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Thread: New trap - Iron Spikes

  1. #11
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    I kinda like this idea, but I think they should be unlocked at TH6, 8, and 10 as I don't think a TH3 would find much use for it, might unbalance the TH level.
    Clash Retired TH7, Level 62, 1300+ Trophies Royale Level 8, ??? Wins, 2000+ Trophies
    For my next invention, a hidden defense that pops out of the ground and starts shooting heavy iron balls at people. Do NOT call it a cannon! It's an iron ball launcher!
    Then can I retrain them into Archer towers.....? They just snooze all damn day....
    Not sure about all wallbreakers, they might die too quickly... I would add a few healers.

  2. #12
    Forum Veteran PokeManiac's Avatar
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    Post Updated

    Quote Originally Posted by Theking8133 View Post
    So it's like a bomb...

    Than never explodes and instead damages constantly...

    Yeah. THAT'S not OP.
    New balancing :
    • First Iron spike available at TH4.
    • DPS significantly decreased after comparison with the bomb.
    • Appearances of each level added.
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  3. #13
    Super Member pixlon's Avatar
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    If this trap has no splash damage- so only deals damage to one single troop- you should change the damage as it was before.

    Townhall 9 lvl 112 (Warning: Too lazy to update my profile)

  4. #14
    Forum Veteran PokeManiac's Avatar
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    Wink Ok

    Quote Originally Posted by pixlon View Post
    If this trap has no splash damage- so only deals damage to one single troop- you should change the damage as it was before.
    I have brought the splash damage to 1 tile ! Hope it serves fine !
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  5. #15
    Senior Member Heitor212's Avatar
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    Quote Originally Posted by PokeManiac View Post
    Most traps die immediately after doing their stuff except Tesla.

    Iron Spikes : A group of sharp tall spikes who are hidden from view of the attacker. On stepping it , the ground troop will get damage as long as it stands on it. They have no health and can hence cannot be destroyed and hence don't need to be rearmed.
    It will last the entire battle and won't be destroyed by anything.
    When triggered , the spikes thrust upwards into position , thus doing damage.

    Rearm cost : 1000 , 4000 , 7500 , 12000
    Size = 1 x 1 [ similar to spring traps ]
    Damage type : Splash Damage same as spring trap!!!!
    Damage / second : 8 , 10 , 13 , 17
    You get 1 at TH 4 , 6 , 8
    Cost to upgrade : 50,000 = 3,20,000 = 10,00,000 = 15,00,000 = 20,00,000


    Upgrade differences.
    Normally , the trap just looks like some holes in the ground.
    At Level 1 , it looks like 4 mini holes in the ground. The spikes are grey metallic.
    At Level 2, there are now 5 holes in the ground. The spikes are more longer and dark.
    At Level 3 , there are now 6 holes [ like that on a die] . Each spike has a red point , thus making it sharper.
    At level 4 , there are 7 spikes in a hexagonal and center shape. Each spike's lower part is golden while it's upper part is red.



    plz comment on my idea , hope ya like it
    "Hence don't need to be re-armed" *looks below and see there is re-arm cost*
    Besides that, the idea is good. I'd say it had to be re-armed, but it'd remain in battle until the battle ends. Doesn't seem OP to me.
    Last edited by Heitor212; October 7th, 2015 at 01:39 PM.
    Recently came back into the newer CoC, comparing to the one I used to play a lot back in 2015. They made nice changes, and the game sure is going the right way!
    About me, I should say, as always, trying to do my best!

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  6. #16
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    Could be a neat addition to the game but in my opinion there is no need for further traps atm.

  7. #17
    Forum Legend IcewolfBlizzard's Avatar
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    I really like the general idea, though this should be nerfed a bit as it is a bit OP.

  8. #18
    Centennial Club Fdy47's Avatar
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    I like the idea, and Maybe it could hace a favorito target, maybe high hp health troops, but I will prefer that the tramp kill 10 spaces troops (2 giants, 2 wizards and 2 archers or something like that)


    Level 145 | Th10 | Clan Leader | Hijos Rojos V | #8YJQ9RUL | BK: 26 | AQ: 25
    | 156 Legos | 110 Spikes |






  9. #19
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    do the spikes stay up or do they go up and down? do the troops run away from it or do they stay even though they get hurt?

  10. #20
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    Answers

    Quote Originally Posted by DaleDragon View Post
    do the spikes stay up or do they go up and down? do the troops run away from it or do they stay even though they get hurt?
    • Once triggered , they don't go down until battle ends. They need to be rearmed for next battle or won't work.
    • No the troops will stay on it even though they will get a constant damage. More time they stand at one place on the Spikes , more will their HP go.
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