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Thread: [Trion] TH7 Farming Base

  1. #51
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    Quote Originally Posted by HexxenHammer View Post
    Hey Dokugan, I recently switched back over to Trion while my town hall is being upgraded to TH8. I am currently sitting on a maxed th7, and your design is holding up very well so far. I hope to post defensive logs in the near future if possible.

    I also need to eat some crow for being skeptical regarding spring trap placement in the original optimus thread. Giant AI sends them right into it, works like a charm.
    Haha alright I myself was also skeptical of the trap placement myself. Nice to see it working for you

    Quote Originally Posted by mungoflago View Post
    Hey big guy -- Was attacked by 162 level 5 archers and 3 level 3 dragons + a lvl 2 cc drag and lost approximately half my resources. After seeing how they did this (cleared one side) I decided to alter the base a tiny tiny bit to better protect my ad's. Here are a couple of screenshots of the attack and what and why I altered the base.

    Start of the attack:



    They cleared the entire southeast side:



    They then launched a ton of archers to hit the ad:



    They then launched dragons:



    One heal spell got them to half of my de as well:




    This is what I did differently....I took the funnels you have by the teslas, realized that they're more for symmetry instead of funneling and decided to add an additional layer in front of the ads -- at least prolonging the archers from reaching them as in the aforementioned attack.

    Check it out, let me know what you think. I highlighted the differences with red circles.

    New base:

    Thanks for the review Mungo! I'll add this replay and the variant into the OP if you don't mind

    I like the Air Defense modification, very nice. Almost ingenious. Definitely adding this into the OP. Really, I appreciate the feedback as I always do and thanks for taking the time to reply

    Quote Originally Posted by epicadam View Post
    Great base, but just got 200k gold, 200k elixir, and 500 de from someone using this (all from storages)
    The base's performance really fluctuates between each user. Things such as: Are you a TH8? Did the user modify it in a way that it tampers with the design mechanics? Was the loot from the collectors? Was the user a newly upgraded TH7? etc.

    Quote Originally Posted by geekclash View Post
    Is this base designed to give away a two star? I'm really low (1100) and I almost always get two starred.
    Like Hexxen said, its a farming base. Its primary focus is to prevent attackers from reaching both primary storages.
    Retired

  2. #52
    Junior Member Lescant's Avatar
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    This looks really legit. I'll add it to the list of bases to try. Thanks for sharing man.

  3. #53
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    Quote Originally Posted by Lescant View Post
    This looks really legit. I'll add it to the list of bases to try. Thanks for sharing man.
    No problem! Hope it serves you well!
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  4. #54
    Centennial Club HexxenHammer's Avatar
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    Defensive Logs:

    Clan Castle Troops:20 archers, level 4 or 5
    Barbarian King: Level 5, On Duty
    Primary Resource: Gold



    A Valiant attempt followed by an epic fail. Giants go for northeast cannon in front of primary resource [gold] and are then pulled toward hidden tesla in northeast corner. They then run into double spring trap, effectively foiling this raid. Wizards ran into Giant Bomb BTW.



    Zapped east mortar, then attacked from east with GBarch. Giants fell into double spring trap again, Barch combo claimed a little more than half the available loot, as other defenses were distracted by remaining Giants.



    A squandered revenge attempt. Brought all archers and failed miserably. After zapping eastern mortar, to boot.




    Top Log: Barch combo on steroids was very effective. BK tanked a lot of the damage while basic infantry looted storages.

    Second Log: An actual attack from a fellow TH7-er. He got one elixir storage [secondary resource, southeast corner] but not much else. Giants have a hard time with this layout it seems.

  5. #55
    Centennial Club HexxenHammer's Avatar
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    Additional Observations:

    A majority of the time I am attacked by TH8 offenses, usually with a significant number of Giants leading the raid. I just came down from crystal league, so I am still getting hit by some brutal revenge raids, and I had to take a few on the chin, as there isn't a whole lot even a maxed TH7 can do against a well-crafted revenge raid. One time I got Balloonian-ed for 100% by a TH8, but that is a very extreme scenario, as the attacker didn't profit on elixir much at all.

