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Thread: Rusher's defense log

  1. #31
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    Quote Originally Posted by VeeBirds View Post
    Don't stay in Champs 1 then ^
    ah, yeah.

    originally, i was just planning to reach champs3 for the gems bonus. then i got curious about the loot up to titans. Ill drop down once i got to T3 or T2

  2. #32
    Forum Champion RAppel's Avatar
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    If you can get in, let's say, 5 attacks each day, and don't have 10-20 min each raid to next is it better to use BARCH for dead bases in lower leagues or to use a "war army" in higher leagues to farm the league bonus (around 10 next to find a suitable base)?
    Last edited by RAppel; June 11th, 2017 at 04:21 PM.
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  3. #33
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    Quote Originally Posted by SinOfDusk View Post
    1) The stronger your defenses, the more people will <30% you and you get hit more often, much more than 3 times per day as shown in my logs above
    2) since you get <30%, the natural thing is to move up in leagues right? Firstly, you don't gain more loot in higher leagues and it is hard to gain the same amount of loot. Secondly, in high leagues your defense does not matter again, you'll get crushed regardless
    Another reason to stay lower than you can theoretically maintain.

    In any league, you can trade trophies for DE. Next until you find a base with a full drill level 6 to easily snipe. 1350 DE for 30 trophies? That's 45 DE per trophy. If you can find a base with two such drills you've doubled it and sometimes you find bases with three.

    Each time you win an attack for only 10 trophies, think about that being an extra 450 - 900 DE the next time you cash it in. Pushing to a harder league means that you somewhat lose this effect since you net closer to neutral on trophies.

    Both rushed and maxed accounts benefit from this as staying lower also means that it effectively makes your defenses and empty collectors look like a much less desirable raid.
    Last edited by Sservis; June 11th, 2017 at 04:27 PM.

  4. #34
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    Quote Originally Posted by SinOfDusk View Post
    The entire point of this thread is to show that defense is pointless. So there is no shame in rushing defenses as long as you know what you're doing
    The key component to being lighter on defenses is that you must reliably get a shield. If you don't, then the loot loss can be larger. That said, defenseless accounts get a shield a surprising amount of time.

    Rushers who work on defenses at all (say anything that takes a day of builder or less) are fine. I made that cutoff up, it's one I feel safe saying, you probably can get away with less initially.

  5. #35
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    Quote Originally Posted by Krastor View Post
    But maxing is what your striving to reach. So basically you and sin want what you despise. Crazy ain't it.
    Let me try to describe rushing slightly differently.

    Consider a graph, where the lower left is TH1 offense/TH1 defense and the upper right is TH11 offense/TH11 defense. (upper left is TH11 offense/TH1 defense) Conceptualize the maxer as taking the straight path. All capabilities slowly increasing towards the goal.

    The rusher deviates from the straight path and quickly builds a lot of offense and then progresses mostly straight towards the goal from a different starting point (some "lots of offense, not much defense"). The thing is, until the maxer has as much offense as the rusher, the rusher progresses along their path either faster or easier than the maxer does.

    As long as both farm enough to keep their builders and lab busy, there's only a small time difference between reaching the destination, but the following rough spots are alleviated by rushing


    • ~40 days of idle lab before TH7 for the maxer, the rusher will finish "max it all" first due to this



    • having to farm (excluding drill income) only 6k net DE/day in the worst case for the rusher as opposed to 19k DE/day (when at TH9) for the maxer. This makes not falling behind on the hero grind much more accessible to casual players. If the player is under 6k DE/day, they'll fall behind on both paths, but the rusher gets the drills sooner, so advantage there still



    • Loot is better at higher TH, at least until TH10, so farming effort per resource is less for the rusher.



    • Better able to spend resources. Having the ability at TH9 to spend down resources is a lot more than at earlier THs (walls of different levels allow you to make change easier)



    • Able to make war attacks at the target TH sooner. The rusher doesn't have any useless troops, saving lab time, so reaching the target destination (whatever it is) sooner. Given the disparity between buildings and lab, it's likely their defense will also be appropriate by this point.

  6. #36
    Forum Elder RagingKoala's Avatar
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    Quote Originally Posted by nerfedname View Post
    I think that's the point, and shows that the defense log is more dependent upon league (and available loot) than it does on "rushing is AWESOME!!"

    A rushed base in Champs gets 100% crushed every time. My near-maxed base in T2 defends quite well most of the time. ANY th11 base in low crystal, let alone one with lvl12 walls and lvl40+ heroes like the OP's, defends well all the time. League > "rushing is awesome."
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    Last edited by RagingKoala; June 11th, 2017 at 04:52 PM.
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  7. #37
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    try above 3500
    at 2000-2600 nothing much from attackers, every 5 out of 10 attacks on me will be defence wins here

  8. #38
    Pro Member Krastor's Avatar
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    Quote Originally Posted by Sservis View Post
    Let me try to describe rushing slightly differently.

    Consider a graph, where the lower left is TH1 offense/TH1 defense and the upper right is TH11 offense/TH11 defense. (upper left is TH11 offense/TH1 defense) Conceptualize the maxer as taking the straight path. All capabilities slowly increasing towards the goal.

    The rusher deviates from the straight path and quickly builds a lot of offense and then progresses mostly straight towards the goal from a different starting point (some "lots of offense, not much defense"). The thing is, until the maxer has as much offense as the rusher, the rusher progresses along their path either faster or easier than the maxer does.

    As long as both farm enough to keep their builders and lab busy, there's only a small time difference between reaching the destination, but the following rough spots are alleviated by rushing


    • ~40 days of idle lab before TH7 for the maxer, the rusher will finish "max it all" first due to this



    • having to farm (excluding drill income) only 6k net DE/day in the worst case for the rusher as opposed to 19k DE/day (when at TH9) for the maxer. This makes not falling behind on the hero grind much more accessible to casual players. If the player is under 6k DE/day, they'll fall behind on both paths, but the rusher gets the drills sooner, so advantage there still



    • Loot is better at higher TH, at least until TH10, so farming effort per resource is less for the rusher.



    • Better able to spend resources. Having the ability at TH9 to spend down resources is a lot more than at earlier THs (walls of different levels allow you to make change easier)



    • Able to make war attacks at the target TH sooner. The rusher doesn't have any useless troops, saving lab time, so reaching the target destination (whatever it is) sooner. Given the disparity between buildings and lab, it's likely their defense will also be appropriate by this point.
    I agree completely that rushing will get you to end game quicker. I just think alot of people do it, look around and think, wow I've got nothing to do. This is boring, and slowly lose interest. Everyone is different, but I enjoyed the journey to max alot more than the destination. Very good post btw
    Last edited by Krastor; June 11th, 2017 at 05:03 PM.

  9. #39
    Forum Champion VeeBirds's Avatar
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    Quote Originally Posted by RAppel View Post
    If you can get in, let's say, 5 attacks each day, and don't have 10-20 min each raid to next is it better to use BARCH for dead bases in lower leagues or to use a "war army" in higher leagues to farm the league bonus (around 10 next to find a suitable base)?
    Lighter war-like armies (like Laloon heavy on loons) in mid leagues (low Master -ish)

    But it depends on TH. At TH9 you find more dead bases than you can raid around Gold/bottom of Crystal. It just gets a bit different at TH10+, less dead bases but much more loaded
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  10. #40
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    Quote Originally Posted by Krastor View Post
    I agree completely that rushing will get you to end game quicker. I just think alot of people do it, look around and think, wow I've got nothing to do. This is boring, and slowly lose interest. Everyone is different, but I enjoyed the journey to max alot more than the destination. Very good post btw
    Thank you. The big one that gets me to rush is #2 on that list. The DE requirements of TH9 much higher than other THs (even TH10 and TH11 are much easier) if you try to do them in the 207 days that your lab lets you have. The bar to keeping up with furious farmers (who would be ok on one account with or without any plan) is lower if you rush than if you try to max (heros at TH9, it's easy before that)

    In the end I agree with you, you need to know why you're playing and what you enjoy. One of my best/most "I am awesome" war attack moments ever was at TH6 when I 3 starred a TH7. There's fun to be had at all places in the game.
    Last edited by Sservis; June 11th, 2017 at 05:17 PM.

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