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Thread: 3 Easy Changes That Will Fix Most War Match-Ups!

  1. #41
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    Quote Originally Posted by irmtfan View Post
    1- Yes. It is SC increase the walls weight in an update. very poor.
    2- Lol. Im totally agree. then i can install it in prep day and cancel in war day.
    3- really stupid idea. So a new th9 in no1 will face a max th9? really first think about it then post.

    Lol, digging the toxicity. I'll try thinking about it...


    the the way I was [not apparently] thinking about it was:

    1-these rules wouldn't overwrite the current algorithm, wars would still be matched by Overall WW, so hopefully those #1s would be somewhat even
    2-any brand new th9 is a handicap in war, no matter where they are in the ranks, unless they're going the 8.5 route. In which case I'd hope (s)he was not your #1


    Any particular reason you're so sure it would be new vs max??
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  2. #42
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    This really, really needs to happen! Walls are weighted much too heavily in matchmaking right now, and more weight should absolutely placed on the matchmaking value of the th11 upgrades.

    My clan is getting consistently matched up against multiple rushed th11s right now, without having a single one on our roster. It's making it very difficult for us to stay competitive, and leading to a lot of people getting frustrated. The options seem to be to rush up to th11 ourselves and deal with tougher raiding penalties, or to just give up on wars and this game.

    The changes you propose seem reasonable. I really hope super cell sees this and strongly considers implementing them, or something similar.

  3. #43
    Senior Member pacomius's Avatar
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    it seems we are exaggerating the whole rushing system; rushed base = 3 stars

    if you rush your base, you run a decent chance of getting 3 starred. i have seen 3 stars on moderately rushed th10s with various strategies and attack systems. and a maxed out base stands a good change of defending too. so maybe we should step up our attacks and be more creative in attacking and defending, than putting blames on rushed ths as a form of ounishment on maxed ones.

  4. #44
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    Quote Originally Posted by pacomius View Post
    if you rush your base, you run a decent chance of getting 3 starred. i have seen 3 stars on moderately rushed th10s with various strategies and attack systems. and a maxed out base stands a good change of defending too. so maybe we should step up our attacks and be more creative in attacking and defending, than putting blames on rushed ths as a form of ounishment on maxed ones.
    The problem is rushed th11s, not rushed th10s. I'm guessing you and your clan might not be far enough along to see this problem yet. Folks are rushing to the new th11, and gaining a great deal of offensive and defensive power by unlocking the third hero and the eagle artillery. Then these rushed bases are getting matched against mid level th10s, because so much matchmaking weight is placed on wall strength.

    It's very difficult to compete against multiple th11s when your clan doesn't have any. It would be nice if more weight was placed on the level of a bases town hall, or eagle artillery, or the warden, or just less on walls. The current matchmaking formula can result in some very frustrating match ups that are ruining a lot of the fun of the game.

  5. #45
    Senior Member pacomius's Avatar
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    Quote Originally Posted by mistertickles View Post
    The problem is rushed th11s, not rushed th10s. I'm guessing you and your clan might not be far enough along to see this problem yet. Folks are rushing to the new th11, and gaining a great deal of offensive and defensive power by unlocking the third hero and the eagle artillery. Then these rushed bases are getting matched against mid level th10s, because so much matchmaking weight is placed on wall strength.

    It's very difficult to compete against multiple th11s when your clan doesn't have any. It would be nice if more weight was placed on the level of a bases town hall, or eagle artillery, or the warden, or just less on walls. The current matchmaking formula can result in some very frustrating match ups that are ruining a lot of the fun of the game.
    (sorry, i did not focus specifically on the th11 issue, but made a general considerazion on preceeding thoughts and comments. the eagle artillery and the effect on golems plus the exptra th11 fire power is a real issue that shoud be considered). i am just cautious that adjustments on the matchmaking system will not bring a bigger problem than we already have con the rushed bases (and yes, in my clan we have a moderate mix of rushed bases, semi-rushed bases which are the real game changers, and maxed out bases, so we recruit strictly based on where we feel there is a gap).

  6. #46
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    Quote Originally Posted by Antonioca View Post
    I also think that they have to get past this "match at all cost attitude."

    If after searching for an hour the system can't find a reasonable match. It should tell you:

    "I'm sorry but we couldn't find a close enough match to your team, please try again later, or adjust your team for easier searching. For more information please visit our Forums"

    Then make it so the last base on the map will be no more then 1 TH greater or smaller than the last base on the opponents map. This will will end the silliness that is the defenseless base.


    What people will do for 3 extra stars. Do your really win most of your wars by only 3 stars. I think not.
    ...we win most of our wars by 1 star or tiebreaker. The last time we didnt reach 58 stars (20v20) was close to 3 months ago. The last time our opponent didnt reach 55 stars was about the same. We noticed that once we hit clan level 7, we were no longer being matched up with "casual" clans. Once we hit clan level 8, it got a little bit more obvious.

    The big mismatches (either way) are really boring. At certain times, it has been fun to be able to have all members get a war loot raid in on the enemy's #1 or #2 but the ones that are the best are the ones that are won in overtime by .05% in the tiebreaker (happened...it was awesome)

    So...reading your snark was a bit strange. How many wars have you won by more than 3 stars?

  7. #47
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    I agree with all of these ideas. Something else I've been mulling over would be receiving a star for defensive wins. This would end the "1 troop drop"attacks and create a whole new dynamic in the war system. What do you guys think?

  8. #48
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    Quote Originally Posted by hewbris View Post
    I agree with all of these ideas. Something else I've been mulling over would be receiving a star for defensive wins. This would end the "1 troop drop"attacks and create a whole new dynamic in the war system. What do you guys think?
    I like it, but I would only take it if a rule like #3 in OP were implemented. Last war we had our TH9 max war squad get paired with two TH10s, one of whom had an inferno. Thankfully the rest of his base was rushed so we could 2 star, but in a worse mismatch that extra star would probably add insult to injury haha.

  9. #49
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    SC need to take action in next update

    I agree war mismatch is bad and worse since TH11 came along. I think the following:

    Reduce wall weight because EQ and Jump massively reduced effectiveness of walls.

    Increase weight of inferno and Eagle as this will reduce TH mismatch

    Increase weight of warden, queen and barb K but have less impact for levels as there is not much difference in individual levels.

    Overall increase weight of offence over deference as rushed low def THs have way too much of an advantage and that is unfair considering the time (and often money) the maxers put it. I'd even consider adding TH level to the war weight and give us maxers the advantage we have worked for.

  10. #50
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    Totally agree!

    The war weight of walls is just ridiculous lately! I'm a near maxed th9, and my walls are causing me to match against Th10 players who have max troops and defense but lv8 walls...it's unfair and my clan with a near perfect war log is suffering consistent losses due to this issue.

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