Results 1 to 2 of 2

Thread: Clan Castle Defence Troops: Orders and upgrades

  1. #1
    Trainee Burnsy1212's Avatar
    Join Date
    Mar 2014
    Location
    Wisconsin, USA
    Posts
    28

    Clan Castle Defence Troops: Orders and upgrades

    It seems as castle troops are almost useless on defence. All someone has to do is lure and kill. But if we gave orders, like if troops cross a certain line that all troops should move back to the castle to defend the buildings around that. This would encourage people to place the castle near the middle of the base, where it is hard to lure in the first place.

    Now, the actual luring part can be fixed by the troop move out line be coustomizeable by percent, area or amount of troops. You can (as I have already stated) place a line where your troops do not cross at any cost.

    We could also be able to upgrade the troops put into the castle for every upgrade. Like at CC 2 you can maximize the speed, strength, health by a percent. The upgrades could cost gold/elixer with corresponding prices to percentage.

    I hope this can make up for my absence and we can continue to play, Clash on everyone!

  2. #2
    Millennial Club choczombie's Avatar
    Join Date
    Jan 2014
    Posts
    1,085
    Quote Originally Posted by Burnsy1212 View Post
    It seems as castle troops are almost useless on defence. All someone has to do is lure and kill. But if we gave orders, like if troops cross a certain line that all troops should move back to the castle to defend the buildings around that. This would encourage people to place the castle near the middle of the base, where it is hard to lure in the first place.

    Now, the actual luring part can be fixed by the troop move out line be coustomizeable by percent, area or amount of troops. You can (as I have already stated) place a line where your troops do not cross at any cost.

    We could also be able to upgrade the troops put into the castle for every upgrade. Like at CC 2 you can maximize the speed, strength, health by a percent. The upgrades could cost gold/elixer with corresponding prices to percentage.

    I hope this can make up for my absence and we can continue to play, Clash on everyone!
    CC troops are interesting as they are - potential for massive damage relative to other defensive towers with very limited health to back it up. They have to be lured for many strategies to be successful - most loon based raids and hogs for example - or planned for others (eg lightning/other strats). Making luring difficult is something the defender has a lot of control over - although more so at later stages with bigger layouts. Sometimes they can backfire on a defender when they suck attacking troops into the core. If you made them so that they didn't leave a certain area, they would most likely be overpowered, they would always be waiting for the hogs to turn up, or always ready to inflict massive damage on the frontline tank before the backup arrived. Even with heroes being unlurable, they had to take a chunk of health out and stick that in the ability to maintain balance. I'm just not convinced that the proposal could be done in a way that's balanced.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •