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Thread: New Production Building “Factory” with 4 New Troops

  1. #1
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    New Production Building “Factory” with 4 New Troops

    Rationale: The factory produces mechanical units which are primarily for support – they are not intended to be massed in attacks but to have a few in combination with existing troops to help in attacks. They add variety to troop mixes. Factory units use gold as training cost.
    Factory levels
    · 1 at TH7 – Unlocks Chariot
    · 2 at TH8 – Unlocks Ornithoptor
    · 3 at TH9 – Unlocks Catapult
    · 4 at TH10 – Unlocks Zeppelin

    Chariot
    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Range
    Town Hall Melee (Ground Only) 10 40 1s 1 tile

    Level Damage per Second Damage per Attack Hitpoints Training Cost (Gold) TH Level Required (Laboratory level based on TH)
    1 150 150 800 2500 N/A
    2 180 180 950 3000 7
    3 210 210 1100 3500 8
    4 240 240 1250 4200 8
    5 270 270 1400 5000 9

    Concept: A very fast unit with excellent stats. It provides a focussed way of taking down enemy TH – especially useful in clan wars. It can be used as a timed deploy when a clear path leading up to the TH is found, or if there are no such paths, it will be a dedicated wall breaker, focussing on opening a path towards the TH for other units to use. Also, upon clearing the TH (either a deeply placed TH, or an easily cleared outside TH in a farming base), the chariot will attack the closest targets, somewhat akin to a fast moving PEKKA (with even more efficient stats per housing space). It is unlocked at TH7 as this is a time when there are no strong ground units (filling in the space prior to PEKKA/golems) and 3 starring enemy bases are often difficult. The weaknesses of the chariot are: upgraded/multilayered walls, clan castle troops, traps (though the chariot is fast enough to pass over them before they spring).

    Ornithoptor
    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Range
    Air troops (3x damage), then Ground troops (1.5x damage). Ranged (Ground and Air) 3 24 2s 3.5 tile

    Level Damage per Second Damage per Attack Hitpoints Training Cost (Gold) TH Level Required (Laboratory level based on TH)
    1 20 40 120 1000 N/A
    2 25 50 140 1200 8
    3 30 60 160 1400 9
    4 35 70 180 1700 9
    5 40 80 200 2000 10

    Ability: Reveals enemy traps, bombs in a 4 tile radius.
    Concept: A trick-of-all-trades flying unit. On offence, it provides the longest ranged air unit and can be used to pick off stray buildings. While it is doing this, it can reveal traps and bombs and plan the way for a ground assault. It is a great bait for triggering flying skeleton traps and mines. It is also good for picking off enemy clan castle troops – performing well against air units and average against ground units. On defence, it is a strategic clan castle troop. It fills an important gap in anti-air defence where currently, the AA towers and their placement dictate the majority of the anti-air prowess. Ornithoptors in the clan castle add an element of surprise and variety especially against the new lava hound. The greatest drawback of the ornithoptor’s versatility is its very weak DPS on normal buildings per housing space.

    Catapult
    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Range
    Defences Ranged (Ground Only) 10 8 3s 4 tiles

    Level Damage per Second Damage per Attack Hitpoints Training Cost (Gold) TH Level Required (Laboratory level based on TH)
    1 150 450 150 7000 N/A
    2 190 570 200 8500 9
    3 230 690 250 10000 10

    Concept: A very slow siege unit with a respectable DPS against defences. Its main strength is its range and preference for defences, filling in a gap as there are no other units that can do the same. They do well against tightly pocketed walls as well as against defences lying next to buildings with high hitpoints that can distract units like wizards. Left unchecked, their DPS are comparable to wizards’. They rely on having meat-shields and cannot be amassed as an all-catapult assault. They are introduced at TH9 to provide options for ground/GOWIPE assaults that are common at this level. Their weakness lie in their speed and low health – they are very squishy without meat-shields, they get picked off when near the centre of enemy’s base by peripheral archer towers/cannons. Also, if the rest of the ground assault (e.g. wizards, PEKKAs) are pushing too fast, the catapults may not be able to catch up and be of use. Therefore, they involve a lot of strategy in deciding how many to bring, when and where to deploy.

    Zeppelin
    Preferred Target Attack Type Housing Space Movement Speed Attack Speed Range
    Town Hall, then Clan Castle, then DE storage, then Defences. Loaded archers and wizards can attack. Archers deal 100% damage. Wizards deal 50% damage. 12 16 Based on loaded units Based on loaded units.

