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Thread: New Trap (The Crevice Teleport)

  1. #1
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    New Trap (The Crevice Teleport)

    NOTE: Supercell if considering this idea has the right to change any part of the queue under their own circumstances if necessary or wanted.

    What if a trap could confuse your enemy by ruining their perfect strategy they took weeks to develop?
    When you are tired of being out maneuvered with new super troops and too good to be true strategies? Well no more.

    Crafted by the wizards themselves, introducing the Crevice Teleport!

    Able to unlock at town hall 12 the Crevice Teleport is a trap that has an ovalish radius as it opens the floor or the sky and moves troops from one spot to another to help break up the move by activating itself as a pair.
    Trap your enemies in a horrible spot where the newly moved troops have nowhere to hide and no one to help.
    Spacing out not circularly but in a line this trap when it is upgraded has the ability to be fixed between air and ground targeting and although it cannot effect heroes the devastation caused by the "perfect armies" will now become the devastation of the "perfect armies".

    Components of the Crevice Teleport:
    It is a crevice, that teleports to the other crevice.
    Cannot be activated twice, only 1 activation, and must have both built to work.

    Building Cost of 1 Crevice Teleport: 1,200,000 exilir
    Available Amount: 2, entrance exit format (only activated once)

    Level 1 Crevice Teleport (Town Hall 12):
    Trap Length: 3 tiles
    Trap Width: 1 tile
    Trap Trigger Radius: 2 tiles
    Trap Duration Time: 6 seconds
    Trap Move Capacity: 14 troop spaces
    Trap Behavior: Ground Troops Only For Lvl 1

    Upgradable to lvl 2 During Town Hall 12
    Upgrade Cost: 1,900,000 exilir
    Upgrade Time: 2 days

    Level 2 Crevice Teleport (Town Hall 12):
    Trap Length: 3 tiles
    Trap Width: 1 tile
    Trap Trigger Radius: 2 tiles
    Trap Duration Time: 7 seconds
    Trap Move Capacity: 16 troop spaces
    Trap Behavior: Ability to switch both Ground and Air

    Upgradable to lvl 3 At Town Hall 13
    Upgrade Cost: 3,100,000 exilir
    Upgrade time: 3 days 12 hours

    Level 3 Crevice Teleport (Town Hall 13):
    Trap Length: 4 tiles
    Trap Width: 1 tile
    Trap Trigger Radius: 2 tiles
    Trap Duration Time: 9 seconds
    Trap Move Capacity: 20 troop spaces
    Trap Behavior: Ability to switch both Ground and Air

    Feel the power as the troops of your enemies get placed where they cant escape. Helping to balance out the new super troops this new defensive weapon would now create the type of defense you need. Please consider this new trap to help you in your future gameplay.
    Last edited by FalconBubbles; April 8th, 2020 at 11:51 PM.

  2. #2
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    Simple I want to add one hole as a trap...where troops fell down ...and died....moot ka kuaa
    Hole open and then close taking any one troop except our heavy troops like peeka..heros...
    Last edited by Gaurav07400; April 8th, 2020 at 10:37 AM.

  3. #3
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    Quote Originally Posted by Gaurav07400 View Post
    Simple I want to add one hole as a trap...where troops fell down ...and died....moot ka kuaa
    Hole open and then close taking any one troop except our heavy troops like peeka..heros...
    Well this is basically the spell. I feel traps that kill your troops would have too much of an advantage so moving them across the board is a more healthy and more reasonable solution.

    And already in there it cannot effect heroes I am sure this would help our fellow gamers and ourselves and it is not too OP.

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    Quote Originally Posted by FalconBubbles View Post
    Well this is basically the spell. I feel traps that kill your troops would have too much of an advantage so moving them across the board is a more healthy and more reasonable solution.

    And already in there it cannot effect heroes I am sure this would help our fellow gamers and ourselves and it is not too OP.

