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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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9 minutes ago, Statorama said:

Leafing through the Pokemon Go thread, the theory that many Clash players have migrated to it makes sense.  A lot of what makes Clash fun is available in that app.

Come into my yard at night looking for Pokemon and you're going to get Glockachu.

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3 hours ago, Cliff Clavin said:

Gonna be a good finish vs a 351 win clan :popcorn:

And FBGs officially take down a 351 win clan that included a few engineered th11's disguised as th9's. This is right up there with one of our best wins ever. Great execution by all and we had a little luck on our side with 2 improbable 3* stars at the 3:00 mark that looked for sure like they would time out. MVP = tamshuke

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An enemy clan has reached a new low against us. They've spent more war attacks (10) one of our bases than the age (9) of that player with that base and still haven't been able to 3* it. We should buy them a round of O'doul's...I hear that's the type of beer they're into.

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Time for us to start using a shorter clock on calls? 2 hours maybe? Call a base, build, hit it. No more calling at war start and waiting 8 hours to attack when others are sitting waiting. Mostly a problem at TH9 where most of the bases are crushed on first hit.

 

90% of us use pretty much the same build for each base (HGHB at 9 and 18-20 valks at 10).

 

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3 hours ago, Cliff Clavin said:

Time for us to start using a shorter clock on calls? 2 hours maybe? Call a base, build, hit it. No more calling at war start and waiting 8 hours to attack when others are sitting waiting. Mostly a problem at TH9 where most of the bases are crushed on first hit.

 

90% of us use pretty much the same build for each base (HGHB at 9 and 18-20 valks at 10).

 

I've been thinking the same

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14 minutes ago, Bucky86 said:

Who's Jake?

I think was a porn star but he's retiring or maybe an MMA fighter and he won this weekend but everyone thought he was gonna lose so now he's not retiring. 

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2 hours ago, freeannyong said:

I've been thinking the same

I'm in for the shorter call time, but can we maybe start but cutting down to 4 hours? Granted, I agree that most builds are similar at each th level. But there are times in the a.m. That calls can be made, builds started prior to work, but time to attack isn't available til lunch time. Just a thought, but may not be too much of a difference. I'm in for shorter call times in general.

 

/SML

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You almost need a different clock for th9 and th10/11.  Agree that for the vast majority of 9s they all die the same way these days.  

It's a little annoying for a 10/11 if perhaps they are doing an attack in which they only have one barrack to build the required troops. 

 

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1 hour ago, culdeus said:

You almost need a different clock for th9 and th10/11.  Agree that for the vast majority of 9s they all die the same way these days.  

It's a little annoying for a 10/11 if perhaps they are doing an attack in which they only have one barrack to build the required troops. 

 

TH10/11 kind of know their roles so the clock doesn't matter too much. The problem is at TH9 where pretty much every base is max (tower wise) that hitting 30 or 20 is pretty much the same thing. Also, so many clean hits off that start there may be 5-6 bases left with 15+ attacks. If those are all called, you're stuck waiting for a few hours not knowing when something will open up. It also makes the bully crew have to wait even longer after that.

2-3 guys calling bases down low and waiting 8+ hours delays everyone.

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19 minutes ago, culdeus said:

So make th9 fcfs?  

No, just the short clock IMO. HGHB still takes planning and some minor tweaks. Guys (shuke, JR, Yoga) using air builds tailor them to the base. A couple guys use valks or hogs occasionally depending on the base.

 

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20 hours ago, MindCrime said:

I'm in for the shorter call time, but can we maybe start but cutting down to 4 hours? Granted, I agree that most builds are similar at each th level. But there are times in the a.m. That calls can be made, builds started prior to work, but time to attack isn't available til lunch time. Just a thought, but may not be too much of a difference. I'm in for shorter call times in general.

 

/SML

In that case you would just build then call something when you are ready to hit. You are going to build 4 healers 3r2j bunch of valks and filler. Can hop on put the filler in and be ready to hit in 10. 

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On August 2, 2016 at 2:35 PM, freeannyong said:

In that case you would just build then call something when you are ready to hit. You are going to build 4 healers 3r2j bunch of valks and filler. Can hop on put the filler in and be ready to hit in 10. 

Am I that predictable?? :bag:

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On 8/3/2016 at 7:49 PM, MindCrime said:

Am I that predictable?? :bag:

Ha not anyone in particular that is just how the game is right now. You make 4 healers and valks/miners. Or you make 6 healers and bowlers. Leave 20 slots for base unique things. 

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3 minutes ago, Statorama said:

Got my fingers crossed that this break is for an Air Buff.  With Valk and Bowler based attacks doing so well, I can't remember the last time my primary attack units were air troops.

 Don't think any major changes are coming until September from what I've seen posted. This break kills boost, but probably not much else.

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7 hours ago, MindCrime said:

 Don't think any major changes are coming until September from what I've seen posted. This break kills boost, but probably not much else.

Cool.  If you guys do happen to notice anything, please post.  I've been killing with mass valk jump heal, and I'm riding that until it stops being effective.

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18 minutes ago, culdeus said:

because :moneybag:

Yea figured. They checking out on this game development-wise? Lvl12 walls do nothing for anyone, I can't even imagine the incentive to get lvl12 walls.

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10 minutes ago, coyote5 said:

How many of you guys are still playing this out of curiosity?

Gonna be hard to get a clear answer and definitive number on that. I am though. 

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2 hours ago, coyote5 said:

How many of you guys are still playing this out of curiosity?

I was right on the verge of hanging it up when they dropped the bowler/miner/loon update.  TH10 had gotten pretty dull, was mostly just hitting up on th11s for 2 stars in big wars and let th11 dip down on strong th10s.  

They gave nothing really to th10 so I jumped to th11 thinking air would be strong (it isn't).  

I have no real interest in dedicating the heavy time I did to it.  I'd say I spend 15% of the time I did earlier this year.  Maybe 10%.  The current game it's just not worth it.  Probably going to quit farming for the most part soon.  Got two more warden levels then just gonna war, it's still a great timekill on work calls and on the ####ter.  I still stay in touch with the hardcore guys but have lost the desire to really be a part of that scene until they make some balance changes.

I think they've milked this thing as far as they can go.  No real ideas I've seen really do the job of fixing the core issues of th11 balance.  They can reduce miner and bowler hp/dps, then what? It's a 2 star game again?  Great.  Everyone moved to th11 to escape the balance issues at th10.  

There's just really nothing else out there that's worth a damn or I'd have left awhile ago.  PokeGo was great for about 10 days, then went to ####.  None of the other games in this genre are close at all. :shrug:

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