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Clash of Clans (Official thread)


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Totally agree. If you're not playing the game all the time, you're going to get rolled a ton if your defenses aren't upgraded enough and you'll never generate enough resources to make the massive upgr

This thread is 482 pages and at least 300 of those are us collectively trying to figure out what the hell Culdeus is talking about.

Going to put together a whole album of CoC songs First cut "You Had A Bad Raid"

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18 minutes ago, AcerFC said:

air never went away. I still have no idea why people stopped using it. IIRC, they wanted to raid with war armies to get better

Idiots

Air got a lot harder for war with xbow up, wiz tower buff, and time cut.

Plus people learned to not put air defense next to infernos, nor where they can be reached by a queen walk.  

So this contrasted with the fact that the most low skill spam valk raid is a virtual lock for a 70% 2* even if #### hits the fan, why bother with an air raid that can end up in a 1*?

Air isn't dead it just doesn't make sense to use it for the moment when valk blasts are just so much more effective on a strategic level in war. The update should change this somewhat.  I think th11 on th10 dips are going to be scary now with air.  Not sure how 11 on 11 hits will go. 

 

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1 hour ago, AcerFC said:

air never went away. I still have no idea why people stopped using it. IIRC, they wanted to raid with war armies to get better

Idiots

Air for war at th10 has been not good for a while. I have only seen BB, SMN, and myself attempt it. Base has to be pretty bad to get a triple on a developed base. 

I would expect 11s could crush 10s via air after this update, which certainly isn't the case now. 

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The stats for loons that leaked may not be final.  If they were final you'd be able to 1:1 trade L12 archer towers.  That component of loon raids back in the day was what made them extremely OP.  At that point it was L11 which was max for TH9.  

This means any TH10 without L13 archer towers is going to be a potential face roll for a TH11 with max loons.  Same would go for rushed TH11s with the same situation.  

Hound bump of 500hp is pretty minor, bump of 2 pups is fairly major.   500hp is roughly 1.5s of life vs a max air d. 

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3 minutes ago, culdeus said:

The stats for loons that leaked may not be final.  If they were final you'd be able to 1:1 trade L12 archer towers.  That component of loon raids back in the day was what made them extremely OP.  At that point it was L11 which was max for TH9.  

This means any TH10 without L13 archer towers is going to be a potential face roll for a TH11 with max loons.  Same would go for rushed TH11s with the same situation.  

Hound bump of 500hp is pretty minor, bump of 2 pups is fairly major.   500hp is roughly 1.5s of life vs a max air d. 

Thats how it should be. A higher TH level should be able to crush a lower TH level that isn't maxed.

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Changes to War Preparation Day


In order to make the Layout cooldown 24-hours, we will also change how Scouting works on Preparation day.

After the update, you will no longer be able to view an opponent’s War Base layout during Preparation Day. Instead, Scouting will show their active Village layout. This way, players can still get a good sense for the strength of War Bases they are facing, but can’t copy exact layouts for practice. Scouting during Battle Day will remain the same.

Why do this? Without this change to Scouting, the Friendly Challenge cooldown would have to be 48-hours to prevent any possibility of "war practice.” 

 

 

Well that sucks. No more calling bases early and hitting at the bell.

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Just now, Clayton Gray said:

And I never plan ahead on prep day. I'm always afraid that the base will change in the last hour.

Same, don't bother looking at bases until war starts. No matter the length of preparation associated with war, I will remain a 2 star master.

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2 hours ago, Clayton Gray said:

And I never plan ahead on prep day. I'm always afraid that the base will change in the last hour.

That what I used to do. I'd have a fake base on prep day and change it within an hour of war day.

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On 5/19/2016 at 11:15 AM, Cliff Clavin said:

Thats how it should be. A higher TH level should be able to crush a lower TH level that isn't maxed.

But at one time a max loon could 1:1 trade vs. a max TH9 Archer Tower.  They changed the archer tower spec to require 2.  That was the beginning of the big loon nerfs making it a pretty niche raid in most places.

Up to this point you can't really say that a TH11 should without fail roll a TH10 with the current troop composition.  TH10 is somewhat different in that most people first thing out max infernos and xbows and then whenever they get around to it do the rest of it, or not, depending on their mood.  A fairly decently designed Max TH9 with MaxTH10 special towers can in many circumstances hold a TH11 off.

I don't think that's gonna be the case now. 

I'm probably going to try and get shuke up to th11 and get the new stuff. This was a really nice update and I'm happy they managed to keep this whole sandbox thing in a compromise situation.

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58 minutes ago, culdeus said:

I'm probably going to try and get shuke up to th11 and get the new stuff. This was a really nice update and I'm happy they managed to keep this whole sandbox thing in a compromise situation.

He's back folks!!!!

:thumbup::excited::clap::headbang::towelwave:

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I mean I don't know who would really be upset with this change, they turned down valks a bit, turned up loons a bit, perhaps added a new troop, and made some edits to the bowler that moves them closer to a viability.  Some quality of life changes etc. etc.  It's for all intents what everyone has been asking for.  It was getting boring to me at least seeing a zillion valk blasts every war.  I was really burned out on the fact that the answer to any base was valks and any failure was really just a failure to funnel correctly.  

 

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3 hours ago, Bucky86 said:

My problem was always prematurely blasting my Valks before opening up the funnel.

Prematurely blasting your Valks before getting in your funnel?!? Maybe the have a pill for that sort of thing?

Edited by The Animator
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On ‎5‎/‎20‎/‎2016 at 10:17 AM, beer 30 said:

Same, don't bother looking at bases until war starts. No matter the length of preparation associated with war, I will remain a 2 star master.

Do you bother to look at a base while attacking?   or at all?  Asking for a friend. 

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On ‎5‎/‎20‎/‎2016 at 10:52 AM, Cliff Clavin said:

Changes to War Preparation Day


In order to make the Layout cooldown 24-hours, we will also change how Scouting works on Preparation day.

After the update, you will no longer be able to view an opponent’s War Base layout during Preparation Day. Instead, Scouting will show their active Village layout. This way, players can still get a good sense for the strength of War Bases they are facing, but can’t copy exact layouts for practice. Scouting during Battle Day will remain the same.

Why do this? Without this change to Scouting, the Friendly Challenge cooldown would have to be 48-hours to prevent any possibility of "war practice.” 

 

 

Well that sucks. No more calling bases early and hitting at the bell.

this is pretty stupid and makes sandbox pointless

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On ‎5‎/‎21‎/‎2016 at 11:53 AM, freeannyong said:

Can't copy all the links now but there is... 

Clone spell (th10) up to level 4. Takes 4 spell spots. 

Barracks level 11 and 12 which unlocks baby dragon and the miner

 

really? okay so im guessing prince and sparky will be in the next patch

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57 minutes ago, JNox3 said:

Do you bother to look at a base while attacking?   or at all?  Asking for a friend. 

While it's typically beneficial to look at a base before you hit the attack button I did grab a six pack in the last war so questioning my methods might not be the best course of action...for your friend.

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3 minutes ago, beer 30 said:

While it's typically beneficial to look at a base before you hit the attack button I did grab a six pack in the last war so questioning my methods might not be the best course of action...for your friend.

What kind of beer were you drinking?   or I could ask...do you still use dragons to hit TH7s?    You pick which one you want to answer. 

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9 minutes ago, JNox3 said:

What kind of beer were you drinking?   or I could ask...do you still use dragons to hit TH7s?    You pick which one you want to answer. 

Must have been an upgrade to TH7 I missed where they changed the TH to like an awful lot like TH9 :shrug:

https://www.flickr.com/photos/28178416@N03/shares/qU746R

Delirium Tremens for the beer which may explain a few things.

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1 minute ago, VA703 said:

I see the delirium all the time.. good stuff I suppose?

If you enjoy a high ABV Belgian Ale there are many worse representations out there. Big fan but beware, you won't notice the 8.5% alcohol until it's too late.

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12 minutes ago, beer 30 said:

If you enjoy a high ABV Belgian Ale there are many worse representations out there. Big fan but beware, you won't notice the 8.5% alcohol until it's too late.

sounds perfect

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I said this in chat but to protect yourself against valks you can get super cute, but there is really just one thing you have to do.

  • Set up your base so one jump can't connect both your infernos

Nothing else matters. TH10 bases are just simply too strong even with max valks unless they get insane pathing across the base.  

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Alright lets give this a go for the 11s this war.  Two of @Smackdown @Beerguzzler @VA703 and Lord Ryan hit 1,2, and 3 ASAP.   Get those cleared to 2 and then we can navigate where to dip for 10 triples.  Will need you to call which 10s you want early as well so we aren't hitting a 10 twice as we are down 8 attacks from the start.

They have a boatload of Max TH9s this war so we are going to have a lot of 10s dip to bully.   In the war a few weeks ago (same situation we were down 8 attacks) we didn't have enough attacks to clear the 9s.

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5 minutes ago, The Future Champs said:

Says X2 

So 1200hp vs 1090 for two Skulls (and wiz splash doesn't do 'double' damage).

And 150hp damage * attack speed vs 324 damage for Skulls.

Was thinking that the baby drag might be a nice replacement for 2 Skulls in defensive CC, but unless the attack speed bonus is x2 it probably isn't worth it.  Two skulls also have benefit of doing like 1000 points every time they drop which prevents healing for most troops.

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I'm a big fan of the "move all" button in the base design mode.  Small change, but nice for base designs gone awry.

Intrigued by the clone spell.  Saw a vid where if you place it properly, you could have "phantom" troops on both sides of a wall.  4 housing spaces though...yikes.

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1 hour ago, Statorama said:

I'm a big fan of the "move all" button in the base design mode.  Small change, but nice for base designs gone awry.

Intrigued by the clone spell.  Saw a vid where if you place it properly, you could have "phantom" troops on both sides of a wall.  4 housing spaces though...yikes.

Yeah it really needs to be maxed to be worth 4 spell spots

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