    Actually I believe it is far too OP. You put troops in with your heroes to tank or distract. Your new trap takes those tanks and teleports them where they can be the subject of focussed fire and be annihilated. Now back to the heroes standing by themselves with no tanks....they are now the sole focus of the defenses that surround them and they are annihilated. Smart folks will figure out real quick to place spring traps near where this trap originates so that any remain8ng distractions are jettisoned into the stratusphere and will throw in a toilet trap to watch heroes spin while they get killed. Other smart folks will put fernos on single near this trap and the remaining heroes are gone. Not a fan at all.
    Last edited by Tosti111; April 8th, 2020 at 08:49 PM.
    OP Defense: Any defense the poster doesn’t like or know how to work around, nullifies their attack or denies them their rightful three star.

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    Quote Originally Posted by Tosti111 View Post
    Actually I believe it is far too OP. You put troops in with your heroes to tank or distract. Your new trap takes those tanks and teleports them where they can be the subject of focussed fire and be annihilated. Now back to the heroes standing by themselves with no tanks....they are now the sole focus of the defenses that surround them and they are annihilated. Smart folks will figure out real quick to place spring traps near where this trap originates so that any remain8ng distractions are jettisoned into the stratusphere and will throw in a toilet trap to watch heroes spin while they get killed. Other smart folks will put fernos on single near this trap and the remaining heroes are gone. Not a fan at all.
    Good Point, that is why there are only 3 levels. I am not sure if you looked at the numbers but there are capacity spaces.

    The downside is this can only be activated once and it only holds a certain capacity.
    With new TH11 Super Troops and Newly Overpowered attacks this trap keeps you from total anialation, especially from super troops. Only able to move a certain amount of troops in a duration period I believe it would balance out its negatives.

    And with new Super Troops will someday come Super Traps.
    BUT:
    I am unhappy to check your profile and I see a big amount of shutdowns on other threads. If if you are worried about the tank issue then a reasonable request for capacity change can be requested. If that is a reasonable idea I can change that now.
    Last edited by FalconBubbles; April 8th, 2020 at 09:35 PM.

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    Quote Originally Posted by Tosti111 View Post
    Actually I believe it is far too OP. You put troops in with your heroes to tank or distract. Your new trap takes those tanks and teleports them where they can be the subject of focussed fire and be annihilated. Now back to the heroes standing by themselves with no tanks....they are now the sole focus of the defenses that surround them and they are annihilated. Smart folks will figure out real quick to place spring traps near where this trap originates so that any remain8ng distractions are jettisoned into the stratusphere and will throw in a toilet trap to watch heroes spin while they get killed. Other smart folks will put fernos on single near this trap and the remaining heroes are gone. Not a fan at all.
    I have changed the capacity so tanks like E Drags, Lava Hounds, and Golems cannot fit inside.

  7. #7
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    Quote Originally Posted by FalconBubbles View Post
    Good Point, that is why there are only 3 levels. I am not sure if you looked at the numbers but there are capacity spaces.

    The downside is this can only be activated once and it only holds a certain capacity.
    With new TH11 Super Troops and Newly Overpowered attacks this trap keeps you from total anialation, especially from super troops. Only able to move a certain amount of troops in a duration period I believe it would balance out its negatives.

    And with new Super Troops will someday come Super Traps.
    BUT:
    I am unhappy to check your profile and I see a big amount of shutdowns on other threads. If if you are worried about the tank issue then a reasonable request for capacity change can be requested. If that is a reasonable idea I can change that now.
    Not sure what you mean by shutdowns but if you mean raising objections to things I believe would harm the game or are overpowered, then yes, I express those “shutdowns”

    As to changing the troops space, you did change them but let’s play that out. 28 troop space is 5 loons, 5 giants, 4 bowlers, 2 wiTches, 4 miners, you get the idea. imagine going to war with 28 troop space less than you do today as that is what your suggestion equates to since those troops will be instantly transported to a kill zone and die pretty much immediately. Those troops are not there to distract any longer leaving the heroes and other troops to take damage. I might like your idea if the troop space was 10 or less since that impact is minimal. Your main premise for wanting this is because you believe super troops are overpowered. I havent seen enough of them used or used well and have not seen the defensive meta change yet to determine that they are indeed overpowered. until that happens it is premature to create a counter to it.
    Last edited by Tosti111; April 8th, 2020 at 11:41 PM.
    OP Defense: Any defense the poster doesn’t like or know how to work around, nullifies their attack or denies them their rightful three star.

