Upgrade to th9. As long as all your walls arent level 7, you should be good. Loot at th9 isnt even that bad, and the archer queen is sooo good:caticon:. Just upgrade, it'll be more fun than sitting at th8 forever
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Upgrade to th9. As long as all your walls arent level 7, you should be good. Loot at th9 isnt even that bad, and the archer queen is sooo good:caticon:. Just upgrade, it'll be more fun than sitting at th8 forever
[rant]
OK, so there is a name for this min-maxed @#$%# @# $%@# Clan War @#$%#$% joykill we ran into awhile back. Thanks. Are those bases reportable? (anyone answering, just say yes or no, and maybe give the logic behind it if you feel like your head won't get bitten off) Because it is @#$%@%$ @#$%@#$ stupid to stoop that low to exploit the clan matching system like that. :mad: Would be more than happy to give Supercell data on how this happens so they can fix it. Or at the very least, ways to handle such @#$% bases.
There are few things I get ticked off about, and this is one of them. This is on the level of enragement most farming base users get when someone suggests an idea that would make thier shield generating base useless. Speaking of useless, don't argue with me on this issue. It will likely not get you anywhere anyway, besides hurt feelings, and no progress. People do have biases after all, and this is one I admit I have, and saying so as a fair warning.
[/rant]
On a different topic, anyone know where I could find ideas on high Elixir cost raiding armies? Wizard Rushes are fun, but still slow and sometimes I still make an Elixir profit lol.
Actually, I don't have a particular problem with it. Supposedly, the clan matching algorithm takes attack strength into consideration. So in theory, a TH8.5 (maxed TH8 defenses, TH9 troops) will get match individually against a maxed TH8 on the war map, but collectively they will contribute to the clan matching algorithm as an 8.5.
Put another away, if you have two TH8.5 players in your clan, they would count in matchmaking (not war position, but the actual matching of clans for the purpose of the war search) as a TH8 and a TH9, sort of. They would not both count as lowly TH8's.
Now, what is debatable is the ratio of defense and offense in the matchmaking algorithm. is it based 50% on defense, and 50% on offense? Is it 80% on defense, 20% on offense? If it's 50/50, then I have no problem whatsoever with a TH8.5 or TH9.5. It means that that one base gets an easy matchup on the war map, but that everyone else in the clan will face a slightly more difficult opponent, on average.
However, if offense only counts for 20% or 30%, then it does seem a bit unfair, as it encourages dramatically imbalanced bases. This is one of those things where it would be nice if Supercell would be a little more forthcoming about the matchmaking process. We don't need all the gory details about how much each building/troop level factors in, weighting algorithms (linear? logarithmic?), averaging methods (arithmetic mean? geometric? min/max?), etc. Frankly, that level of detail would only further encourage gaming the system, so I know why it hasn't been released. But at least a basic statement about the relative weight of offense and defense, for the matchmaking purposes.
We can clearly see that only defense is factored into the map position, and this leads many people to mistakenly assume that defense is all that matters for matchmaking as well. There is considerable evidence that matchmaking isn't 100% based on defense, but beyond that, I don't think I've seen any compelling analysis to indicate whether offense has a mild or a strong effect on matchmaking. Yes, an effect, but how strong?
Anway, that was my little rant...
That's an odd question, coming from someone with "Avid Dragon User" in his signature. :facepalm:
Believe me, from personal experience, it was clearly skewed in some manner. There was no way we could really break thier defences in a significant way, and thier armies were way too powerful to hope to defend against. It was an entire Asian clan of x.5 TH bases. The damage control in my clan, that already had win issues after the Winter Update, was a pain. Thankfully the Clan XP system, and the new Clan War 2x XP event has helped with that, amoung other things. (Figured out some causes to our war defeats, but still at a loss as to what happened)
Dragons don't have the DPS, and are hit and miss depending on if you take out the AD soon enough or not. Besides, trying something new to expand my options in war. Also, wanted to see how I could push a pure Wizard army, so to counter the splash damage and archer fire I made 3 heal spells, and went at it. Was surprisingly effective lol.
Also, even dragons armies aren't burning enough Elixir for me to be happy with, so yeah.. I got a ton of the stuff. Could test it out again though. But would be the same layover speed if I used rage spells.
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Woo.. Rage Mages... May try that now lol.