Exactly the same feeling here!!!
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I would say who includes the most efficient offensive power wins. The trick is to don't bring unnecessary weight to war. A couple of lopsided th9 at your bottom can result on a lopsided th11 at your opponents bottom or a strong 10.5 at their top (vs a max th10 on your top).
The clan with one th11 offense would be much more efficient than the one with a couple of th9 offense.
So if that extra offensive th9 power isn't necessary, my advice is: don't use them at wars.
In Colin94's clan, he said the th9s have th8 offensive power, so I'm guessing that it isn't enough offense to cause a mismatch.
3rd match for us... And all three have been good! First two were 30v with close to 10/10/10 breakdowns. Current war is 25v at 12/6/7. Opponents have all been similar in overall weights with no gross advantages either way. So far, so good!
Totally agree....
Third war in a row that matchmaking sucks...
1st : 3 TH11, 4 TH10 and Th9/TH8/TH7... In front of us : 9 TH11 (7 engineered)... 6 TH10 (most engineered) !!!
2nd : 4 TH11 (2 engineered) and several other engineered...
3rd (this evening) : 7 TH11 (2 max, 5 engineered) and a lot of other TH10 engineered...
It is ridiculous...
Wars will end if it is always the same matchmaking....
Come on SC, if we can look at our war match and in the first 2 munites see its a bad match why can't you build this into your mm? A simple last matching check to see the max offences war troops vs the other clan max war troops. If not even kill match. So frustrating to spend over 3 years playing the right way to have this stuff happen. The pandering to the engineered and rushed is killing any fun for us who worked hard to max bases.
For the clan we just got anyway.
New algorithm sucks. We are non engineered lvl 10 clan, 5 th11s, 4th10s, 6 th9s this war. New & improved 'similar clan algorithm ' just matched us against lvl 14 engineered clan 13 th11s, 1 th9, 1 Th8, 400+ war wins.
threir #15 is a defenseless 11 with skull walls, Max heros and Every air troop maxxed. No other troops are upgraded.
Their top 5 are completely maxed, the rest are various stages of 11, 10.5, or 9.xxx5 defense wise but definitely th11 war troops.
I am a programmer. Supercell needs to spend some of their money on decent Devs that can comprehend embedded IfThenElse loops because these guys are horrid. It is easy to differentiate between engineered and non engineered, and group them in seperate queues. It's also easy to distinguish high total weight from low.
I am am not against engineering. I just felt it was relevant to expose this algorithm as a failure. Back to the drawing board you go. Either get it right, or don't release it... Especially after all of the hype that it will be an improvement.
You say its easy as a programmer but if you did you would understand they would need to call upon every grouping in the code.. so I'm not sure how you can say its easy. What do they measure? What groupings are the line of "engineers" and "not engineers". What prevents this from taking rushers and go the other way? You'd be focused so much on trying to stop engineers you probably wouldn't have the foresight to see ahead to a different problem.
There will always "be" a problem because players will find loopholes to the system and exploit them if it gains them an advantage. You cannot stop people from doing this. Best example for Town Hall Sniping, everyone used it, wasn't intended as used, same with engineering. Everyone's doing it now.
It will be the same if you solve this problem. Even IF this suggested system works, you'll have changed it but opened ground to some new tactic. Unless you possess incredible foresight.
After two lopsided matches warring with two 9.5s and two 8.5s in our lineup vs heavily engineered clans, I decided to run a "pure" war to test the theory of .5s being considered engineered by SC. No .5s. No engineered bases of any kind in my lineup. After 22 minutes of searching, we received this gem;
US
#1- Max th9, 26/30 heroes #2- Max th9, 25/26
#3- Max th9, 29-21 #4- Max th9 with some lvl 9 walls, 17/22
#5- Max th9 with some lvl 9 walls, 15/20 #6- Max th9 with some lvl 9 walls, 18/18
#7- Near max th9, 16/16 #8- Max th8
#9- Near max th8 #10- Middle off and def th8
#11- New th8(th7 def and off) #12- Max th7
#13- Near max th7 #14- New th6(was max th5)
#15- New th5(was max th4)
THEM
#1- th11 Near max off, NO eagle, all other def dropped and at max th10, lvl 3 infernos, 4 lvl 4 xbows, 25/35/10 heroes
#2- Max th9 except witch and lvl 8, 9 and 10 walls 10/8 heroes
#3- Max th9 except witch and lvl 8+ walls 10/7
#4- Max th9 except witch and lvl 8+ walls 10/8
#5- Max th9 except a few troops and lvl 8+ walls 10/8
#6- Near max th9 off, th8 def except lvl 7 ad, lvl 1 bows 10/10
#7- Near max th9 off, th8 def, lvl 1 bows 10/9
#8- Rushed th9, th7-th8 def, no bows, max th9 drag, lightning and rage 6/1
#9 and #10- Rushed th8 with lvl 3 drags
#11- Near defenseless th8(probably dropped and gemmed some def after this update) lvl 3 drags and lvl 5 lightning
#12- Max th5
#13 through #15- Two rushed th5 and a rushed th6
I welcome and implore any mod or SC staff member to join my clan and verify the information provided. PM me and I will give you the clan details. We are 3 hours into prep right now. I assume the disparity in heroes primarily is what landed us this match up. Don't get me wrong, I am not saying this war is unwinnable by any means. Actually, I am pretty confident in the win. We run original th9 base designs and our def is almost always on point when defending against fellow th9s. But really? Is this what SC had in mind as an improvement? Damn near max th10.5 vs th9? Free 6 stars and our top 2 bases knocked off by someone attacking two th lvls down? SC, STOP defending engineered players and engineered clans. NO, it is not a "play style" crafted out of thin air, it is merely a product of a deeply flawed MM system used to gain a tactical advantage. The common theme seems to be that these people are cash cows and the old proverbial "don't bite the hand that feeds you" comes in to play, but guess what? It takes a lot more gems and time to max a base then it does to create a defensless th11 with max drags and lightning.
I feel like you and Nightswatch aren't remembering this is a business, the Freemium model demands that you do not mess with revenue streams, if you want to make money. I do NOT say what they're doing is a bad thing, they're a business for hecks sakes, let them do what they need to make money. Since they can't tell us its for money, we need to realise these things ourselves, I've long advocated on these forums, about all the complaining people do, all the time, much of it is never 'fixed' by SC. (Clouds, WAR MM, etc) so I'm trying to assist everyone to understand the truth. But, if you guys don't want to hear it and would rather believe I'm being cynical and that SC 'failed' to fix war MM, then, I can't stop you.
But if a billion dollar company can't fix something in their game so inherently broken - when they have simple suggestions from the forums to fix it... (PVP for Legends for example, weighting TH's by the max TH before it for war, for example) not to mention its their billion dollar responsibility to find a proper fix if these suggestions don't work for them.... then I don't know how SC made it this far to begin with. I just cannot, for the life of me, believe they don't have the answers. They are far from stupid and far from incompetent.
So you either believe SC are incompetent or that they're doing what their financial model says - make money, however that may be (DONT DESTROY ENGINEERED BASES DONT DESTROY ENGINEERED BASES) - I bet this is a daily email sent around in Finland.
I really hope any of you don't think I'm attacking you, I'm not, I'm merely pointing out the options here about what to think. I know what I believe, and I'm FINE with it. I will adapt and move on. Supercell are doing just fine in the financial department, which is fantastic for me as I get to play my favourite game for years to come.
It's your choice what to believe, I'm just offering the options ;)
edit: typo