it's more the problem that she goes for a wall leading to nothing rather than the townhall, inferno, xbow etc that is stood infront of her
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My AQ was in the centre of the base with the storages. She took out 2 teslas.... 3 storages and the BK THEN turned back on herself... to run to the outer layer of the base to kill a skelenton which was attacking a single archer. She left 3 storages untouched in the centre of the base and the remaining tesla zapped the few archers she generated. Before she even got there the skelenton had died.
She then proceeded to take out a wall.
What a great response dude. Y'know, i had never thought of that. I wont ask all the stupid questions like: TH lvl, xp lvl, Queen lvl, 🏆 record....
There are some that need that kind of advice, but youre not talking to them right now.
Have you seen your Q do a 5 second shuffle in the middle of a max wall max hero base, cos she couldnt decide what was closer? Oh, and she was in the middle because she WAS FUNNELLED properly.
Go troll tag team.
Its not just an AQ thing, archers do it too. Lost count how many times Ive watched archers stand firing pointlessly at a wall. I wouldnt be so bothered if it was to get to something but too often it isnt. The only saving grace is its the same for everyone, so I put up with it hoping one day it will be fixed.
If you watch godsons interview with an employee he explains the queen misbehaving there pretty well.
I wrote about this on another post. My theory is that the queen is experiencing relationship issues. I bet the king has built many emmotional walls. Now the Aq destroys every wall she see even the ones completely pointless to wreck. It doesn't make since I know. But how many of us men truly understand women?
From a software engineer's perspective, this statement is ludicrous for innumerable reasons.
In any case, I was also somewhat concerned with the AQ's seemingly idiot actions until I started watching every replay more closely. All troops in CoC use a _misleadingly_ simple path finding algo from their point of deployment:
1) find next closest target of any type (if troop has no preferred target) OR
2) find next closest target of preferred type, if one exists, then any type (for troops with preferred target)
In this context, 'closest' is calculated using using a graph representation of the base and various pathfinding algos - but its sometimes easy to guess yourself by visual inspection during replays.
A few of the many things that make this a very complicated issue and require dynamically updated paths:
- walls
- openings in walls that occur after calculations of path
- closest target acquired, but destroyed before engagement by other troops after calculations of path
- is troop ranged or melee
- jump spells after calculation of paths
- new targets arrive (i.e. CC troops) after calculation of paths
The AQ does indeed follow the same AI path logic, though as some have speculated, the developers may have tweaked the tolerances, and possibly added 'toss-up' conditions to randomize it slightly (i.e. once every 10 target acquisitions, pick the 2nd closest target, not closest). The randomness aspect and its allowances however, are pure conjecture and unless SC releases CoC's source, no one outside will know for sure.
This AQ behavior video had some less technical, but informative examples.