Might not be too relevant to the thread but the new barrack really looks like a public toilet.
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Might not be too relevant to the thread but the new barrack really looks like a public toilet.
First off, let me just say that I love the new redesign tool! Makes wall moving a million times easier. Thanks for that one!
Now for the more serious stuff. Wallbreakers are what has people in a fit. Honestly, I think many people are overreacting to a change before properly experimenting with them. People will come around to liking them better as they get used to them, and base designs will get crafty once again. In the meantime, just segment your base and play with the new AI to get the hang of it. All in all, though, I don't really see the new AI as warranting doubling the number of camp spaces each one takes up. Sure, they will certainly be worth it in some situations, but it appears that attacking a well designed base just got more costly, because attackers will have less troops remaining to destroy the base (or steal the resources). This is all still up in the air, though, and many conclusions that people have made so far and will continue to make in the next few days (my own included) could very well be proven wrong.
As for the new troops, I see them as a fun addition to the game. I got to try out all 3 yesterday, thanks to my wonderful clannies , and even at level 1 they were interesting. The minions could prove to be a real force against certain types of bases when using a bunch of them. The videos of 100 minions that have already surfaced seem to indicate they could take on some moderately strong bases almost by themselves. The valkyrie and Mr. T (yes, I will not call them hog riders) seem like they are more useful as supplementary troops. Personally, again with very limited use, I wasn't a fan of Mr. T, but think the valkyrie was a real beast of a troop. I don't think any of these troops really justify the DE cost, at least at this point, unless you are in a range where DE is plentiful. All in all, I can't see myself using these terribly often, but that doesn't mean I don't think they are fun.
As far as dragon/pekka/wizard changes, that gets a thumbs up from me. I raided someone yesterday with a few wizards in their CC, and boy they suddenly got much more useful as a defensive troop. I haven't ran into a drag yet, but I think the effect will be noticable there too. I like this change, because having a drag shot down by a handful of archers was almost silly. Now that they can fight back, it makes them much more useful both in the CC and against CC troops on offense. As for the reduced costs of pekkas/drags and shortening of pekka training times, sounds alright too. I am pretty indifferent to it as a farmer, but I can see that trophy chasers will see a mild benefit from it, so good for them.
Again, though, they socked it to TH 9s. Why they didn't reserve the valkyrie (or even Mr. T) for TH 9 and why they made the loots even worse for them doesn't make much sense to me. They further incentivized keeping your TH level low, which goes against the premise of the game. I understand the need to protect new players, and I support it to a degree, but when players want to stay away from TH 9 because of it, I think it becomes a bit of a problem. The addition of level 6 troops in the last update (and the archer queen in the one before that) fooled me into believing that they were finally trying to make TH 9 attractive, and it is now clear that that was not the case. Maxxing is now more important than ever.
All in all, I don't think it was a bad update (in fact it is wonderful for my play style), but I can't help but feel it was overhyped. Yes, there are some cool features and the new troops weren't really a letdown either, but the only thing that will really affect gameplay is the change in the wb AI (something I think at least some people will never be satisfied with). Aside from a few bugs, though, it was a solid update and once everyone adapts things should go pretty much back to normal.
I disagree with this conclusion. I feel DE will be more scarce and that SC needs to add a drill to each TH level. These troops will be a big drain on how much people have stored up. You got that barracks there so spend some of your DE to get an army faster. Sure lots will gem more into existence but in reality it will be spent right away to upgrade these troops and thus will not be raidable. People wont buy 20,000 DE to sit in storage. They will gem it when their lab frees up and they want to start their next upgrade. Hope I'm wrong!
9 DE drills?? UMADBRO?! I guess there should be at least 3-4.... But I'm hoping these will be for TH8-9 since TH7s AREN'T WORTHY...!!! There got too much stuff and loot and will be happy staying there and won't move....
back to the thread... Those MRT look tough but not that strong..... Valkerie look beast but are really expensive and I'm not sure of the stats.... However minions are really cool.... I wasn't gonna use them but when I saw that vid of 100 minions I took my word back..... I was really surprised how you could donate them.... Cool update
Very, very annoying to collect now. Used be able to do multitouch collection easily and now have to hit the base of the collector / mine perfectly or it doesn't work.
Maybe a "Collect All" button that appears when there is one or more resource to be collected?
To me the AI change to Wallbreakers is interesting. I'm using a lot more of them than before, but that may decrease as I get better with them.
I think the most overlooked aspect of the this change is the now inability to protect elixir by queuing large numbers of WBs. You used to be able to protect 300k+ (up to 500k+ at high levels) elixir from raids and now that's cut in half.
I think the Housing Space was increased to free up more elixir to raids. The queue protection strategy was made possible (at least easier and safer) by the change last year that stopped the destruction of troops in destroyed army camps from also dying. Hiding elixir in barrack queues was presumably never an intended or encouraged strategy.
Does anyone know how long does it take, upgrade
Minions to lvl3, lvl4, lvl5
Hog Rider to lvl3, lvl4, lvl5
Valkyrie to lvl3, lvl4
Thx for ur comments
I was attacked last night by 36 level 5 Hog Riders and 2 level 5 Minions from revenge. As you can see, the guy only managed 46%. The 1 star lost is from the TH placed outside. The loot is decent though, but for the 1800+ DE needed to train it, it hardly seems worthwhile.
Granted, probably spamming them from 1 spot was not the best choice, nonetheless, they're not as formidable as their hype. Do notice also that 1 Air Bomb took care of the Minions.
At the time, I was upgrading 1 X-Bow, 2 Teslas, 1 DE Barrack.
Apologies for the low quality video.
http://www.youtube.com/watch?v=ds20s_sj8-A
I think the upgrade time must be capped
It is unreasonable to increase the upgrade time forever