    Level Damage per Second Damage per Attack Hitpoints Maximum loading space Training Cost (Gold) TH Level Required (Laboratory level based on TH)
    1 n/a n/a 1400 25 10000 N/A
    2 n/a n/a 1800 35 14000 10

    Ability: When first deployed, the Zeppelin is landed and ready for loading. During a loading time of 5 seconds, any ground units deployed within a 1.5 tile radius are loaded into the Zeppelin instead, until the maximum loading space has been reached. The Zeppelin can still be attacked during its loading time. Once loading time is up, the Zeppelin takes off and flies towards its preferred target. While flying, loaded archers and wizards can attack, melee units cannot. When either the Zeppelin is destroyed or it reaches its preferred target, all its loaded units will be unloaded at that location.
    Concept: This unit serves a number of strategic purposes. Apart from the healer, it is the only unit that encourages an air-ground co-operation (dragons/lava hounds/balloons/minions tend to be used in all-air assaults). It can be used as a ‘bunker’ to protect weaker units, be used as an anti-wall mechanism (third one after wallbreakers and the jump spell), be used as an offensive flying turret with archers and wizards (perhaps allowing players to 3-star TH10 bases which is currently very difficult), be used as a transport for melee units such as PEKKAs and giants into the middle of enemy’s base. It encourages strategic mixing of units such as with lava hounds and Valkyries (currently underused in COC). The Zeppelin fills in a need at TH10 where there are no new units when compared to TH9 and where offensive strategies are similar. This unit is complex enough to have a place at TH10 but not having to create a very strong, high housing space unit that may be expected at this level.

  2. #2
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    I don't like any of these. You do undersand a simple mass army of any of these troops that target a townhall will make me get 1 star with a jump spell
    Last edited by Drackos; March 26th, 2015 at 08:19 PM.

  3. #3
    Forum Superstar DaScavenger's Avatar
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    24 Chariots, with the help of 2 Jump Spells, 2 Freeze Spells, and a Rage Spell, could take down a Townhall in seconds.
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  4. #4
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    I like the thought that went into these. I have to agree with the others though, no unit should ever target the town hall as a favorite target. The zeppelin is iffy, because it won't shoot the TH, the archers/wizards will. But despite the low speed, 2-3 rage spells would get it to the TH in no time flat.

    Ornithopter: I like the concept. Damage is odd though. 3x to air, 1.5x to ground, so when does it ever do 1x damage? If it never does, then why not make the base damage 50% higher and just say 2x damage to air?

    Anyway, I like aspects of all 4 units, but not sure that any of them would work in their current form.

    Well, except maybe the catapult. Not saying I love it, but don't see any obvious flaws. Strong and long range, targets defenses, so potential for OP-ness. But, very slow and very low health, make it more like a ground-base balloon (also slow and high DPS and target defenes). Could be interesting. Supercell supposedly play tests new units, so if your suggested stats are OP, I'm sure that they would be tweaked accordingly before something like this were released.
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  5. #5
    Forum Elder Jomarx3me's Avatar
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    Dark Barracks isn't event filled yet
    Last edited by Jomarx3me; March 26th, 2015 at 10:28 PM.
    maxed out TH9, minus the heroes
    kinda quit, Lurker mode: on

  6. #6
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    I really liked how much thought went into these. However I agree with the others and I have seen most of these units before but not together.

  7. #7
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    Great feedback guys!

    Quote Originally Posted by Xitra View Post
    I like the thought that went into these. I have to agree with the others though, no unit should ever target the town hall as a favorite target. The zeppelin is iffy, because it won't shoot the TH, the archers/wizards will. But despite the low speed, 2-3 rage spells would get it to the TH in no time flat.

    Ornithopter: I like the concept. Damage is odd though. 3x to air, 1.5x to ground, so when does it ever do 1x damage? If it never does, then why not make the base damage 50% higher and just say 2x damage to air?

    Anyway, I like aspects of all 4 units, but not sure that any of them would work in their current form.

    Well, except maybe the catapult. Not saying I love it, but don't see any obvious flaws. Strong and long range, targets defenses, so potential for OP-ness. But, very slow and very low health, make it more like a ground-base balloon (also slow and high DPS and target defenes). Could be interesting. Supercell supposedly play tests new units, so if your suggested stats are OP, I'm sure that they would be tweaked accordingly before something like this were released.
    Ornithoptor: It should be 3x to air troops, 1.5 to ground troops. 1x is basically to buildings.

    You guys are right about the chariot with jump spells and how it disrupts the gameplay mechanics. Would need to be reworked.

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