In the real world, if a cannon or mortar were "damaged", it's performance - i.e. accuracy, rate of fire, etc. - would also decrease.
So...let's get real
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In the real world, if a cannon or mortar were "damaged", it's performance - i.e. accuracy, rate of fire, etc. - would also decrease.
So...let's get real
This is a game played on phones and tablets. No very much real world about it. It is a very successful and fun game to play.
In the real world golems don't exist. It's a game bruh.
I don't see why this wouldn't be added, but the damage shouldn't decease too much
As interesting as it is, it will just be an added complexity. The game can't afford to get too complex, and it is already surprisingly complex as it is, for how simple everything else seems to be.
Nice idea, but not for this game. Supercell follows the K.I.S.S. principal as best they can to keep it fun for most people 13+ and up.
While I do agree it would add an element of realism, it would change the dynamic of the game far too much.
Something like this would really need to be planned and accounted for at the games inception.
Actually, it is really hard to damage a cannon or mortar, being solid metal meant to handle a contained explosion. If it were damaged from a random outside source, it would realisticly either not work, or could just explode from the barrel being compromised and fired. There is really little gradual performance loss from random damage. Could cause a hole to vent some of the power elsewhere, reducing performance, assuming that vent doesn't cause either of the two effects shortly after.
Damaging the operators would in fact reduce the performance, since thier health is compromised, and with pain and possible blood loss, they will have a harder time focusing and operating the weapon as they receive more damage, until dead. Operator is likely do die before a cannon is actually damaged to the point of it compromising performance.
This game isn't real life, cannons operate on its own, and archer arrows and barbarian swords somehow damage solid metal weapons; all in a cartoonish fashion. Then your wrecked gun, be it on a wood stand, or fancy granite and metal mount, is looked at by you, the thing pops back to full health (as plot device village laylines repairs it with magic).
So yeah, realistic 'anything' need not apply here in Clash of Clans. This is a selective reality, and that has been selectively removed, and replaced with a different one.
enemy base defenses will be easily destroyed i think if this wud be implemented....
anyway the closer the troops to the building defenses the lower the damage is if you carefully observed..
cuz damage is calculated thru seconds
ever wonder why a a level7 mortar who has damage per second of 11... can kill an archer lv6 which has an hp of 44?
well its because of range of archer between mortar... the farther the archer the higher damage she will take from the mortar.. because the mortar bullet travels 4-5 seconds in full range so damage output will be 4-5 seconds x 11 = 44 or 55 damage thats why the archer will die but the closer the unit or archer to the mortar the lesser the damage they will take...
this also applies in other defenses like xbow, canon etc...
This idea defeats the purpose of defensive weapons on CoC ;)
Wow, where are you getting that info from?
No, the reason why, for example the mortar shell, can insta-kill archers of the same level as the mortar is that the firing rate is slow. It is DPS, Damage Per Second, so if the mortar fires once every 5 seconds with a listed DPS of 11, it means it is firing a shell that does 55 damage per hit. The DPS is low, but it does spike damage to Tier 1 troops, and is just devastating to them from the Splash/AoE damage. Has nothing to do with projectile travel time on the DPS listing.
If you look, all damage is equal, regardless of range and projectile travel time.
lol travel time = seconds.. so the farther the unit from mortar the higher the damage cuz ddamage will be base on seconds.. if the archer is close to the mortar but still in firing range, archer lvl6 will not die >.< well supose the level of that mortar is lvl7 and has a damage per second of 11... lets say the travel of time of mortal shell is 3 secs so 3x 11 = 33 thats why the archer survives.... my point is
damage is not the same it is base from the travel time of its projectile bullet, arrow or shells
thats why the damage info is damage per second not damage per hit cuz if its damage per hit all damage is equal lol
Look, I'm talking about real game effects, and you are trying to shoehorn physics in here that isn't programed into the game. I am not budging from my argument until you can show in-game proof that point blank shots do less damage than long ranged shots.Quote:
Originally Posted by http://clashofclans.wikia.com/wiki/Mortar
lol its base from my war exp and multiplayer battles
my archer lvl6 does live from a close range attack from a mortar lv7 and dies if the mortar attacks from long range :cool:
have you ever wonder why sometimes archers live from a mortar atk but sometimes dies?
