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Thread: Archer/wizard towers as walls

  1. #1

    Lightbulb Archer/wizard towers as walls

    New idea: walls that serve as archer and wizard towers.
    they aren’t targeted anymore by giants, loons etc. But get extra damage by wallbreakers as normal walls.
    The DPS should remain the same as the corresponding tower, but the HP become the same as a wall of the same level.
    The upgrades stop at lvl 13, just like the walls for the archer tower and at lvl 11 for the wizard tower.
    Also the radius does not change.
    Last edited by L0ry04; July 3rd, 2019 at 08:10 AM.

  2. #2
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    Quote Originally Posted by L0ry04 View Post
    New idea: walls that serve as archer and wizard towers.
    they aren’t targeted anymore by giants, loons etc. But get extra damage by wallbreakers as normal walls.
    The DPS should remain the same as the corresponding tower, but the HP become the same as a wall of the same level.
    The upgrades stop at lvl 13, just like the walls for the archer tower and at lvl 11 for the wizard tower.
    Also the radius does not change.
    So....you are talking about extra defenses that also serve as well segments, with the hp of walls. This would not be a good idea since one you are saying they wouldnt be targeted by anything except wall breakers, and two, wall breakers don't have much hp. Between normal defenses and these extra wall defenses the wall breakers wouldn't get close enough. Then you'd be forced to use earthquakes and wall wreckers. No. Bad idea. Nothing should be implemented that forces you to make certain troops/spells to advance. And no this does not make for a new strategy, it would create headaches and less strategy as again....forced troops and spells. No thanks.

  3. #3
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    I like the idea of having wall towers, but if they serve as defenses, then troops that target defenses need to also target these.
    Also, either hp of walls with lower dps or lower hp but same dps as equivalent towers, but not both.
    A high hp defense that also does decent dps and is not targeted by defense targetting troops is way too overpowered.
    If the towers are part of the walls, then having the same hp as walls makes sense. However, dps needs to be lowered to keep it balanced.
    I'd prefer the towers to have an air mode and a ground mode.
    Air mode would have a ballista type defense.
    Ground mode would have skeletons that pour boiling oil or pitch onto enemies below.
    The boiling oil or pitch would also set the ground ablaze dealing damage over time to troops that enter the area.
    One question: how many of these would we get? 1, 2, 5, 8??????

  4. #4
    Quote Originally Posted by joemann8478 View Post
    I like the idea of having wall towers, but if they serve as defenses, then troops that target defenses need to also target these.
    Also, either hp of walls with lower dps or lower hp but same dps as equivalent towers, but not both.
    A high hp defense that also does decent dps and is not targeted by defense targetting troops is way too overpowered.
    If the towers are part of the walls, then having the same hp as walls makes sense. However, dps needs to be lowered to keep it balanced.
    I'd prefer the towers to have an air mode and a ground mode.
    Air mode would have a ballista type defense.
    Ground mode would have skeletons that pour boiling oil or pitch onto enemies below.
    The boiling oil or pitch would also set the ground ablaze dealing damage over time to troops that enter the area.
    One question: how many of these would we get? 1, 2, 5, 8??????
    You should get 4/5 of these.
    You’re right it’s OP, the DPS might be half of the original tower.
    i like the ground/air mode towers

  5. #5
    Millennial Club Luicetarro's Avatar
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    HP of a wall? So...

    Max wiz tower HP: 2.240
    Max archer tower: 1.410
    Max wall HP: 10.000

    No single tower should have more HP than a maxed townhall (7500), regardless of his dps. You can't aim wallbreaker well enough to hit a special wall segment and if you could, there would be planty of ways to prevent that. And using a wall wrecker, just for the sake of taking out a single tower? Nah.

    Even half the dps wouldn't cut it. If you want to share wall HP, we're talking about almost 5 times the HP for a wiztower and close to 7 times for the archer tower. So if we want to stay 'fair' we'd have to lower the wiztowers dps by 80% (so a total of 14 dps). Don't get me started about the archer tower.

    If we're talking about regular Tower HP, you'd create weakspots in the wall for the sake of said wall defending the village.
    Well, they would get placed inside the core anyways, since you'll never see a wallbreaker in there anyways and even the wallwrecker might not make it that far. Or they'll get placed as 1*1 tower somewhere in the base, since wallbreaker won't aim for a single wallpiece.

  6. #6
    Quote Originally Posted by Luicetarro View Post
    HP of a wall? So...

    Max wiz tower HP: 2.240
    Max archer tower: 1.410
    Max wall HP: 10.000

    No single tower should have more HP than a maxed townhall (7500), regardless of his dps. You can't aim wallbreaker well enough to hit a special wall segment and if you could, there would be planty of ways to prevent that. And using a wall wrecker, just for the sake of taking out a single tower? Nah.

    Even half the dps wouldn't cut it. If you want to share wall HP, we're talking about almost 5 times the HP for a wiztower and close to 7 times for the archer tower. So if we want to stay 'fair' we'd have to lower the wiztowers dps by 80% (so a total of 14 dps). Don't get me started about the archer tower.

    If we're talking about regular Tower HP, you'd create weakspots in the wall for the sake of said wall defending the village.
    Well, they would get placed inside the core anyways, since you'll never see a wallbreaker in there anyways and even the wallwrecker might not make it that far. Or they'll get placed as 1*1 tower somewhere in the base, since wallbreaker won't aim for a single wallpiece.
    I think I didn’t explain my idea well in the main post: it would have the wall HP and be targeted by wall breakers and (as a normal wall) wouldn’t count for the percentage, so you don’t have to destroy them all for getting a 3-stars attack, the basic idea isn’t a tower which connects to walls but a wall with an archer/wizard on top.
    naturally they would look different from a wall both because it would confuse the attackers and because it would look awkward.

  7. #7
    how about a compromise?

    (this would take serious coding but we are in the spitball stage, so consider it)

    any archer/wizard tower can be used as a wall "turret" (retaining its normal dps) IF it overlaps 3 (and only 3; not 1, not 2, not 4) wall segments of the same level. the segments must enter the center tile on one side and exit the center tile of another side (either --- or in an "L"). it gains the hp of one "annexed" wall segment and counts as 3 walls for things that count wall destruction

    the wall segments will be "annexed" by the tower and not usable elsewhere. the tower will take on a walled skin to show it is part of the wall and not a trick (with walls leading up to the sides but not under it). if the tower is moved, the wall segments remain in place during base revisions. the tower can be upgraded in place but it must be moved off the walls to upgrade the wall segments (remember all 3 must be the same level before the tower can be replaced over them)

    troops cannot pass through that defense until it is destroyed (just as if it were a wall and not merely sitting in an opening)

    it can now be targeted by both "defense" troops and "wall" troops. it is subject to earthquake spells (4 will destroy it --- the drawback to getting higher wall hp)

    why?

    saves space as more buildings are introduced

    and the biggest advantage for attackers....

    being a wall, THE QUEEN MIGHT ACTUALLY SHOOT SOMETHING IMPORTANT

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