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Thread: Defenses (a bit more variety and aesthetics)

  1. #1
    Centennial Club
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    Defenses (a bit more variety and aesthetics)

    As the title implies, I'm suggesting a few changes to the current defenses.
    Cannon - make it so that it damages units in a 1 tile radius at melee range (perhaps 30% of its total damage per attack as residual damage)

    This suggestion is simply to give the cannon a little more firepower against groups of giants, barbs, or hogs attacking it (note that the splash residual damage only affects unit in a 1 tile radius, at melee range, where the cannon is facing and firing. Ranged units will not be affected, unless of course they stood at melee range in the direction the cannon is firing.

    Archer Tower - just wanted these archers to shoot in either a straight path when targets are about 6 range, and in an arc when 7 range and longer

    Mortar - craters would be nice, instead of the same burnt ground effect giant bombs would give. The craters would force units to go around it to avoid the obstacle. This effect would only be temporary during battle.

    Wizard Tower - give the wiz tower a passive sub ability: Charge - the wizard atop gains heat and charges for a powerful AOE attack,
    dealing damage to a larger area (1.5 tile radius, +20% damage on the charged attack, will only activate after the wizard attacks 6
    consecutive times, meaning he's able to attack once every 1.3 seconds for 6 times)

    This may be a bit OP but it does give the wizard tower an exciting feature

    Air Defense - just a bigger rocket explosion would do

    Hidden Tesla - make the tesla change target reset the same as its attack rate of 0.6 seconds (normally, high level teslas reset when ohko their target, and the reset takes at least a second, defeating the purpose of its high dps)

    Thats about it.
    Co - Leader of ​#9VPU9J9V
    Level 135 TH10 at M3
    Status: Maxing TH10 walls and heroes

    "I love air attacks. It gives the player less reasons when he fails."

  2. #2
    Senior Member
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    Even a temporary crator from mortars would have a significant (negative) impact on the game, forcing troops to go in terrible unwanted directions. I think defenses already have the edge in most battles and this would only increase that. I'm a fully maxed level 8 (moving to 9) and I have significant difficulty attacking other equal levels (getting three stars consistently) or lower levels who have upgraded th's early and have the extra traps and defenses available.
    The Bloody Nine - New Clan combined from GannoCats & Rainbow Sailors due to the new OptIn/OptOut update

  3. #3
    Centennial Club
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    Maybe craters can be applied for aesthetic purposes then? Just a bit more visual. The knock back effect already forces troops to change targets and go to other directions so I think the crater would just support that.
    Co - Leader of ​#9VPU9J9V
    Level 135 TH10 at M3
    Status: Maxing TH10 walls and heroes

    "I love air attacks. It gives the player less reasons when he fails."

  4. #4
    Trainee
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    Maybe the crater is the troops go in the crater pulse that could mean cannons can only giants in a crater so that gives archers barbs wizards and other non flying troops a tiny advantage

  5. #5
    Centennial Club
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    The crater is merely a supporting idea for the knock back effect the mortar already has. Its merely aesthetics since the troops already go around once they're knock backed by the mortar shell (go around the point of impact that is)
    Co - Leader of ​#9VPU9J9V
    Level 135 TH10 at M3
    Status: Maxing TH10 walls and heroes

    "I love air attacks. It gives the player less reasons when he fails."

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