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  Click here to go to the first staff post in this thread.   Thread: Q&A: Wall Breaker AI and how it works

  1. #61
    Forum Superstar Junliang's Avatar
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    Quote Originally Posted by ericxd View Post
    The new WB AI is to pretty much clear out all the buildings in the first row behind the walls before using another wallbreaker or it'll keep breaking the first layer of walls.

    Here's a thought Supercell, f the new Q&A and change the WB AI to the original.

    Let's be real, all you doing right now is make looting harder. Majority doesn't like the idea so change it back so don't give us 'Chief this, Chief that' ♥♥ on fb. Honestly read user's feedback and cater to it, aren't we the ones making you guys money. What is your reason to changing something that isn't broken. My theory is that you make loots harder so people will actually find buying gold and elixir with GEMS acceptable again, if so greedier by the update.

    Change it back or release an official statement of why the wallbreaker needed to be change, why change what isn't broken. Please, I'm all ears.
    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.

    Quote Originally Posted by RagEho View Post
    Hi Trout,
    I respectfully disagree - Based on Marika's comment below

    1. The nearest building/turret trapped is cannon2
    2. The shortest distance is THROUGH 'pppppp' to get to 'ccccccc'

    Of course, that is my opinion. WB AI clearly thought useless kamikaze was much better idea.

    Hi Junliang

    Kindly see my comments to Trout as they apply here as well. They explain why I think 'pppppp' should have been blasted... and then 'ccccccc'. There is a turret behind 'cccccccc'.
    Although, I think circling all the way around to get to 'ccccccc' would be epic, but probably not plausible...

    hmmm - However... You might be onto something regarding old WB AI - once I think about it some more...
    I will coincide you are probably right.
    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

    Quote Originally Posted by Hannibal View Post
    Yeah it's interesting. There must be a length at which the AI decides that a funnel plan represents too long a path. Or something along the lines of: if it can't find a path to a boxed building within "X" squares it blows a hole to get there. I think we've all seen the videos of wallbreakers running around long projections to get at bases, but it must only work within a relatively short optimal path length, say under 15 squares or something. A friend who ran the "floating maze" plan I was playing with last night says that wallbreakers definitely blew a hole in the corner when he was attacked.

    So...

    Egg Crate Designs: Dead
    Funnel/Maze Designs: Dead
    Strip/Spike Designs: Dead
    Grid Designs: We have a winner!
    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

    Quote Originally Posted by MINTFLEX View Post
    grid designs as in each building has a box around it? segmented, bulkheads etc?
    Yes

    Quote Originally Posted by Trout View Post
    I just started playing CoC a week ago, and only joined the boards today, but I must say I'm impressed with the level of discourse so far. I mean, sure there are always trolls, but it's nice not having to swim through an ocean of drivel to find the quality. I'm certainly glad I came here yesterday to find out when maintenance would be over. I had no idea such a change was in the offing.

    I stand corrected that they should've gone through P to get to C, if we go on what Marika described, but the fact they didn't just further demonstrates what Jin's been saying about a max distance the WBs will use in their calculations. I suspect had you deployed WBs at 12 o'clock, they'd have blown up the box around Cannon2.
    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..

    Quote Originally Posted by OjesYobe View Post
    Probably true, but a hole into Cannon2 from the outside does little good when your troops are deployed on the inside of the base...

    WB AI 3.0 should really try to take the positions of already deployed troops into account when pathing
    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.

  2. #62
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    Wow. That was very well thought out. My understanding of Wall Breakers is simple as: deploy next to wall you don't likke. Proceed to watch WBs succeed or fail. Repeat as needed.
    Last edited by LikkeABoss; March 13th, 2013 at 08:01 PM.

  3. #63
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    We should bring back the old ones and call the new a1's cluster busters

  4. #64
    Super Member Hannibal's Avatar
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    I'd love to have a unit with the old AI. Combining with this one would make a pretty strong combination, but that could be solved with numbers tweaks.
    With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.

  5. #65
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    hannibal

    Is it okay if i stalk you for ideas on base build like your grid system atmo, as its hard to do so atmo as you have dropped clan ?
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    Quote Originally Posted by Hannibal View Post
    I'd love to have a unit with the old AI. Combining with this one would make a pretty strong combination, but that could be solved with numbers tweaks.

  6. #66
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    Did the maze design work Hannibal?

  7. #67
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    Quote Originally Posted by Junliang View Post
    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.

    You are definitely a minority if you can agree with Supercell's decision. Supercell's initial reasoning is because the original WB made no sense. Lol what a joke. Very good reasoning, as if dancing wizards on the tower not defending properly and archers and barbs attacking useless walls made more sense. Ok there.

    All in all, Supercell, your reason will be more valid if you just say we made looting harder and revived the existence of gemming for gold and elixir. "Made no sense" yeah ok there buddy, because there are other crucial features in the game that made no sense as well yet you leave it but decide to change wallbreakers AI...a huge blow for farmers. Deceitful Supercell.

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    By the way, the new wallbreakers' AI is actually as dumb as archers hitting useless walls. Don't you think if the AI was improved, WB would break the first layer and move on to the second layer because 'THERE'S AN OPENING TO GET CLOSER TO THE CORE'...not break first layer and keep breaking first layer until all buildings behind the first layer is cleared before moving onto the second layer. Improved AI...I don't think so.
    Last edited by ericxd; March 13th, 2013 at 09:02 PM.

  9. #69
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    worst update ever.

  10. #70
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    Thumbs Up Simple

    As much as you guys are complaining you fail to notice that nothing has really changed, they still perform the SAME function. They blow up walls, and they do nothing else, that is working as intended. If in the process we can now avoid hitting objects in the way it is a huge improvement. They seem to have improved much since the update and are now a much better addition to the troop deployment. This game was never designed with the intent to control your units after they have been deployed they will act on their own accord and thus do as they want, all you are there for is to give them the nudge they need and point em in the right direction.

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