Not really looking for a new way to design bases, I wanted to more see people's opinions on why people grade bases on the above mentioned criteria...
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A decent to nooby attack gets 0 storages from me. A good attacker does not get all of them separated but does in a vault.
Ye 430 not 430,000 lol xD. I saw the new base and i like it, but i stick to this one for now. I want to see more defensive replays so i can learn from them. And i havent been attacked by balloons yet, or any air attack actually .. Only hogs, which is kinda suprising to me :/
aw ye and my defenses: halfway through th9 and doing lvl 8 wall..
It would be cool to see a working base with a different core rather than the traditional 6x6 or x-core. As of the OP's question is that if a vault fails at TH9 that a 350K loss which is ouch but I don't protest against them because well made one can keep more loot than a divided storages base
I like vaults. Currently using a th8 vault from ojm's th8 vault thread
I've been following some of the newer base design threads, and the ideas being thrown around have renewed my interest in base designs. I agree that old paradigms are tough to kill, and some of the ones you listed are definitely outdated. I'm on a trophy push at the moment, so my interest is kinda patchy now, but I hope to be getting involved with them in the next couple weeks (then again, I have been hoping to go visit Azure for about 3-4 months now :p).
Especially since the update, I feel segmented designs are just a little too risky. 100k/storage when you have alot of loot on hand just isn't something I would be comfortable with, even in ranges filled mostly with noobs. Segmentation is really something I feel should be on its way out, with other types of designs taking over. I really like some of the more experimental designs with lots of gaps, weird wall patterns, and some heavy duty funneling.
I think even squared WTs/ADs aren't so much a hard rule as they used to be. For ADs, as long as you compensate for air coverage in other ways (traps, ATs, infernos, etc.), I don't really see unequal distribution as a problem. WTs may be a little trickier, but with some asymmetrical designs, I think it could work.
All in all, I'm just glad that base designs are really being thought about again. Ever since the wb AI change, people just settled into these patterns and base designs became incredibly boring and standardized. This used to be one of my favorite aspects of the game, and I hope all these discussions lead us to many more questions than answers.