Gonna quote that in post! I agree traps are insanely overpriced, and while we can control whether to rearm, we can't control whether others waste their loot on them.
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I agree with the traps part, but you are only saving gold by going for storages. If the OP is only going for elixir/de then I can understand, but seriously it is really unprofitable to only go for collectors if you want gold. If you next 100 times for a collector base with 200k gold, you have only gained a minor amount of gold compared to what you could be getting.
Haha apologies, at work doing this on the sly, so by the time I hit submit reply a load of the other posts had already popped up.
It sure does beat hitting that next button endlessly, and it makes the loot better for the raider
Spend more elixir/dark elixir to spend less in gold hitting that next button. Nexting is deleting gold out of the game by your standard.
Last time I checked we were playing PvP, I am trying to imagine an MMORPG equivalent to collector raiding and all I can think of is two characters Pillow fighting.
the biggest issue here is that you are relying on those inactive players for loot, sure it works fine and dandy, but you cannot expect it to be consistent. If you want to rely on collector raids, you have to deal with its ups and downs.
All points valid, but unless you make 1.2-1.5m an hour with those troops/spells included in the profit.. then it isn't better than barching. And nexting will always be a part of the looting process, just some scenarios more than others. If dead bases weren't in the economy, I assure you, the full army base raids you do would be much worse and unplayable.
Better for the raider = worse for everyone else.
Yes, that is very true.Quote:
Spend more elixir/dark elixir to spend less in gold hitting that next button. Nexting is deleting gold out of the game by your standard.
It's a design fault by SuperCell that is it this way. You can draw all the cute analogies you like, but collector raiding is extremely profitable. And will always be the most profitable way 'on a good day'. Everyones record LPH will be because of collector loot.Quote:
Last time I checked we were playing PvP, I am trying to imagine an MMORPG equivalent to collector raiding and all I can think of is two characters Pillow fighting.
That's what angers players about loot, they know how good it can be. But often it doesn't hit that level. Especially at TH10 as less players get there and give up.
The game relies far too much on players who have basically given up, or barely play the game.
Its not just me, most of us rely on inactive bases for loot. We have to. Storage raids are extremely expensive and are usually much more inefficient.
There's a lot more to the equation, but with nexting costs, incredibly long shields, and the ability to dump excess loot in walls, there's not enough loot to go around without the inactives. And as it stands, its unfun to have to mindlessly press next until you finally find something. I'm all for raiding storages, but there would have to be a lot of changes on that before it becomes more profitable than BArching inactives. If SC changed even one of my points, the loot difference would be massive and even bring up profitability of raiding storages again.
Yeah, I used to create large armies but invariably I'd find the dead bases (with full collectors) and feel like I wasted the expensive army on a collector raid that could have been accomplished with all archers or some combination thereof. Conversely, when I use my traditional 80% archer/20% minion raiding party I'll come across villages with maxed storages and empty collectors. Occasionally I'll get lucky and their base design will lend itself to picking off half of what's there with my troops and my heroes, but not always...
Expensive and just as unpredictable. And as it's usually possible to get at least some of the loot with a weak army, also pointless and a waste.
Just an idea, what if collectors worked faster the higher up in leagues you were?
Not only would this make trophies relevant again, it might encourage people back into leagues where they belong as there will be more loot the higher up you go (both from your mines and the clash economy will be better higher up)
It only makes sense that investing more time and resources into building your army should give you a higher return. Instead waiting a mere 20 minutes for a cheap barch army seems to be the most profitable way to play. Maybe this idea would fix that. The game will also be less of a grind.
My gold grabs 975 million so i'm not saying theres a loot problem because there isn't. The idea that spending less on your army gives you a better return isnt something I entirely agree with.