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Thread: Gear up Walls! Glass, Spiked and Tall

  1. #1
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    Gear up Walls! Glass, Spiked and Tall

    I'm pretty sure that we won't be able to add more than one gear up for walls, either because of inconsistency with other gear ups, or because supercell wouldn't want to add that many, because of programming costs.
    So I made this a poll: Which one do you think fits into COC more? (removed Tall walls as they are FPS) Glass walls or Spiked walls ?

    All gear ups for walls are unlocked at level 10 walls.

    . Glass Walls

    Glass walls are invisible to the player, as well as to the troops. The troops will chase after the buildings behind the walls as if the walls aren't there, but when they run into the wall they are shown as a transparent glass type wall. Hog Riders also do not immediately jump over them, it takes a 0.5 second delay for them to "realize" there's a wall.
    When they are attacked, they look shattered. They are as weak as level 7-9 walls depending on base wall level.

    . Spiked Walls

    Spiked walls damage the troops when they are attacked, at 65, 76, or 87 DPS depending on wall level. The walls are as weak as level 8-10 walls depending on base wall level. Any Hog Riders or troops using Jump spell over the walls will also be damaged 100,120 and 140 damage respectively.

    Be sure to reply to me balancing, suggestions, mockup images and other stuff!
    Last edited by CananaMan; August 10th, 2017 at 09:25 PM. Reason: removed fps

  2. #2
    Forum Superstar JohnnyPC's Avatar
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    Looks like your idea has technically been ruled out for quite a while. From the sticky:

    Defensive Structure Related:
    *Ability to camouflage/purchase camouflage – (make AT appear as a barracks until within range)
    *Ability to load current x-bow with elixir or dark elixir for extra bonus of some sort
    *Stack def structures – ATs over walls, Teslas on top of barracks (truly hidden), etc.
    *Upgrade to 2-story walls that hog riders/jump spell can’t penetrate (maybe limit #)
    *Display both X-bow range circles at once for planning – different color on inactive one
    *Modify clan castle – toggle defend/not defend (like heroes)
    *Auto request CC troops in clan if you win a defense (shield didn’t activate, still attackable)

  3. #3
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    Oops, didn't see that! I'll remove tall walls and change it to spiked and glass only

  4. #4
    Forum Hero Tiler's Avatar
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    I don't like spiked/damaging walls. Never have, never will. With as many other things as there are on any given base that deal damage, having walls pile on just feels cheap.

    The glass walls are a neat concept, albeit a little overpowered in this iteration, though it would take more information to know for sure. How would AI work once a troop finds a glass wall? How would it know whether to break through or go around? The answer to that question leads to different follow up questions where I believe certain wall setups would be absolutely bonkers to try to get through
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