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    Quote Originally Posted by Tosti111 View Post
    Not sure what you mean by shutdowns but if you mean raising objections to things I believe would harm the game or are overpowered, then yes, I express those “shutdowns”

    As to changing the troops space, you did change them but let’s play that out. 28 troop space is 5 loons, 5 giants, 4 bowlers, 2 wiTches, 4 miners, you get the idea. imagine going to war with 28 troop space less than you do today as that is what your suggestion equates to since those troops will be instantly transported to a kill zone and die pretty much immediately. Those troops are not there to distract any longer leaving the heroes and other troops to take damage. I might like your idea if the troop space was 10 or less since that impact is minimal. Your main premise for wanting this is because you believe super troops are overpowered. I havent seen enough of them used or used well and have not seen the defensive meta change yet to determine that they are indeed overpowered. until that happens it is premature to create a counter to it.
    I have witnessed enough attacks with super troops to know how devastating it can get. Some 3 starring by only using super troops and heroes. I know how much it equals out but is it that much less when it comes down to a destructive force. I have a town hall 11 in my clan that does massive amounts of damage to any Town Hall he faces. Even 12's and 13's.

    By the time you reach town hall 13 you have plenty of army space and plenty of CC troops to account with that. I am going to lower it one more time. And you decide if it is a reasonable range. But since you can only have a single pair of these crevices to complete the trap there cannot be 3 portals 4 portals 5 or so on because more than 1 of this trap is a true overpowered weapon.

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    Quote Originally Posted by Tosti111 View Post
    Not sure what you mean by shutdowns but if you mean raising objections to things I believe would harm the game or are overpowered, then yes, I express those “shutdowns”

    As to changing the troops space, you did change them but let’s play that out. 28 troop space is 5 loons, 5 giants, 4 bowlers, 2 wiTches, 4 miners, you get the idea. imagine going to war with 28 troop space less than you do today as that is what your suggestion equates to since those troops will be instantly transported to a kill zone and die pretty much immediately. Those troops are not there to distract any longer leaving the heroes and other troops to take damage. I might like your idea if the troop space was 10 or less since that impact is minimal. Your main premise for wanting this is because you believe super troops are overpowered. I havent seen enough of them used or used well and have not seen the defensive meta change yet to determine that they are indeed overpowered. until that happens it is premature to create a counter to it.
    And this is a trap constructed at town hall 12 so it is not supposed to be super nice. Now the max level accounts only at town hall 13 for 20 troop spaces and not 28.

    That is 5 wizards, 1 yeti, 10 wall breakers, 4 giants, 3 bowlers, 3 miners, 1 dragon, 1 ice golem, 4 loons.

    This trap still has to be able to do harm to the attack. Ultimately you want me to lower it to basically a spring traps level. I am only lowering it to where a dragon can fit now. If that is acceptable? When in an air attack 1 dragon is sent out. Or miners 3 out of say 24, or 4 loons out of 22. I do not find that too devastating or bad. Is this reasonable when at a town hall 13 level?
    Last edited by FalconBubbles; April 8th, 2020 at 11:57 PM.

  10. #10
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    Quote Originally Posted by FalconBubbles View Post
    And this is a trap constructed at town hall 12 so it is not supposed to be super nice. Now the max level accounts only at town hall 13 for 20 troop spaces and not 28.

    That is 5 wizards, 1 yeti, 10 wall breakers, 4 giants, 3 bowlers, 3 miners, 1 dragon, 1 ice golem, 4 loons.

    This trap still has to be able to do harm to the attack. Ultimately you want me to lower it to basically a spring traps level. I am only lowering it to where a dragon can fit now. If that is acceptable? When in an air attack 1 dragon is sent out. Or miners 3 out of say 24, or 4 loons out of 22. I do not find that too devastating or bad. Is this reasonable?
    But just like the skeleton trap it can either be air or be ground, not both

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