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Thread: [Project] Let’s build a trap base

  1. #11
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    Quote Originally Posted by Moocow81 View Post
    Not sure about hogs, but...
    Did u know there was a hole in the middle of ur core?
    No it's 2x3 space, no hole.

  2. #12
    Senior Member lim81's Avatar
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    This is really an interesting thread. As I just upgraded myself to TH9, I fully understand the pain of TH8 bases facing against lv6 troops. Just wanted to share a few thoughts, hopefully that it will be useful to you in some ways.

    1) If your goal is to have positive trophy count in 2000-2200 while keeping one of the resource well protected, a trophy base with TH centralised will be required. If the goal is to keep the resource safe, then TH outside will be the best choice.

    2) You can consider putting your DE store in such a way to tempt most attacks to come from a certain direction. Since your idea is making a trap base, you will definitely prefer most of your attacks coming from a certain direction.

    3) Yes, outside funnels might be obvious. Have you consider putting your funnel opening in such a way that is not obvious? Like hiding the opening behind a elixir store or AT. Or having the opening at unconventional spot or corner (partially hidden by buildings) so it will not be spotted likely.

    4) Symmetrical base do work. Just have lot of spaces for traps all around the base. Have most of your traps at the side where you expect most of your attacks from(DE side for example). The advantage of this is your fire power is equally distributed, allowing defense from all direction while the traps will take care of most of the troops from a certain direction. My last TH8 trophy base win me around 60-70% of the time in the range of 1800-2000. It is symmetrical with traps mostly at a few hot spots.


    Would love to create something using some of the ideas put up by you but now I'm currently busy with work and also with most of my clannies going to TH9, I will prefer to make new TH9 designs to benefit my clannies

    Wish you all the luck in creating your trap base

  3. #13
    Senior Member Onirocdarb's Avatar
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    Looks like fun. I'll post up some
    oictures when I get home

  4. #14
    Millennial Club rhymquimghyf's Avatar
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    Quote Originally Posted by lim81 View Post
    This is really an interesting thread. As I just upgraded myself to TH9, I fully understand the pain of TH8 bases facing against lv6 troops. Just wanted to share a few thoughts, hopefully that it will be useful to you in some ways.

    1) If your goal is to have positive trophy count in 2000-2200 while keeping one of the resource well protected, a trophy base with TH centralised will be required. If the goal is to keep the resource safe, then TH outside will be the best choice.
    I want to start with the trophy base with TH inside, and make a farming variation later.

    Trophy base is much easier to test (i'm dropping shield every time i'm getting one), because testing a farming base exhausts both your trophies and your resources quickly. With farming base you are losing 200/200 for every fail, and, even if you are winning a lot, you are not getting your resources back, and still losing trophies and secondary resource every attack. Once you get below 100/100 on loot, you can't test anymore since all attacks will be TH snipe (more lost trophies without any useful information in return).

    If trophy base is any good, it floats, so you can drop shield as much as you want and still get attacked often.


    2) You can consider putting your DE store in such a way to tempt most attacks to come from a certain direction. Since your idea is making a trap base, you will definitely prefer most of your attacks coming from a certain direction.
    Tried that. Crystal 3 is a mix of high level gold farmers, DE farmers and trophy pushers.
    Putting your DE, Gold, Townhall and AD in one corner leaves little space to actually protect any of those, and once you've lost TH or primary resource it's a game over.

    3) Yes, outside funnels might be obvious. Have you consider putting your funnel opening in such a way that is not obvious? Like hiding the opening behind a elixir store or AT. Or having the opening at unconventional spot or corner (partially hidden by buildings) so it will not be spotted likely.
    Great idea, edited the original post.

    4) Symmetrical base do work. Just have lot of spaces for traps all around the base. Have most of your traps at the side where you expect most of your attacks from(DE side for example). The advantage of this is your fire power is equally distributed, allowing defense from all direction while the traps will take care of most of the troops from a certain direction. My last TH8 trophy base win me around 60-70% of the time in the range of 1800-2000. It is symmetrical with traps mostly at a few hot spots.
    Yeah, once you accumulate a lot of defensive power, symmetrical bases start to work. Early TH8 can't defend itself from lvl6 army with roughly 1/4 of it's defensive power, the rest being on other sides and not firing. Just not enough DPS to get rid of the meat shield in time.
    There is more: if the meat shield sense any trouble, it starts to jump over walls and drop heal spells on itself, which make the situation grim for defender.
    Last edited by rhymquimghyf; November 26th, 2013 at 01:49 PM.

  5. #15
    Millennial Club rhymquimghyf's Avatar
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    I'm still playing with the idea of an open base with multiple isle-type anti-x cores.

    Giants should be lured to the center right away, support troops must be funneled into anti-barch core(s)
    We should heavily protect anti-barch from wall breakers or else giants will mess things up.

    These are anti-giant (all untested):


    1. Minimal/compact, will kill up to 18 giants, realistically I'd expect 12+.
    2. Bigger variant with anti-hog (overkill, probably, unless there are like 20+ lvl6 Giants)
    3. Compact variant with anti-hog.


    Anti-hog can be separate structure, but since bombs work great for any leftover giants I tend to keep them in 1 core. Also, using bombs on giants before they walked the springtraps should be avoided, as it's just a waste of resources, most of the times spring traps get them all.

    All bombs must be activated at once to prevent last-second save with Heal spell.


    I'm having trouble designing a anti-barch core. It's either too weak and non-omnidirectional, or too massive, still got nothing I would like to test.

    The main principle is that Wiz tower should not self-tank, but use several high-hp buildings like storages and clan castle instead, grouping barbs and archers with funnels in single spot.

    Wiz tower should be supplemented by mortar, keeping both defenses out of reach by archers until tanks are exhausted (and maybe until walls are breached).
    Last edited by rhymquimghyf; November 27th, 2013 at 03:46 PM.

  6. #16
    Trainee SDRBoss's Avatar
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    Good Idea

    Great job, I'll be thinking over one myself, the other thing for you to consider is that hardcore farmers don't always use traps (giant bombs, seeking air mines) because of the cost. Your concept is well thought over though however!

  7. #17
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    Quote Originally Posted by rhymquimghyf View Post
    I'm still playing with the idea of an open base with multiple isle-type anti-x cores.

    Giants should be lured to the center right away, support troops must be funneled into anti-batch core(s)
    We should heavily protect anti-barch from wall breakers or else giants will mess things up.

    These are anti-giant (all untested):


    1. Minimal/compact, will kill up to 18 giants, realistically I'd expect 12+.
    2. Bigger variant with anti-hog (overkill, probably, unless there are like 20+ lvl6 Giants)
    3. Compact variant with anti-hog.


    Anti-hog can be separate structure, but since bombs work great for any leftover giants I tend to keep them in 1 core. Also, using bombs on giants before they walked the springtraps should be avoided, as it's just a waste of resources, most of the times spring traps get them all.

    All bombs must be activated at once to prevent last-second save with Heal spell.


    I'm having trouble designing a anti-barch core. It's either too weak and non-omnidirectional, or too massive, still got nothing I would like to test.

    The main principle is that Wiz tower should not self-tank, but use several high-hp buildings like storages and clan castle instead, grouping barbs and archers with funnels in single spot.

    Wiz tower should be supplemented by mortar, keeping both defenses out of reach by archers until tanks are exhausted (and maybe until walls are breached).
    Nice ideas but if you pack all traps in one place it won'twork. I have used a closed base with empty slots mostly around the outer circle. Meaning is that hogs or giants, they basically do the same, would circulate round the centre of the base and partly be killed by traps, partly by defenses. So far it has worked reasonably. Funneling outer cores are interesting but I would like to hear more experience of using them before trying such solutions. I am worried about they may weaken the base against other troops.

  8. #18
    Forum Superstar 966souchou's Avatar
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    A trap base, huh? I'll try, I guess, but I absolutely hate asymmetrical bases. I'll give it a go, though, might be fun.
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  9. #19
    Pro Member maynards35's Avatar
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    Here are my thoughts on 'Trap' layouts and why they can never work:

    As a few of you may know, I love base designing to bits, it's my favourite part of CoC. I used to make A-symmetrical designs but symmetrical designs were so much more aesthetically pleasing and generally had better results. OP, you made a great post, but I disagree with you saying that in symmetrical layouts 'all sides of your base are equally weak. Attacker will face 1/4 of your traps and 1/4 of your defenses, because you spread them equally.' While it is true that you spread out your traps and defences, I see no better alternative than this since if you want better results, you will always have to weaken one side more than the others.

    Trap layouts rely on cunning tactics to surprise the attacker and fool the AI. If you get a skilled attacker, the trap will usually be avoided, and once you publish such a design and it becomes popular, the trap aspect will be completely disregarded. You will end up with a layout that is non-functional as everyone will attack from the weak side -this is my main problem with traps designs.

    The problems of such designs are multiplied exponentially since you are trying to pull off such a feat with TH8 defences. Perhaps with lvl 9 walls and lvl 7 splash, weaker sides will be strong enough to survive most attacks, however, a TH8 with lvl 6 splash can simply not afford to open itself to such disadvantage on defence.

    Richard
    Last edited by maynards35; November 26th, 2013 at 07:19 PM.
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  10. #20
    Senior Member Moocow81's Avatar
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    Maynard ive been working with the OP since before the thread, and its a great idea. However you have an equally valid point. So why dont we combine it. Have a symmetrical LOOKING base, but one with a few subtle things that make the attacker go for a side u want (eg. Upgrading defenses, resource bias etc. ) then put all ur bombs into one spot where infantry will go, and funnel off the giants somewhere else. I havent tried to implement this yet, but it sounds like the best of two worlds. U agree?
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