I want some of what those giants are drinking ! That way I could ignore the missus and head straight to bed and then blame it on the sauce knowing that I'd have SC's backing that that was how I was supposed to act :p
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I want some of what those giants are drinking ! That way I could ignore the missus and head straight to bed and then blame it on the sauce knowing that I'd have SC's backing that that was how I was supposed to act :p
Hey there,
ran into this in a fc yesterday... any thougths?
https://youtu.be/fpZMhURFyFo
QN
Same with a lot of troops at the moment: https://forum.supercell.com/showthre...5-Drunk-giants
Not sure what happened or why it did.
Darian. PLEASE RESPOND! why did we get this unasked for change in AI ?
Why fundamentally change how our troops and heroes act in war several years into the release.
My troops are now full on Morons. Queen walk is extremely hard to funnel now, used to be I could use my queen to burrow in and take down an eagle consistently. Now I have botched multiple raids where there is a wall breach right beside her, and she continues to go around the base to take down a target that is further away! Heck my last attack she avoided the breach, then after shooting the targets outside, instead of using the breach that was roughly 8 tiles from her, she starts to shoot the wall!!!!! The queen's AI has changed dramatically and for the worse. Please fix this!
Bowlers are just as bad.
This is beyond infuriating. In reality it feels like this AI change was in reality a nerf on queen walk. At this point the only realiable aka predicitable attacks are ones that either avoid walls all together and/or attack specific targets like defense or loot.
I would like to know if this is being looked at, and if there is any chance that it gets rolled back. To have my game play change to this broken state after years of mastering my attacks is pretty maddening.
This one might be explainable. I think the ai takes into account 'legal' spots to stand on, not just how far it is to a target. Can't stand on a wall tile under jump, not a 'legal' spot (but you can after a quake, which makes quake more reliable). Its actually possible that the closest 'legal' tile for the gol to stand & hit a defense, once it retargeted due to jump, was that far mortar. Because otherwise he'd have needed to walk around to the far side of the defense rather than stand on a wall tile that's under jump, but not destroyed.
Linky no worky?
I'd actually be fine with an aqwalk nerf, if it went along with a new tool to improve balance at th10. But triple rate is just too low already at th10vth10 to support a nerf of such a crucial strat without a buff elsewhere. And its a poorly targeted nerf if it keeps the aq from going inside when NOT walking. Add tank and wb weirdness, and this is just bad.
Expect no comment from SC, then an unannounced fix in maybe six months. In the meantime, how to adapt?
Maybe. But still wrong. If the initial target is an inaccessible Wizard Tower, then a jump spell makes it accessible, why Golem (or any other ground troop) should retarget? This makes attack planning a random thing and that's why is important to know how troops thinks.
The AI is almost a "game rule". How to play a game without knowing its rules? If we don't, all we can do is just "guess".
https://lh4.googleusercontent.com/Sz...MVc=w1920-h974
I think I have a guess as to what is going on. Darian hinted at this in a different thread
In testing I have found that a golem will walk to an outside defense, or not, depending on what the threat level is behind the wall. For example 1 defense behind a wall and the golem will walk 15+ spaces to the outside defense. Change it up to 3 defenses behind the wall and it doesn't. Note: I am still testing the configuration as it relates to distance of the outside defense and number of structures behind the wall.
In your case I was surprised that the golem didn't walk to the mortar in the first place. However, if we assume that it was placing itself between the greatest threat (density ??), then I guess that makes sense. You will notice that the golem doesn't release from the wall, even with the jump, until after your wizard destroys the mortar. Then the golem walks. My guess is that when you destroyed the mortar, you changed the threat level density and the golem walked to the next area with greatest threat level density.
I think this is also why we are seeing troops walk past an IT to hit a tesla and whatnot.
Current target, what the gol was actually swinging at, was a wall. I don't think the ai tracks both a long term target (wiz tower) and immediate target (wall that's in the way). Gol's target was a wall when the jump went down, jump triggered a retarget from scratch at that point.
Long time ago jump didn't trigger a retarget, once a gol decided to swing at a wall he'd keep at it even if a jump opened a path.