    This base design has the ability to stifle Giant-led attacks, provided they are sucked into the spring traps. If they attack the cannon in front of primary resource, the AI will pull them towards the revealed tesla and eventuially the spring traps. The traps are most effective when troops are deployed from the northeast or southwest corners [near the primary resource, in other words]. I was a bit judgmental regarding the spring trap placement originally, but having given it a fair shake, it really does have merit. Even though the attacker might know it's a trap, the Giant AI doesn't know to avoid it, so that's all that matters.

    However, I noticed that I lost the most resources when attacked from the northwest or southeast corners. Archers and goblins were able to access primary storages from the backside without running into Giant bombs. Giants are more likely to succeed when invading from these angles due to lack of spring traps. Of course, the attacker is merely guessing here, as there are multiple empty compartments around the base where traps MIGHT be hiding.

    Curiously, most raids came from the east [perhaps due to town hall placement?] whichis technically the stronger side the way the mortars are distributed.

    I wonder how supercells' latest update, i.e. paying for walls with elixir might affect the popularity of this type of base. Gold was always by and large the primary resource, but will users now strive for more "equal" protection in a pokéball-type set up?

    Of course, the user can change storages and traps at his/her own discretion, such as mixing it up with one elixir and one gold being guarded. And it may be wise to mix up the traps a little if the enemy keeps guessing correctly and invading from the weaker corners. But overall the Trion is going to be unique enough that it will catch attackers off-guard and keep them guessing, making it hard to pull off a traditional, straight-forward attack. As you can see, it often holds up well even against TH8 raids.
    Last edited by HexxenHammer; September 29th, 2014 at 12:35 PM.

  6. #56
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    Quote Originally Posted by HexxenHammer View Post
    Defensive Logs:

    Clan Castle Troops:20 archers, level 4 or 5
    Barbarian King: Level 5, On Duty
    Primary Resource: Gold



    A Valiant attempt followed by an epic fail. Giants go for northeast cannon in front of primary resource [gold] and are then pulled toward hidden tesla in northeast corner. They then run into double spring trap, effectively foiling this raid. Wizards ran into Giant Bomb BTW.



    Zapped east mortar, then attacked from east with GBarch. Giants fell into double spring trap again, Barch combo claimed a little more than half the available loot, as other defenses were distracted by remaining Giants.



    A squandered revenge attempt. Brought all archers and failed miserably. After zapping eastern mortar, to boot.




    Top Log: Barch combo on steroids was very effective. BK tanked a lot of the damage while basic infantry looted storages.

    Second Log: An actual attack from a fellow TH7-er. He got one elixir storage [secondary resource, southeast corner] but not much else. Giants have a hard time with this layout it seems.
    Yet again, Hexxen, you have not failed in bringing back detailed logs and giving feedback Will add into the OP (of course I'm crediting you!)
    Quote Originally Posted by HexxenHammer View Post
    Additional Observations:

    A majority of the time I am attacked by TH8 offenses, usually with a significant number of Giants leading the raid. I just came down from crystal league, so I am still getting hit by some brutal revenge raids, and I had to take a few on the chin, as there isn't a whole lot even a maxed TH7 can do against a well-crafted revenge raid. One time I got Balloonian-ed for 100% by a TH8, but that is a very extreme scenario, as the attacker didn't profit on elixir much at all.

    This base design has the ability to stifle Giant-led attacks, provided they are sucked into the spring traps. If they attack the cannon in front of primary resource, the AI will pull them towards the revealed tesla and eventuially the spring traps. The traps are most effective when troops are deployed from the northeast or southwest corners [near the primary resource, in other words]. I was a bit judgmental regarding the spring trap placement originally, but having given it a fair shake, it really does have merit. Even though the attacker might know it's a trap, the Giant AI doesn't know to avoid it, so that's all that matters.

