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Thread: TIME.. a simple solution to the +-30 seconds debate

  1. #21
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    Quote Originally Posted by Iainthedestroyer View Post
    I perfectly agree that if no defences are left, the attack can continue indefinitely. As for the comment on coding issues, though not the most basic, if/then coding should definitely allow for the cancellation of the timer "if no defences are left, then the timer is cancelled"
    Right on, the other 2 if criterias are equally important too. Otherwise, a single barb could take 30 minutes finishing 25% of the base after the defs are down lol.
    This idea is for attacks that truly wreck the base and deserve to go the distance. 95% destruction and requiring active 50 troop capacity wouldn't allow sloppily attacks to 3*.

  2. #22
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    Quote Originally Posted by Bman10 View Post
    I don't think the defense one should apply. I've gotten a few attacks with 95-97% and one cannon on the edge left. The troop thing is a good idea, but only for 30 seconds, if it was endless, then an 8 healer queen walk against a th10 with 4 freeze 1 rage practically would be a guaranteed 3. Troop space IDK. I think if above 90% and more than 30 space for 30 seconds, and 1 space per second otherwise as it hits 3 minutes (heroes 5 each, and as those troops die, timer still stays). I usually end with a queen and some giants with a healer(luck for the healer), but have the win easy in 30 seconds and im at 93+% usually. Have had a few where a queen walk is left to clean like a 3rd of the base with a minute left, but if my queen was higher (lvl 18 with almost all maxed troops and spells) i would've gotten it anyways (Usually against lvl 12 or 13 points, lvl 11 I can crush unless infernos cause a lot of trouble).
    I was considering lowering it to 90% but felt that would be too op? The defenses down part is important because the defense of the base is what you're trying to beat in the first place.

    I'm by no means trying to help gowipes get 3*s with this idea lol. As for the super queen thing...the rule only applies when
    1 defs are all down
    2 base is 95* destroyed
    3 there's 50 troop capacity still active
    So, no way a simple qw can knock out all the defs and wreck 95% in under 3 minutes. Maybe 50% at most depending on how compartmentalized the base is probably much less.

  3. #23
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    Quote Originally Posted by DeathHopper View Post
    I was considering lowering it to 90% but felt that would be too op? The defenses down part is important because the defense of the base is what you're trying to beat in the first place.

    I'm by no means trying to help gowipes get 3*s with this idea lol. As for the super queen thing...the rule only applies when
    1 defs are all down
    2 base is 95* destroyed
    3 there's 50 troop capacity still active
    So, no way a simple qw can knock out all the defs and wreck 95% in under 3 minutes. Maybe 50% at most depending on how compartmentalized the base is probably much less.
    I Was thinking this:

    Defenses and troops go hand in hand, while % is its own

    If 2 or less defenses remain, and at least 30 troops alive when there are only two (heroes 10 each), continue until EVERY single troop is dead. My example (from my own raids, not the super-queen), is that I might have like 4 giants and a wizard left from main attack, along with a full hp queen with 2 healers on her (stragglers from the attack) and there is one defense left that the queen has to beat through one wall to get to, then the raid would be allowed to end. If there are like 4 archer towers left, then no. If there is one defense that is just barely out of reach, yes. And % should be its own. If more than 90% destroyed (also counts current troops up now for later), get 30 seconds, and if you get through all but 2 defenses one of two things happens: if 30 were alive at 3 minute mark, keep going, if less than 30 were alive, then end raid when 30 seconds go up

    So:

    If down to 2 defenses before 3 mins, and more than 30 alive, remove timer.
    If down to 2 defenses before 3 mins but less than 30 alive, keep counting.

    If you hit 3 minute mark with over 90%, give 30 seconds and count current troops alive (at 3 mins).
    If less than 2 defenses left by end of 30 seconds and 30 troops alive at 3 mins, remove timer.
    If more than 2 defenses left by end of 30 or less than 30 troops, end raid.

    If less than 90%, less than 30 troops, and more than two defenses, raid ends at 3.

    Also, do undeployed troops count towards capacity active?

  4. #24
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    I assume your no defense criteria would include no traps as traps could conceivable kill your army. If so, won't this just lead to people trying to hide a small bomb in some obscure place near the edge of the map?
    Clash is not a strategy game, it is clearly listed under "Puzzles" in the App Store. Everyone should ultimately be smashing gowipe vs gowipe up against max bases with the same internet layout that is the only way things are "fair". nerf valks nerf queen walk nerf engineering.

  5. #25
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    Quote Originally Posted by bactgudz View Post
    I assume your no defense criteria would include no traps as traps could conceivable kill your army. If so, won't this just lead to people trying to hide a small bomb in some obscure place near the edge of the map?
    I addressed traps in the original post actually. Should a trap bring the total troop count below the minimum 50, the timer would resume having been running in the background. Basically, traps won't count as defenses but should a trap bring down the count below 50 spaces, the attack can still time out and end b4 3*s. This, however, would be extremely rare. At 95% destruction there won't be many traps left, if any.

  6. #26
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    Quote Originally Posted by Bman10 View Post
    I Was thinking this:

    Defenses and troops go hand in hand, while % is its own

    If 2 or less defenses remain, and at least 30 troops alive when there are only two (heroes 10 each), continue until EVERY single troop is dead. My example (from my own raids, not the super-queen), is that I might have like 4 giants and a wizard left from main attack, along with a full hp queen with 2 healers on her (stragglers from the attack) and there is one defense left that the queen has to beat through one wall to get to, then the raid would be allowed to end. If there are like 4 archer towers left, then no. If there is one defense that is just barely out of reach, yes. And % should be its own. If more than 90% destroyed (also counts current troops up now for later), get 30 seconds, and if you get through all but 2 defenses one of two things happens: if 30 were alive at 3 minute mark, keep going, if less than 30 were alive, then end raid when 30 seconds go up

    So:

    If down to 2 defenses before 3 mins, and more than 30 alive, remove timer.
    If down to 2 defenses before 3 mins but less than 30 alive, keep counting.

    If you hit 3 minute mark with over 90%, give 30 seconds and count current troops alive (at 3 mins).
    If less than 2 defenses left by end of 30 seconds and 30 troops alive at 3 mins, remove timer.
    If more than 2 defenses left by end of 30 or less than 30 troops, end raid.

    If less than 90%, less than 30 troops, and more than two defenses, raid ends at 3.

    Also, do undeployed troops count towards capacity active?
    If there's any defenses left after 3 minutes the attack is over and the 3* isn't deserved as you didn't really beat the base. I can't really budge on that one. There HAS to be no defenses left.
    In fact, your suggestion would be a coding nightmare, rather than the simple "if then" formula I have devised.
    My idea is intended to allow players who completely dominate the base and truly deserve the 3* to finish the attack. Adding time while defenses are still up doesn't make sense and would completely irritate the entire war community.
    Yes, Undeployed troops would still count towards the 50 troop spaces.

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