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Thread: Hog Rider AI change

  1. #1
    Senior Member halfbreed's Avatar
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    Hog Rider AI change

    I don't think the change I'm suggesting here is necessary, I just think it would make for some new strategies for defending hog riders which would be fun. It would also force hog users to consider how they attack a little more.

    Anyway, early on, many people complained about hog riders being overpowered. Supercell's response was to nerf them via their stats and cost. I suppose the balance is fairly even at this point, as their costs have increased so much that raiding with mass hogs doesn't happen as often (as far as I can tell as a TH8 in Gold III).

    Still, increasing costs as a way to nerf the hogs was kind of a lame way to force them to be used less. Also, it doesn't deter people from using them when they really want to level a base like in Clan Wars. On top of that, I think strategy with hogs leaves a little to be desired. Yes, an anti-hog design needs to be attacked with some strategy, but if a base isn't specifically anti-hog, it seems like it's pretty easy to just dump a bunch of hogs and level a base.

    THE CHANGE:
    So, instead of making hogs expensive, my idea is to reduce their cost a little, but change their AI. Hogs should still be able to jump walls, but change it so they prefer to not jump a wall if an opening to the compartment is nearby. This would be sort of like how Giants behave, where if they have to walk too far to the next open defense, they will attack a defense right next to them that's behind a wall. AI like this would allow for a little more strategy for placing traps beyond placing them always directly in-between two defenses.

    Additionally, have the Hogs pause for a split second before actually jumping the wall. This would slow them down slightly, giving walls a slight reason to exist, along with giving a little bit of a reason as to why they might prefer to head for an opening instead of jumping a wall.

    Thoughts?
    Last edited by halfbreed; May 22nd, 2014 at 07:12 PM.

  2. #2
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    I like that idea
    Then hogs wouldn't be that OP anymore when used with healing spells sometimes

  3. #3
    Centennial Club Cyrand's Avatar
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    Hogs are not OP anymore, you should of actually seen them before the nerf, you should be happy how they are now, try using them your self, or are you just mad because you get destroyed by them?
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    I already used hogs really often with healing spells and i always got 100 % (once i failed and got only 84%)
    And that AI change would't do much anyway (especially when there aren't any walls destroyed yet so the hogs just jump over them.)
    Last edited by Timolino456; May 22nd, 2014 at 08:09 PM.

  5. #5
    Senior Member halfbreed's Avatar
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    Quote Originally Posted by Cyrand View Post
    Hogs are not OP anymore, you should of actually seen them before the nerf, you should be happy how they are now, try using them your self, or are you just mad because you get destroyed by them?
    Are you responding to me? Or Timolino? Because I actually said they seem to be pretty balanced in terms of cost vs reward, but the AI change would make them more interesting to use/defend against.

    Quote Originally Posted by Timolino456 View Post
    And that AI change would't do much anyway (especially when there aren't any walls destroyed yet so the hogs just jump over them.)
    Where the AI change would make things different is not when compartments get blown open, but in base design. Funneling with walls could used to some degree if this was implemented.
    Last edited by halfbreed; May 22nd, 2014 at 08:14 PM.

  6. #6
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    hog riders should be nerfed against non defense structure.
    don't change the ai... instead make their normal damage a tenth of current damage but x10 against defense. that way no change for hogrider against defense structure, but it's almost impossible to 3star a base with a 90% hogrider army.

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    Quote Originally Posted by arzamond View Post
    hog riders should be nerfed against non defense structure.
    don't change the ai... instead make their normal damage a tenth of current damage but x10 against defense. that way no change for hogrider against defense structure, but it's almost impossible to 3star a base with a 90% hogrider army.
    I just have to say that this is an interesting view...

  8. #8
    Senior Member halfbreed's Avatar
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    Any other comments?

  9. #9
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    imho, if a strategy is just sending mass or zerg of a single unit, it is deemly overpowered.


    if there is one thing that could be changed , that would be the move speed. at least, they would need to use rage and healing spells or choose one but suffer the consequences.

    honestly, i am not a hogger but a ballonion one. on ballonion, we try to strategically swarm balloons and not spam them on single steps. unlike hogs, when the base is not a dedicated anti-hog, the chances of destroying it almost completely is very high.

    in any case, why would we have a dedicated anti-hog base ? we don't have a dedicated anti balloon or dedicated anti giant healer.

    just my 2 cents

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