have you ever wonder why a pekka lv3 with a dmg of 300 per second can 1 hit a lv10 archer tower with an hp of 750
http://i.imgur.com/i37L85M.jpg?1
http://i.imgur.com/CQK3mb5.jpg?1
wanna know why??? cuz a pekka lv3 animation of hitting a building structure takes more than 3 secs...
and that is why 3x 300 = 900 ... if his damage is always the same which is 300 he wudnt have 1hit the poor lv10 archer can he??
have you ever wondeer why did sc put it damage per second not damage per hit lol
its bec there damage output is base from seconds x there damage = damage per hit
i dont have replays of my archer lv6 geting hit by lv7 mortar anymore so i only demonstrate it with a pekka
u r really silly its not the travel time its how mush it take to do one hit for example pekka take3 seconds to hit so her hit power will be her DPS X 3 same for mortars mortars shot every 5 seconds it deals the same damage either if they were far or close i have test it my archers got the same damage whatever the distance is
edit: if u wonder why archers dont die sometimes please look at the mortar lvl
can you define travel time then lol... you said about the thinng about pekka and i already explain it and you have just repeat the x3 about pekka lol is that not repeating?
pls give some proof image pls if you want to explain lol and i need pictures of lv6 archers and lv7 mortars lol cuz thats what im talkinng about.. cuz lv6 is diffrent to to lower level archers cuz lv7 mortars can kill lv5below archers in 1 hit in every range
its funny because u never bring a proof about the travel time thing u claim (pekka was not a proof)
and here is my proof http://clashofclans.wikia.com/wiki/Mortar
lol how come pekka is not a proof i just uploaded an image that pekka can 1hit a th10 tower provinng it that tthe damage of units and def tower is base on the time their hit is made which is the travel time...
you just showed a link? where it only explain how/what mortar does?
it doesnt show how much damage it can make in every tile lol.. where is your proof? the proof that lv7 mortar can kill a lv6 archer in close range?? your funny:cool:
anyway im outa here i dont want to argue to you anymore who says that your right but just repeating what ive said about dps... goodluck explaining lol
that because pekka attack every 2.5 sec(not 3 sorry) so it attack per hit will be 300(DPS)X 2.5= 750 that have nothing with the travel time since
and go down u will see how mush mortars deal per hit and it have nothing to do with tiles the wiki know it all and u can ask sopercell them self and again wheres ur proof about lvl 6 archer not dying from lvl 7 mortars?? im saying what every player know so i dont need proof since its already known by all u should bring a real proof
Just checked back in...lol. Talk about a thread that goes off into lala land. Anyway, to respond to some of the more relevant discussions...
...but first...
"Let's get real" is an expression. It was not intended to imply that anything about the game should be more "real".
...ok...back on topic
Weapons and defenses and armor and TONS of other items in LOADS of other games incur damage as they get hit...even CoC.
All I'm suggesting is that SC consider taking that percentage figure and using it to calculate, as an example, the rate of fire of a cannon.
As a former programmer, I can say with some confidence that this would not be difficult to do, and...if it's done properly...would have as much of an impact on the game as we wanted. For example, the maximum degradation could be only 10% decrease in rate of fire, or only 1% per every 10% health loss.
Also, it could be rolled out ONLY for the example I've given, above (cannons and rate of fire) and "tested" in much the same way that they roll out and roll back the faster troop training times (barbs in 10 seconds).
But, I will admit, the best comment in here went something like this: "That idea should have been planned from the start." And I agree. So maybe SC should only consider doing something like this for as-yet-unannounced future defenses / troops / etc.