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Thread: A Message To Lava Hound Complainers:

  1. #41
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    I think a big problem is ground troop AI. Many are choosing lavaloonian attacks because it is easier to predict the outcome. Ground troops you just have no idea where they are going to go, (you can aim them in the general direction most of the time) Supercell has even stated that those troops have a bit of a randomness factor into their coding, which is why you are wondering sometimes as to why your heroes can make the worst possible decisions at times. Its because its random. They stated that they don't want the same attacks to always have the same outcome and thats why they added the randomness factor.

    This is reason I prefer lavaloonian (before hounds were even released and I love the addition), because you don't have to deal with the stupid troop AI because I know they are going to target the nearest defense every time and can predict their paths. With ground troops that target anything you have no idea what they are going to do next, you can drop everything perfectly, but it doesn't change the fact that their randomness motions will sometimes cause them to circle the base.

    Who wants to flip a coin every time they attack and hope their troops choose to do the right thing? I think the big problem isn't lavaloonian, it is the ground troops AI (especially heroes and wall breakers) at the moment preventing attackers from actually fully planning an attack.

  2. #42
    Junior Member Glaxo's Avatar
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    Quote Originally Posted by Is0prene View Post
    I think a big problem is ground troop AI. Many are choosing lavaloonian attacks because it is easier to predict the outcome. Ground troops you just have no idea where they are going to go, (you can aim them in the general direction most of the time) Supercell has even stated that those troops have a bit of a randomness factor into their coding, which is why you are wondering sometimes as to why your heroes can make the worst possible decisions at times. Its because its random. They stated that they don't want the same attacks to always have the same outcome and thats why they added the randomness factor.

    This is reason I prefer lavaloonian (before hounds were even released and I love the addition), because you don't have to deal with the stupid troop AI because I know they are going to target the nearest defense every time and can predict their paths. With ground troops that target anything you have no idea what they are going to do next, you can drop everything perfectly, but it doesn't change the fact that their randomness motions will sometimes cause them to circle the base.

    Who wants to flip a coin every time they attack and hope their troops choose to do the right thing? I think the big problem isn't lavaloonian, it is the ground troops AI (especially heroes and wall breakers) at the moment preventing attackers from actually fully planning an attack.
    I agree with this so much and everyone should know....some ground troops are op..it's just they don't really show it because they do random things... The lava just goes where it supposed to rather then running around town #agreed
    #thankyou 😜😝

  3. #43
    Senior Member TheWompyOverlord's Avatar
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    Quote Originally Posted by TheGreatLach View Post
    Can lavaloon 3 star a maxed out townhall 10? Yes.
    Does it require skill, planning, and precise execution along with a bit of luck as to how the heroes interact with the cc? Yes!
    Quote Originally Posted by W4RD3N View Post
    Going by this guys reasoning skills...I'm guessing he ♥♥♥♥♥♥ in his own cheerios and blamed SC.

  4. #44
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    Quote Originally Posted by Is0prene View Post
    I think a big problem is ground troop AI. Many are choosing lavaloonian attacks because it is easier to predict the outcome. Ground troops you just have no idea where they are going to go, (you can aim them in the general direction most of the time) Supercell has even stated that those troops have a bit of a randomness factor into their coding, which is why you are wondering sometimes as to why your heroes can make the worst possible decisions at times. Its because its random. They stated that they don't want the same attacks to always have the same outcome and thats why they added the randomness factor.

    This is reason I prefer lavaloonian (before hounds were even released and I love the addition), because you don't have to deal with the stupid troop AI because I know they are going to target the nearest defense every time and can predict their paths. With ground troops that target anything you have no idea what they are going to do next, you can drop everything perfectly, but it doesn't change the fact that their randomness motions will sometimes cause them to circle the base.

    Who wants to flip a coin every time they attack and hope their troops choose to do the right thing? I think the big problem isn't lavaloonian, it is the ground troops AI (especially heroes and wall breakers) at the moment preventing attackers from actually fully planning an attack.
    Very good point to add to the conversation. Even though I feel even loons defensive targeting can be iffy (Suspiciously circling around multi infernos and upward xbows) they are still the most predictable troop depsite the randomiser. This makes them a more reliable strat than ground for sure. I have softened my stance on lava hounds being OP for a few reasons and this adds to it some.
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  5. #45
    Forum Elder Yoyobuae's Avatar
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    So the obvious solution is to make loons and hounds AI as random as ground troop's AI.
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    Quote Originally Posted by TooBizar4u View Post
    Only troop you need is the goblin. The rest are just luxury troops.

  6. #46
    Junior Member Glaxo's Avatar
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    Quote Originally Posted by Yoyobuae View Post
    So the obvious solution is to make loons and hounds AI as random as ground troop's AI.
    Not really but if they did that then we'll see the outcome of it and then people will still complain 😈😈😈😈😎

  7. #47
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    Quote Originally Posted by Yoyobuae View Post
    So the obvious solution is to make loons and hounds AI as random as ground troop's AI.
    It is "as random", but with loons and hounds having favorite targets, there are restrictions. They can't force a loon to target the harmless CC instead of an Xbow because that would break a clearly defined targeting rule. Also, a rule is that they target the NEAREST defense. Now this is where they have the wiggle room. "Nearest" can be defined many ways and this is likely not to go in your favor more often than not BUT its not nearly as consequential becasue of rule number one. It still has to target a defence. I see no way they can be as random as ground troops unless they changed their target to "any" and thats out of the question. I prefer it that way. We get screwed enough as it is.
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  8. #48
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    Quote Originally Posted by Gulyas1 View Post
    They are not OP they are just easier to use than a golem based attack which is why they are starting to boom as a highly used troop, and iv never seen an OP troop since the hogs got there super buff and where flattening anything they touched, with no skill involved.
    Golem based attacks are easier

  9. #49
    Pro Member Ideaman's Avatar
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    Quote Originally Posted by Yoyobuae View Post
    So the obvious solution is to make loons and hounds AI as random as ground troop's AI.
    That would be funny…loons going across the base to target a cannon…
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  10. #50
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    Another whining thread

    Get some skills kiddos.

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