately match a .5 Hope that helps clear up that question a bit more for folks!




 
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Are any of the modding clans that honda has faced recently openly recruiting?

It might be fun to start screwing with them. Like getting a high-level alt in, earning trust, joining a war, and then switching the base at the last minute to putting everything out, reading "F U MODDERS", and leaving the clan.

 
Are any of the modding clans that honda has faced recently openly recruiting?

It might be fun to start screwing with them. Like getting a high-level alt in, earning trust, joining a war, and then switching the base at the last minute to putting everything out, reading "F U MODDERS", and leaving the clan.
My son this morning was telling me that someone from Honda did just that - forgot who. Maybe Butkus?

 
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That goes against what people who actually talk to developers say. And it goes against why fair play clans avoid having .5s in their scheduled wars. Jake and others have said .5s will screw with the matchmaking. Of course they will - we have no idea what the offensive weight is.
I think what's going on is a subtle pivot towards giving certain youtubers more voice.  I haven't gotten much into this here, but Ash and PB have been picked to be sort of messengers for SC.  

I think you still have to reconcile a few facts that SC is not dispelling.  The heyday of the X.5 was early to mid last year.  That was when wall weight was added which for the most part neutralized the advantage that X.5 had in war.  It created, however headaches for lots of other clans when they got what we would call the "pink wall wars" in fbgs.  

Those pink wall wars were the best evidence to date that they did at least somehow factor offense as those bases tended to have the standard gowipe type stuff maxed out but little else.

I think what's happened here is that they have listened to Ash and PB instead of galadon and pat and have implemented a more "fair" system.  Their terminology is poor, but you can tell what they are after here.  They want bases to be matched on the level of defense and ignore offense since really, at the end of the day everyone like you said has mostly the same level of offense.  

What you should see is an end of these rushed TH10 matching TH9s.  What you might see is a buff to TH9.5 since it seems like based on the leaks that they have dramatically raised the weights of Infernos.  

 
Are any of the modding clans that honda has faced recently openly recruiting?

It might be fun to start screwing with them. Like getting a high-level alt in, earning trust, joining a war, and then switching the base at the last minute to putting everything out, reading "F U MODDERS", and leaving the clan.
We have an operative in one of them. He is gathering intel.

 
If they can mod they can probably hack into my bank account.   LOL...jokes on them.

I think I have an exit strategy.   If anyone has any last questions you want me to ask them before I get booted let me know.   We war search tonight and I'll be in it.   I'm going to ask who my target is.  When I get that I'm going to ask where are my target's big bombs and what's in the clan castle.

And before I get the boot I'm going to put wall breakers in all their clan castles.

Then I'm going to have my base changed to say "Report this clan to SC....They MOD.....F U Cheaters"

 
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If they can mod they can probably hack into my bank account.   LOL...jokes on them.

I think I have an exit strategy.   If anyone has any last questions you want me to ask them before I get booted let me know.   We war search tonight and I'll be in it.   I'm going to ask who my target is.  When I get that I'm going to ask where are my target's big bombs and what's in the clan castle.

And before I get the boot I'm going to put wall breakers in all their clan castles.

Then I'm going to have my base changed to say "Report this clan to SC....They MOD.....F U Cheaters"
:lmao:

 
If they can mod they can probably hack into my bank account.   LOL...jokes on them.

I think I have an exit strategy.   If anyone has any last questions you want me to ask them before I get booted let me know.   We war search tonight and I'll be in it.   I'm going to ask who my target is.  When I get that I'm going to ask where are my target's big bombs and what's in the clan castle.

And before I get the boot I'm going to put wall breakers in all their clan castles.

Then I'm going to have my base changed to say "Report this clan to SC....They MOD.....F U Cheaters"
rules

 
It would be so simple to nerf the modders.   All we need are multiple war bases that randomly select upon attack, with the only allowed variations being the CC troops, and tesla and trap placement.

 
If they can mod they can probably hack into my bank account.   LOL...jokes on them.

I think I have an exit strategy.   If anyone has any last questions you want me to ask them before I get booted let me know.   We war search tonight and I'll be in it.   I'm going to ask who my target is.  When I get that I'm going to ask where are my target's big bombs and what's in the clan castle.

And before I get the boot I'm going to put wall breakers in all their clan castles.

Then I'm going to have my base changed to say "Report this clan to SC....They MOD.....F U Cheaters"
I'd appreciate a screen shot of the swan song base, TIA!

 
Simple solution that will solve most of the issue.  No star, no replay.  

There are still ways for modders to still operate in that environment but they won't look nearly like they do today.  Barb drops would end, immediately.  

