View Poll Results: Good Idea?

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  • Yes.

    1 6.67%
  • Yes, but using gold not DE

    4 26.67%
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Thread: Tall Walls (I need a better name.)

  1. #1
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    Tall Walls (I need a better name.)

    Like the name suggests, these are literally tall walls. There wouldn't be too many of them, as they can be quite op if they are in groups, and they would preferably be bought and upgraded with DE, as these aren't normal walls we're talking about - they are walls on which DE has been spilled, so they have grown to massive sizes. All costs and hitpoints and numbers are subject to change, depending on what you think.

    Level 1 - Unlocked at TH8, 36 walls available (enough to surround one 3x3 building and one 4x4 building)
    Ability - Ranged troops (archers and wizards) cannot shoot over them.
    Hitpoints : 2000
    Cost: 100 DE

    Level 2 - Unlocked at TH8
    Ability - Ranged troops (archers and wizards) cannot shoot over them and hog riders cannot jump over them.
    Hitpoints : 2500
    Cost: 500 DE

    Level 3 - Unlocked at TH9, 16 extra walls available (enough to surround two 3x3 buildings and one 4x4 building)
    Ability - Ranged troops (archers and wizards) cannot shoot over them and flying troops cannot fly over them. and hog riders cannot jump over them.
    Hitpoints : 3000
    Cost: 1,500 DE

    Level 4 - Unlocked at TH9
    Ability - Ranged troops (archers and wizards) cannot shoot over them and flying troops cannot fly over them, and hog riders cannot jump over them.
    Hitpoints : 3500
    Cost: 4,500 DE

    Level 5 - Unlocked at TH10, 32 extra walls available (enough to surround four 3x3 buildings and one 4x4 building)
    Ability - Ranged troops (archers and wizards) cannot shoot over them, flying troops cannot fly over them and spells are blocked in the exclusion zone of the wall (the white line where troops cannot be placed), and hog riders cannot jump over them.
    Hitpoints : 4250
    Cost: 7,500 DE

    Level 6 - Unlocked at TH10
    Ability - Ranged troops (archers and wizards) cannot shoot over them, flying troops cannot fly over them and spells are blocked in the exclusion zone of the wall (the white line where troops cannot be placed), and hog riders cannot jump over them.
    Hitpoints : 5000
    Cost: 15,000 DE

    Let me know what you think, and if any of the numbers should be altered.
    Last edited by awesomeshreyo; July 30th, 2014 at 11:00 AM. Reason: added hog riders

  2. #2
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    I had an idea like this, but it would cost gold like normal walls, you would have just enough to protect things like your strongest defenses, town hall, altars, and TH. They would be stronger, have less upgrades, and cost more. Of the bat, they would protect from ranged attacks, flying units, and hog riders. And all in all, an awesome idea!

  3. #3
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    This is kind of in the sticky already - You've just added more detail to it: http://forum.supercell.net/showthrea...rum-guidelines


    Defensive Structure Related:
    *Ability to camouflage/purchase camouflage – (make AT appear as a barracks until within range)
    *Ability to load current x-bow with elixir or dark elixir for extra bonus of some sort
    *Stack def structures – ATs over walls, Teslas on top of barracks (truly hidden), etc.
    *Upgrade to 2-story walls that hog riders/jump spell can’t penetrate (maybe limit #)
    *Display both X-bow range circles at once for planning – different color on inactive one
    *Modify clan castle – toggle defend/not defend (like heroes)
    *Auto request CC troops in clan if you win a defense (shield didn’t activate, still attackable)
    Last edited by Cscones; July 29th, 2014 at 06:08 PM.

  4. #4
    He who has not yet claimed his title dahimi's Avatar
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    I'm not a huge fan of this idea. Ranged and flying troops are already balanced for the advantages they receive. They either do less damage, cost more, take longer to build, have less hp, or are much slower than melee troops. There are also specific very high dps defenses that counter air troops.

    These walls would erode that advantage while leaving the troops with all of their current disadvantages.

  5. #5
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    Quote Originally Posted by dahimi View Post
    I'm not a huge fan of this idea. Ranged and flying troops are already balanced for the advantages they receive. They either do less damage, cost more, take longer to build, have less hp, or are much slower than melee troops. There are also specific very high dps defenses that counter air troops.

    These walls would erode that advantage while leaving the troops with all of their current disadvantages.
    Maybe I'll reduce the hitpoints, which will make it a lot fairer. Maybe 1000hp for lvl1? That's 7 seconds for a lvl1 dragon to destroy one wall.

  6. #6
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    Quote Originally Posted by awesomeshreyo View Post
    Maybe I'll reduce the hitpoints, which will make it a lot fairer. Maybe 1000hp for lvl1? That's 7 seconds for a lvl1 dragon to destroy one wall.
    So stick them around an air turret and no air can do anything to kill it. You can double layer the air turret too.

    Air turret takes about 5-10 seconds to kill one dragon.

    IMO like the previous post, this would kill any type of air assault.

  7. #7
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    I like it, specially if it could stop hogs/jump spell, but truthfully, I need another wall to upgrade like I need a hole in my head!

  8. #8
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    In my opinion this will just further separate those who pay to win from those who play to win.

    Not keen on it overall, flying units already have enough trouble as it is if you decide to upgrade your air defence and place them well with your traps.

  9. #9
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    Can hog riders go above them?
    Last edited by Alfesicob; July 30th, 2014 at 09:41 AM.

  10. #10
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    Quote Originally Posted by Alfesicob View Post
    Can hog riders go above them?
    They can go above Lvl1 walls, but not Lvl2+.

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