Shield Mechanics - problem???
Disclaimer: All I want to do is discuss my thoughts on mechanics of the game which have not even changed since the update. I only mention sniping to make a related point and I am not complaining/crying for it's return.
So please don't turn this into another crazy update flame-fest.
1) Several things in the game apart from attacking demand having a shield.
If you want to:
- Hold onto loot for upgrades
- Hold onto cc troops for war
- Hold onto trophies for 1337's
You need a shield. Even if you had the time to stay online all day you'd get kicked off eventually.
2) Shields are awarded for FAILING to defend an attack.
If you want to be more efficient and increase your rate of progression, it is in your interest to receive a shield. (The very reason it is sold in the shop). Therefore it is in your strategic interest to fail to defend.
3) The game applauds you for winning a defense..awarding you cups and achievements for a great job. The problem is, the better your defense is, the less likely you are to get a shield.
Better defense = more defensive wins = less shields = more attacks incurred (without traps) = more loot lost = slower progress.
So, unless you only care about cups and have the most amazing base ever, it is logical and more efficient to design a base that will lose minimal resources/cups but still give you a shield. The old way was putting your TH outside, the new way will be a more complicated way of achieving the same effect - max shield, min loss.
THIS is the reason TH sniping came about. It was a symptom of greater problem - progression is heavily dependent on shielding. Supercell even acknowledges this by allowing you to attack through it.
So why on earth is it awarded for a FAILURE? :confused:
Furthermore, why is something awarded for a failure, sold in the shop for gems? :confused: