Great work as always Ping.
As for the funneling, I am still not convince that it works/helps. What i normally do is deploy wallbreakers to the nearest building behind wall. I essentially treat it like a closed compartment.
Great work as always Ping.
As for the funneling, I am still not convince that it works/helps. What i normally do is deploy wallbreakers to the nearest building behind wall. I essentially treat it like a closed compartment.
Haha Hannibal's design derived from yours, so I'm sure your rating would be quite high as well.
The effectiveness of funnels are very subjective, and works differently based on building/deployment placements. There are scenarios where funnels can't be approached as partially enclosed compartments, such as the one in the replay below.
Funneling also has a few other usages, which take advantage of the differences in troop AIs.
Popular Video: Pingfao's Tesla Theme Park - A Town Hall 8 Base Design
Threads: TH7, TH8, TH9 Designs, Tesla Theme Park, Top Base Designs, Anti-WB Mechanics
I'm personally conflicted about using wall tiles for funneling also. I see a few potential bonuses:
1. Given that wallbreakers are deployed after giants, the giants pathfind before the wall is broken, and generally keep the benefit of the path you've established even after your funneling effect has been destroyed. Folks who play around with funneling have likely noticed this, but the threshold for changing a path once it has been established seems significantly higher than the threshold to pick a path to begin with. So even if it's only limited to giants (or whatever troops are used as the pre-wb decoy), generally you'll still get the benefit for those troops launched first.
2. It intimidates attackers. People like to attack designs they understand. They don't like to attack designs they don't understand as the only thing worse than losing is losing in an embarassing way that says, "I made a fool out of you." Sometimes you can play mind games with attackers before attacks are launched.
3. Often you can shield certain portions of walls or certain wallbreaker paths forcing wbs to break the tiles you want and forcing them to target additional compartmens before they tunnel deeper.
To their detriment, almost any funneling effect can be broken by chosing a spawn point with a path length above the minumum, although it's often hard to break short flanges if they're made near the map edge. It's (in my opinion) debatable if the wall tiles are really better spent in funneling or with floating buttress "flange" effects (e: as compared with using the tiles to finish the boxes and forcing another wall break). But in this god-forsaken wilderness we call base design these days, it's one of the few ways to add some interest to our efforts.
Last edited by Hannibal; May 20th, 2013 at 08:45 PM.
With apologies, I don't give out my Gamecenter ID or respond to PM solicitations to do base design critiques.
I completely agree with your points. Though I feel that the intimidation factor is lessen when dealing with seasoned attackers. This also goes perfectly to what you mentioned in your first point too. To a more seasoned attacker, the funneling design will indeed stop the initial decoy troops. As to Ping's replay, it does indeed showcase how funneling works. However, the troop deployment more specifically deploying all giants at once is not an ideal attacking strategy IMO.
With any design, there are tradeoffs. The more funneling is built into the design the less segmentation and staggered junction you have and vice versa. I am not saying that funneling is bad, I just haven't seen enough replays to totally convince myself of it's effectiveness.
I mean, X-Bow L4 - seriously?! I just managed to scrape barely enough gold to complete all my splashes, and start on ONE L11 AT & L2 X-Bow.
And don't even get me started on walls...
/stressed !(=.=)!
Heh, speaking of which,
I have just been blessed with an unusually large amount of time in my hands
& will be very free over the next few weeks.
My Kiddy Pool seems to have stabilised,
so I can probably bring del out for a spin & (maybe) stop by DTP for a a day or two.
(I also need to visit Stocking Girl as well the good folks of Bonbee is a Cat.)
- Your Numma Wan Fan -
I like the discussion on funneling, thanks Hannibal and aznwarmonkey for the discussion
I'm personally tried out the funneling effect on my pokeball base as well, and here was a defense replay yesterday
Here is a pic of my current base that I'm running, with protection for elixir, and funneled cannons compartment, 2 AD design.
In my case, funneling actually provides me with more walls to play around with haha..
I used that additional walls to create more segmentations and compartments in my corner segments, which turns out to be pretty good.
Hannibal's base has a very close fundamental structure with yours, apart from the funneling and some building placement, I would say its very high up there in terms of rating as well.
But as said, funneling is a debatable topic, and works for certain base.
But in ping's case, his base was built around the premise of funnelling, which is better than bases like mine, which tries to incorporate funneling, instead of having funneling as one of the core features.
Maggi~ why get stress on a game~ Chill![]()
----------------------
This lil' Jun feels lonely..![]()
Last edited by Junliang; May 21st, 2013 at 05:12 AM.
@Hannibal, agreed. The 3rd point is especially true in your case. I really like the way your using your funnels to "push" the WBs away from the T-Junctions between your WT's and AT's.
@aznmonkey, as Jun has mentioned, funneling actually gives you a few extra walls to reinforce your inner junctions/segmentation. You basically take out a few walls from the outer compartments to "open" them up into funnels. These outer compartments are often the first ones to be broken into. By "opening" them up at strategic locations, you essentially predetermine the attack paths for enemy troops. I agree that seasoned farmers will figure out ways to avoid their troops funneling too much, so will they figure out ways to break into segmentation. At your level, I'm sure it's unlikely that you lose large amounts of resources. Why don't you play around with funneling, and get some replays of your own to better judge the mechanic. No harm in experimenting.
@Maggie, stress..? C'mon now! Come by DTP and party with us for a few days to blow off some steam. Hopefully we can cure your stress?![]()
Popular Video: Pingfao's Tesla Theme Park - A Town Hall 8 Base Design
Threads: TH7, TH8, TH9 Designs, Tesla Theme Park, Top Base Designs, Anti-WB Mechanics
My dearest laling PinGfao,
What you have suggested me do,
is a crime punishable by exile & death in Farming4... /shivers
I'll come over, maybe this Friday or the next
& I'll send you my World Tour Itinerary.
Come to my Kiddy Pool in Farming4Farrming.
You'll never be lonely.
I am Queen there - or at least, I'd like to think that I am -
and the Evil Witch is never around, unless it's to kick people.
Hey... wait a minute...
*pokes Jun*
...shouldn't you already be in TH9 by now...
Love,
Pingfao's Numma Wan Pingfan
(who was apparently an "old TH8" @ L86 *pokes Junliang again* <--- j/k)
I hope you don't mind but I made the executive decision to promote your current/future top 10 base vids on our website!!
www.misfitsofwar.com
We have been getting a lot of hit since it's launch so i'm hoping this will be able to generate more subs for you as well as help some of our lower level people looking for base designs to sample!
Thanks again for doing this for the community!!
~C.
IGN: Childish! (Retired Clasher - 10/2013)
Youtube Channel: LINK HERE
Clan Elder: Misfits of War (www.MisfitsofWar.com)| Recruitment Thread |
|TH9 Trophy | TH9 Farming(Testing)|
| TH8 Hybrid v2.0 | TH8 Farming