Page 68 of 108 FirstFirst ... 1858666768697078 ... LastLast
Results 671 to 680 of 1074

  Click here to go to the first staff post in this thread.   Thread: Update News: New Wall Breaker AI (LEAVE FEEDBACK HERE)

  1. #671
    Forum Superstar Junliang's Avatar
    Join Date
    Jan 2013
    Location
    Country: Singapore Clan: Oldies
    Posts
    3,622
    Here is an interesting anti-wb design.
    Here is my views on how the wall breaker will react if they are placed directly ON the position of the town hall( for easier referencing)



    Assuming same deployment point.
    Assuming that the tesla is already active due to nearby troops.
    Important note that the town hall is bias towards the left side.
    1)they will target the edge of the left compartment that the tesla is in as it is the closest due to that additional "edge" poking out.
    2) then they will target the compartment that the wizard tower is in. But not at the T junction
    3) after the tesla and wiz twr compartment is blast open, it will then aim at the T junction that encloses the active archer tower
    4) after that it might target the cannon's compartment due to it being relative closer than 2nd layer
    5) at this point, the wb will definitely target the 2nd layer of wall after the tesla, wiz twr, archer tower, cannon's compartment are gone.

    BUTTT, that will be the case, assuming you attack this base head on.

    IF you attack from the top left tesla corner, it will blast the start of the tesla compartment, then blast the T junction of the wizard tower, after which it will proceed into the 2nd layer

    Quote Originally Posted by nonameclan View Post
    Nice advice. I wonder whether how we should deal with 3 layers. I raid and Wbs break the second one just fine but then on the third layer, all WB just go let and right to bomb the 1st and 2nd layer which already have holes. Didnt make a scratch on the 3rd one at all.
    Need.. Picture.. Cant.. Visialise.. :P
    Last edited by Junliang; March 12th, 2013 at 09:30 PM.

  2. #672
    Forum Elder TimTheEnchanter's Avatar
    Join Date
    Feb 2013
    Posts
    2,026
    They won't target the tesla until it is activated in my limited experience thus far
    IGN: Tim || TH: LVL10 || Trophy Range: 1900 - 2100
    Try my troop calculator, barracks distributor, and available loot calculator: Clashing Tools

  3. #673
    Fresh Spawn
    Join Date
    Nov 2012
    Posts
    4
    don't like the new AI. It's really unintuitive at the moment now.. maybe i'll just have get used to it, but so far I don't really like it

  4. #674
    Forum Superstar Junliang's Avatar
    Join Date
    Jan 2013
    Location
    Country: Singapore Clan: Oldies
    Posts
    3,622
    Quote Originally Posted by TimTheEnchanter View Post
    They won't target the tesla until it is activated in my limited experience thus far
    Thats true. Forgot to state the assumption that the tesla is active.

    Most of the time, its my barb and giant who reach the first layer of walls before i even attempt to deply any wall breakers. I.e, by the time the barb/giant reaches the forst layer, the tesla is already activated

  5. #675
    Trainee blazinkilla's Avatar
    Join Date
    Jan 2013
    Posts
    15

    Thoughts on spikes

    After watching replays, I have come to find out that having a spike at the "T" junction on outside walls actually prevents WBs from initally targeting the junction first. Causing them to target the wall next to the junction, which only allows them to enter one segment, then proceeding to target the junction to open up another.

    Spikes may no longer eat up as many WBs as they used to, but they can still prevent minimal use of WBs to get to the core. Attackers would have to use 1-2 WBs to get into one segment vs using 1-2 WBs to get into two segments by targeting a junction.

    This observation was based on L4 WBs vs L6 and L7 walls.

    Just saying spikes aren't completely useless, but may not be worth using anymore.

  6. #676
    Forum Veteran UnitySharp's Avatar
    Join Date
    Jan 2013
    Posts
    1,525
    If you do not like the new WB AI, then just attack from the corners, they are much more predictable from the corners (fewer T sections to interfere with)

    Quote Originally Posted by Ties View Post
    don't like the new AI. It's really unintuitive at the moment now.. maybe i'll just have get used to it, but so far I don't really like it
    Old Unity member returning to check out Clash Royale

  7. #677
    Junior Member
    Join Date
    Feb 2013
    Posts
    72
    2 spaces for THAT? Definetly not worth it. I used to have 10 wb with me all the time, now i will just stick to other tactics. So, they attack intersections instead of walls. And?

    Why wbs need AI at all?
    Leave it to the players tbh:
    - if u deploy them by simply tapping, they will run wherever their "AI" tells them (intersections, currently)
    - if u swipe the finger when deploying they will run in the direction of swipe(and blow whatever they find)

  8. #678
    Super Member Hannibal's Avatar
    Join Date
    Dec 2012
    Posts
    959
    Quote Originally Posted by blazinkilla View Post
    After watching replays, I have come to find out that having a spike at the "T" junction on outside walls actually prevents WBs from initally targeting the junction first. Causing them to target the wall next to the junction, which only allows them to enter one segment, then proceeding to target the junction to open up another.

    Spikes may no longer eat up as many WBs as they used to, but they can still prevent minimal use of WBs to get to the core. Attackers would have to use 1-2 WBs to get into one segment vs using 1-2 WBs to get into two segments by targeting a junction.

    This observation was based on L4 WBs vs L6 and L7 walls.

    Just saying spikes aren't completely useless, but may not be worth using anymore.
    Not sure I understand completely, but even assuming one tile spikes still draw at T-junctions, I'd expect the increased splash to still open the junction.

    e: But I've set up some one tile spikes at T junctions to see if I can replicate anything interesting.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  9. #679
    Super Member Hannibal's Avatar
    Join Date
    Dec 2012
    Posts
    959
    Also, this is really interesting if it holds up:

    http://forum.supercell.net/showthrea...-work%21%21%21
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  10. #680
    Trainee
    Join Date
    Jan 2013
    Posts
    18
    Haha, I love the irony of reverse spiking becoming the new fade in the game! Can't wait to see some videos of the new wallbreakers in action.

    Quote Originally Posted by Hannibal View Post
    Also, this is really interesting if it holds up:

    http://forum.supercell.net/showthrea...-work%21%21%21

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •