If you read through the 1000 pages at the general sub forum, Supercell reasoning was that the initial wall breaker made no "sense", as it was being attrached to spikes in the first place.
Regarding the complaints, its hard for people to make a change, or accept a change.
If its comfortable for them, who wants to change ?
But guess what, even supercell came up with an official "FAQ" for the new wall breaker, which means that 90% the new wall breaker AI is here to stay.
Haha, I think your situation now is similar to the one hannibal posted below.
What is the maximum distance for tunneling path such that it is deemed "too far" for a wall breaker to tunnel, such that it will either A) Find the closest wall and suicide, or B) Blast its way through to get to that "enclosed building's compartment
Either way, good try
Short Strip can be awesome at "directing" wall breakers to spring traps
Grid design wise, i think the best is to have some grids protruding out, some protruding in, and make sure there are NO T junction, and taking into account the increased splash radius of the wall breaker, such that blast of a single junction doesnt open up 2 compartments
Yes
Oh, welcome to the forum
Yeah, think its something got to do with "What is the maximum distance for tunneling path such that it is deemed "too far" for a wall breaker to tunnel, such that it will either A) Find the closest wall and suicide, or B) Blast its way through to get to that "enclosed building's compartment"
Actually a game can be very simple, but there are always people like myself that over complicate things, hahaha
Gives my brain a nice work out..
Agreed, a hole into cannon 2 from the outside is useless for your situation haha.
WB AI 3.0.. maybe 3 months later ya, give it some time haha.







