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

  1. #571
    twister's Avatar
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    Quote Originally Posted by SolSource View Post
    Where was the tesla comment made? You have never been able to spawn on a tesla spot, alive or dead... And since when is a tesla a decoration? Please help...
    Marika was referring to the current ability to deploy over a destroyed hidden tesla if there is a deployable space underneath it.

    In other words, don't put a hidden tesla into a 3x3 free space. Once it's destroyed, they can deploy into that middle space. If the 2x2 space is covered by other building/wall buffers then you're safe.

    There were a few threads and comments in other threads in the past few months, this was the first I found:
    http://forum.supercell.net/showthrea...d+tesla+deploy

  2. #572
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    Okay, I understand now, thanks twister!

  3. #573
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    But can twister's statement be trusted though?

    Steve told us the hog rider was fake, but turns out, it's not.



  4. #574
    Senior Member SolSource's Avatar
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    Quote Originally Posted by TimTheEnchanter View Post
    Here is the comment from marika:


    proof you can spawn on a dead tesla:
    http://forum.supercell.net/showthrea...l=1#post217466

    edit: the images on my tesla post don't seem to be showing any longer so the "proof"is a bit less compelling
    Thank you for taking that time to help out.

    The one square thing has always been an issue when you remove a 3x3 building. If a tesla is placed over too far, you leave an opening of 1x1. With the tesla being a 2x2, it would be impossible to have a spawn hole. I have tested this thoroughly, through false gap base designs and deploying while attacking as well.

    As far as spawning on a destroyed tesla, I have never been able to get it to work when playing around with different things. (Usually waiting for a day or two for a builder to free up with maxed storages) Plus, if you are attacking solid, you wouldn't really need to deploy there anyway, as all buildings/most buildings should be destroyed on that path, correct?

  5. #575
    Senior Member SolSource's Avatar
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    Quote Originally Posted by twister View Post
    Marika was referring to the current ability to deploy over a destroyed hidden tesla if there is a deployable space underneath it.

    In other words, don't put a hidden tesla into a 3x3 free space. Once it's destroyed, they can deploy into that middle space. If the 2x2 space is covered by other building/wall buffers then you're safe.

    There were a few threads and comments in other threads in the past few months, this was the first I found:
    http://forum.supercell.net/showthrea...d+tesla+deploy
    Perfect! Thank you and I agree!

  6. #576
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    Quote Originally Posted by Sandalhat View Post
    But can twister's statement be trusted though?

    Steve told us the hog rider was fake, but turns out, it's not.


    If twister isn't to be trusted, then no one is. :eek:


    C'mon, though, Steve didn't do anything THAT bad, and I don't think he would go far enough over the line to really cause any harm.

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  7. #577
    Forum Elder TimTheEnchanter's Avatar
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    Quote Originally Posted by SolSource View Post
    Thank you for taking that time to help out.

    The one square thing has always been an issue when you remove a 3x3 building. If a tesla is placed over too far, you leave an opening of 1x1. With the tesla being a 2x2, it would be impossible to have a spawn hole. I have tested this thoroughly, through false gap base designs and deploying while attacking as well.

    As far as spawning on a destroyed tesla, I have never been able to get it to work when playing around with different things. (Usually waiting for a day or two for a builder to free up with maxed storages) Plus, if you are attacking solid, you wouldn't really need to deploy there anyway, as all buildings/most buildings should be destroyed on that path, correct?
    It's a gimmicky attack and has limited uses. It is at its best when someone left the tesla on a 3x3 in their core and you can deploy your reinforcements directly into their core.

    the other useful time was a well spiked base, but that is moot now.
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  8. #578
    Senior Member SolSource's Avatar
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    Quote Originally Posted by TimTheEnchanter View Post
    Here is the comment from marika:


    proof you can spawn on a dead tesla:
    http://forum.supercell.net/showthrea...l=1#post217466

    edit: the images on my tesla post don't seem to be showing any longer so the "proof"is a bit less compelling
    And yeah, I saw the proof, pretty silly to place in a 3x3, but I have seen weirder things from people's base designs.

  9. #579
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    Quote Originally Posted by SolSource View Post
    Thank you for taking that time to help out.

    The one square thing has always been an issue when you remove a 3x3 building. If a tesla is placed over too far, you leave an opening of 1x1. With the tesla being a 2x2, it would be impossible to have a spawn hole. I have tested this thoroughly, through false gap base designs and deploying while attacking as well.

    As far as spawning on a destroyed tesla, I have never been able to get it to work when playing around with different things. (Usually waiting for a day or two for a builder to free up with maxed storages) Plus, if you are attacking solid, you wouldn't really need to deploy there anyway, as all buildings/most buildings should be destroyed on that path, correct?

    If a base had long spikes and you would destroy the tesla behind the wall you could drop wallbreaker to go further into the middle..... this has been done and frankly I don't see a reson why it shouldn't be possible. However, it is now in line with the "dropping" zone still behing the same even though you destroyed all buildings in that area.

  10. #580
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    Quote Originally Posted by sicxs View Post
    Oh well, greedy supercell, it's time to fill up your bags again..
    This whole update is just meant to take out the money of coc victims. New Wallbreaker AI so that smart designed bases are getting useless, they will just pick the best way. So they force us to buy better walls, since i think that lvl 8 + walls are unable to farm.
    New units which will be definitly overpriced and more is comming, i love the concept of supercell (not).
    Anyway this won't affect me, because i will never pay a cent, just sad for CoC addicts.
    To all CoC victims its Pay-Time.
    They are. I currently have 32 level 9 wall, the rest level 8, all from farming.

    Also I was th8 at the time of the last update. It seems daunting to start with, but with a bit of effort (and a touch of addiction) level 9 walls are achievable.

    farming level 10 walls is a little daunting though.

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