Oh, did the match making update happen already???? Our current 20 vs 20 war is 4 of our Th11s vs 10 of their Th11s of which none are rushed. No fun playing a war you can't win. Looks like that algorithm still needs some work.
Oh, did the match making update happen already???? Our current 20 vs 20 war is 4 of our Th11s vs 10 of their Th11s of which none are rushed. No fun playing a war you can't win. Looks like that algorithm still needs some work.
Yes there have been some options discussed in the clan war subforum by other players with double list matching to include both equally. I've given up on the hope of changes like that to make the matchmaker properly account for everything on both sides and instead now just wish we would get a simple improvement like a minimum defensive weight for each hall.
Contact SC here. Click here for how trophies are calculated. An idea to improve legends here. I wish max players had a separate loot bank as described here. Caution, I often discuss for the sake of discussion and enjoy having my opinion challenged (or approved of) even when I care little about the actual issue. My balance wish: get rid of tornado trap, make it a decoration.
What happens when supercell "fixes" the issue..but people still lose their wars....
-Walls matter
I agree. It is far from a perfect system, but I think that it is the only system that would get us back on track. The current system is, IMHO, not fixable with these 'evolutionary' changes.
We are undefeated (one tie and probably about to be a second tie) since the changes. However, every war our opponents have had an obvious offensive and defensive advantage. This is far from "fixed".
I've been following this thread and the one that moved to the wars sub-forum.
What I can see from all the matches is that SC, despite saying differently, is matching based on defence alone.
This may mean they actually have a genuine bug if they meant to include offensive weight, but if you actually go through all the wars you will see that viewed in the light of defence only the balance actually make sense.
Disappointing...
Seriously, we just got matched with
Them -------------Us
2 - 11s...............0 - 11s
2 - 10s...............1 - 10s
8 - 9s.................5 - 9s
5 - 8s.................9 - 8s
1 - 7s.................3 - 7s
2 - 6...................2 - 6s
SC has no clue what they are doing.
Offense is difficult to factor. You max and upgrade all troops. I engineer, upgrade only dragons and never unlock pekkas or any dark barracks. Now double score for offense. You pay a "tax" for every goblin and minion you upgrade and miner or pekka you unlocked even if it is not part of your war army. I pay only for maxxing dragon, but put 12 in war army. Taxing offense actually INCREASED the gap between maxxer and engineer.
Meanwhile, in the builder base, a tired Battle Machine operator limps home. He is bruised by giant cannon balls. His spine is compressed by crushers. His hair and beard is singed by roasters. He pours three fingers of Old Tennessee, and slumps into a rocking chair. He stares morosely at at an empty rug in front of a cold fireplace. A single tear escapes his left eye.
Umm, you pretty much spelled out the solution in your reply... troops that do not help in war shouldn't add war weight... if SC can't figure that out then there is a problem. An accurate offensive weight would be based on a score based on the top level war troop combination, and ignore the rest.
Also, offensive balance needs to consider that there are two attacks available.
These things are obvious to all that play the game. Rebuilding the algorithm to work properly is possible. Engineers aren't the problem and maxxers aren't the problem. The problem is that the people that wrote the algorithm didn't plan for these possibilities, and now they are trying to fix the handlebars of a bike that has no wheels, rather than just buy a new bike.