    However, I noticed that I lost the most resources when attacked from the northwest or southeast corners. Archers and goblins were able to access primary storages from the backside without running into Giant bombs. Giants are more likely to succeed when invading from these angles due to lack of spring traps. Of course, the attacker is merely guessing here, as there are multiple empty compartments around the base where traps MIGHT be hiding.

    Curiously, most raids came from the east [perhaps due to town hall placement?] whichis technically the stronger side the way the mortars are distributed.

    I wonder how supercells' latest update, i.e. paying for walls with elixir might affect the popularity of this type of base. Gold was always by and large the primary resource, but will users now strive for more "equal" protection in a pokéball-type set up?

    Of course, the user can change storages and traps at his/her own discretion, such as mixing it up with one elixir and one gold being guarded. And it may be wise to mix up the traps a little if the enemy keeps guessing correctly and invading from the weaker corners. But overall the Trion is going to be unique enough that it will catch attackers off-guard and keep them guessing, making it hard to pull off a traditional, straight-forward attack. As you can see, it often holds up well even against TH8 raids.
    I agree with the Giant-based armies as while creating the base I have carefully analysed the AI deployment, especially Giants. About the northwest/southeast corners I have not found a possible solution to this, though I have placed the bombs in that position as a counter-measure against archers who reach the AT compartment before the Giants. The knockback will give the mortar enough time to destroy any archer swarms though I have found that the WT is not in range of taking out ranged troops attacking from that compartment. This is all assuming that Giants do not trigger the bombs before the archers.

    After the latest update personally it would not change much into the design- at TH7, I reckon it would be impossible to find a base with equal protection of all 5 storages. The lack of walls and defenses available makes this almost impossible. Note that Trion actually does give all five storages decent protection- the only problem is that I have given more priority to Gold over the other. The wall update will not change much- only now gold and elixir can be dumped into walls and that elixir won't overflow at the end of TH7.

    TH placement is usually always the 'lure' or the starting point for nearly all raids, if not that it will be the DE side due they higher amount of potential loot they may gain (1 gold, 1 elixir and 1 DE) and essentially the mortars blind spot. This, though, was purely coincidental and I did not plan for this to happen but I hope it will continue to influence other attackers of Trion for the users' sake.

    Overall, I have been really impressed with your dedication and detailed write-up, Hexxen. You have analysed, observed and practically dissected Trion and revealed the intentions behind it- some on purpose, some not. I hope you can continue to post more logs and I would love to have you test any future (hopefully TH8) designs.

    Thanks once again.
    Retired

  7. #57
    Senior Member Infinity323's Avatar
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    The clan castle looks a bit lurable. Everything else looks nice.


    Infinity323 - 10 | Senpai - 9| FiFi - 7
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  8. #58
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    Quote Originally Posted by Infinity323 View Post
    The clan castle looks a bit lurable. Everything else looks nice.
    Uh... It's as centralized as it can be... If you mean the DE protection modification that's up to the user's choice (some don't care about having an unlurable CC for various reasons).
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  9. #59
    Senior Member Infinity323's Avatar
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    I see what you mean, but I judge on my preference, to clear things up. I apologize if that's a problem.
    But there's no way to help making the cc unlurable without ruining the wall staggering.


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  10. #60
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    Quote Originally Posted by Infinity323 View Post
    I see what you mean, but I judge on my preference, to clear things up. I apologize if that's a problem.
    But there's no way to help making the cc unlurable without ruining the wall staggering.
    Well, yeah its your preference. The CC is as centralized as it can be- well, you can be it unlurable I guess by using force-spawn. Truly unlurable cc (viable against giants, hogs, etc.) are only at TH9/10. The Roundhouse is a good example that it also works at TH8 too.
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