 
It would be so simple to nerf the modders.   All we need are multiple war bases that randomly select upon attack, with the only allowed variations being the CC troops, and tesla and trap placement.
Or allow each player to set up multiple war bases and give them the ability to switch in-between attacks.

Makes war harder for everyone, but eliminates cheating and rewards good attacking clans.

 
It ends them.  But, so what?

No reason this game has to have two attacks on the same base.  If it kills modding forever it's an easy trade for me.
There are plenty of reasons to have multiple attacks on the same base.  And I don't think this will kill modding any more than just not allowing replay of 0 star hits.

 
TIL: Pigskin Fanactic = Uhm = Jester
lol Cliff, pretty sure I disclosed this when you were in Honda. 99% of Honda's learning curve have been from Aidan, other high level guys who started the game with us in the early FBGS/Boog days and went through Honda through its various makeup, and what I learn in FBGS from the TH11s and TH10s that I share with the group in Honda. Really good stuff. :thumbup: The rest are our guys who just figured stuff out as we go, most recently and notably Rob who likes to practice a lot outside of wars and try stuff in raids. We had a few guys like this, for the love of the game yo!

 
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lol Cliff, pretty sure I disclosed this when you were in Honda. 99% of Honda's learning curve have been from Aidan, other high level guys who started the game with us in the early FBGS/Boog days and went through Honda through its various makeup, and what I learn in FBGS from the TH11s and TH10s that I share with the group in Honda. Really good stuff. :thumbup: The rest are our guys who just figured stuff out as we go, most recently and notably Rob who likes to practice a lot outside of wars and try stuff in raids. We had a few guys like this, for the love of the game yo!
I'm sure you did but my memory is crap. Rob cut his teeth on the Serious Bus under the tutelage of such greats as PDP and Myk/Patswillwin.

 
I'm sure you did but my memory is crap. Rob cut his teeth on the Serious Bus under the tutelage of such greats as PDP and Myk/Patswillwin.
Yep, the same guys who were in Honda teaching everyone the ropes at one point. I can't remember all of them, but we started with more than a few of those guys in Honda.

 
I didn't see this mentioned about the upcoming changes, that thread in the Supercell forums call out return to 3 minute battle time in war. I've become dependent on the extra time mostly to kill cc with poison at TH9, where you see mostly drag-skull or drag-ground. It's rare to go the full 3:30 but I remember running out of time a few times back before the increase. on the other hand more than a few attacks against us would have ended before getting the 3 stars in recent wars with the change back to 3 minutes. I don't know if I like this or not.

 
I didn't see this mentioned about the upcoming changes, that thread in the Supercell forums call out return to 3 minute battle time in war. I've become dependent on the extra time mostly to kill cc with poison at TH9, where you see mostly drag-skull or drag-ground. It's rare to go the full 3:30 but I remember running out of time a few times back before the increase. on the other hand more than a few attacks against us would have ended before getting the 3 stars in recent wars with the change back to 3 minutes. I don't know if I like this or not.
I'd like to see how many attacks a drag and skulls can get in while under double poison. I'm guessing it is zero for the skulls and maybe 2 for the drag? Seems to me you're just wasting 5 spots and 30+ seconds popping and poisoning. 2 hits from a drag on a golem is nothing and your kill squad makes short work of them.

 
I'd like to see how many attacks a drag and skulls can get in while under double poison. I'm guessing it is zero for the skulls and maybe 2 for the drag? Seems to me you're just wasting 5 spots and 30+ seconds popping and poisoning. 2 hits from a drag on a golem is nothing and your kill squad makes short work of them.
never thought about it that way, i would have guessed at least twice for skulls but I just watched some replays where we don't pull and it's one and done at best. it's a mental thing i guess, one less thing to worry about once i start dropping troops.

 
never thought about it that way, i would have guessed at least twice for skulls but I just watched some replays where we don't pull and it's one and done at best. it's a mental thing i guess, one less thing to worry about once i start dropping troops.
Attack on Ramsay, the drag didn't fire once under single poison because of the slow down and that it kept trying to target skellies that would die first.

 
I think drags will not be a popular choice for long. Should see a return of witches and trash. and then hounds stay super popular.  

 
Love the L6 Goblin news.

Having troops leave area of poison makes the CC a lot more relevant now too.  Can't just lure them and wait until they die.

Also like that they're still looking for ways to reduce build bottlenecks.  Bet they cut troop times to a max of 30 mins.

 
Honda, will post in game as well, but.....

Think I've had my fill of coc.  Interest wanned and with the modders think I've had enough.  I'll put my account in serious business.

It's been fun, but all things must die.  Good luck and God bless.

 

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