I mean, its getting borderline ridiculous.
Like, the old ones would just keep going, now, if you have more than 4 in the field at a time they all get all :confused:.
https://www.youtube.com/watch?v=2u4ODI95uiM
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I mean, its getting borderline ridiculous.
Like, the old ones would just keep going, now, if you have more than 4 in the field at a time they all get all :confused:.
https://www.youtube.com/watch?v=2u4ODI95uiM
I miss them but those pesky lone walls are important too :rolleyes:
I do a lot especially while GoWiXX
They are genuinely ♥♥♥♥♥♥ed now. They are very, very reluctant to try go beyond two layers of walls now. And as your video proved, just bust more walls where a gap already exists.
As a result I just don't cook as many of the stupid breakers anymore and take a jump spell.
They are worse than Queen at the moment when it comes to picking walls to hit.
I hate it when wallbreakers choose to break the set of wall which my golem is hitting while taking shots from wizard tower. You know what happens next...
Finally!! Visual proof.... come on SC, let's get this fixed and please please STOP ignoring the issue with WB AI.
Oh wait... almost forgot the oblivious or illusion of grandeur player perspective: you just got to learn how to deploy them right:rolleyes:
Some troop could have... you know... tripped over that wall piece and then sued you for dangerous work conditions.
I miss the original WBs that would run into literally any wall segment. They were totally dumb, but they made base designing so much more interesting than the ones we have now. I'm probably alone in that, but I found it entertaining.
Post this in the bugs subforum and hopefully they'll look into it. This definitely isn't the intended behavior.
Agreed, this is pretty ridiculous... FOr me they have trouble getting through to the second layer and keep routing towards adjacent ones.
I remember that, seeing that we have air troops, jump spells and hog riders they should've just left WB how it was. The original AI when WB just blew up any wall regardless of length, or enclosed, definitely needed a fix but spiking imo was a legitimate strategy. For those who don't know what spiking was, this pretty much covers it:
http://3.bp.blogspot.com/-r1QVLQhCEa...Breaker+AI.png
The original Tesla Theme Park exploited this method to great lengths:
http://i50.tinypic.com/69166v.png
Same with Toby111's labys:
http://i.imgur.com/VUAtY9H.jpg
Anyways,, this is just one of those 'back in my days' posts :cool:
I remember when the #1 player at that time, Shady, just had his core surrounded by layers of walls. I don't know how that worked, but it must've been good enough to keep his at #1 for a while.
http://becauseigame.com/images/28.png
It would be better if they used the jump to get to the closer walls.
Back then the WB AI was terrible, and didn't have the splash damage they did today either. You could throw a good dozen wbs at a wall design like that and still probably won't breach it.
My base was a lot like this back in the day. They disappeared fast when WBs improved, now they eat that style of base for breakfast.
To extend to another question recently asked, the WB AI improvement is probably why SuperCell later released more walls not long after it. Because WBs were basically overpowered after the first AI buff with so few walls to protect things.
I miss them only being 1 housing space.
It's the only troop I want to be better. Wall breakers have 1 job and are just terrible at it. I dont care for the AQ or anything else just wall breakers.
Not to mention 2x archer tower update doesnt help one bit either.
The cost is ridiculous for their AI, bring along 10 and they at least work but costly about 40k elixir. Be cheap and try to skill it out with 3 to 6 and they never go where you want it but gets the first layer of walls which is the point of only bringing a few.
The AI is not consistent where it says it will blow up walls 8 units long, two wall breakers will go 3 units wide and be the effect of one explosion. Not only that, once you spawn the wall breaker and the troops break a path into the wall near, it still blows up a bigger opening on the same layer instead of going deeper. Unlike attack troops they can redirect when a nearby wall is broken.
They need to be fixed next, either make them attack more consistently by getting the connecting walls joints or make them stick in pairs of two or three depending on the wall level headed to. More so head towards the middle of the base instead of the nearest wall after first layer.
Yes, the simpler AI - targetting a building and then punching a wall blocking the path - was simpler and more intuitive: you could aim them. The newer algorithm is just messy and sometimes wacky.
A) you aim them at a wall without cover, and they get shot down
B) you send in some cover, it attracts splash damage, and you have to time a run in. That leads to:
B(i) You send in a group so they retarget next wall next wall next wall - and they get hit by a mortar/wiz/trap twr eventually and die.
B(ii) You send in small pairs - the second pair run along the wall to find a place 8 squares away and blow that up too. Two holes!
C) Occasionally "targetting walls that others have hit" and "prioritising near walls to far walls" means you get wb blowing up a line of walls adjacent to the wall that the last wb just blew up. WB AI: "the last wallbreaker that blew up just hurt that wall piece too, I'm sure that was intentional, I won't go through the hole, I'll finish his job on this adjacent piece!"
You can get them to work, and unfortunately all my ground based strategies are pretty heavily dependent on them working. So I guess I just knuckle down and get on with it.
I wasn't around for the old AI.
Perhaps thats why I'm so good at using the new ones :)
No complaints from me. After understanding how they work, they do exactly what they're supposed to. And then some.
I miss the old wallbreakers😔
Had a very similar experience with my wb-s few days ago when they decided to expand the open slot instead of trying to attack next layer of walls.
Difference was that I even deployed wb-s after the first layer was open.
When was this? I never remembered such an update, and I looked through the version history and it didn't come up with anything... http://clashofclans.wikia.com/wiki/Version_History
I thought they gave out walls shortly after the Hero update so they could house the storage (there was usually one pocket left over in certain designs which was usually filled with the DE drill at that time). HuH.
Agreed, I wish at least by doubling housing space and having such a hefty cost for a suicidal troop they should have increased hp and/or decrease detonation time, I've always had to deploy extra because while the WB waits point defenses usually are able to target it (due to it usually coming in front of other troops). I'm not sure if SC should revert to old AI or improve the current ones we have...
Maybe they took one too many blasts?? :p
It is so annoying when you drop two in the same spot to take out a wall and they go their seperate ways and hit two totally different segments of walls.
in my army now i carry 10 wbs, which is 20 spaces.
back in the day that could be 20 wbs with the 1 housing space :o
It's not the first visual proof.
You can check out my topic on AI and official SC's respond here
Well, in short, the acknowledge the problem with the AI, and they said that it's cosntantly "improving" process.
Yes, sure, "improve" :rolleyes:
Also, just for fun, my favorite:
Queen standing still so the King can Bang her:
https://www.youtube.com/watch?v=iOq30FkqfPU
It all stems from the update where they made troops target the same piece of wall. Now the wall breakers target wall segments that have been already damaged (by splash damage from other wall breakers or by other troops).
They are completely messed up and I really don't know why the whole troops targeting single walls was introduced in the first place, it hasn't made any improvement in any other facet of game play. Surely it is not hard for them just to revert this AI back to how it was before. I'd much rather have good wall breakers and all my other troops targeting different wall pieces.
Talk about Pekkas :rolleyes:
I agree with this. WBs tend to blow already open wall segments where other troops were engaged. It is virtually impossible to get a WB to go past the second lvl. You have no idea where they will go when batching because of the simple fact the troops are engaging wall segment all over the place. There is simply no other troop that even comes close to being as irritating as WBs. At least you can control a pekka and plan a drag path. No matter how much you plan with WBs, as soon as they first set is dropped anything that follows is randomness.