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Thread: Minotaur - The Mightiest of Troops

  1. #111
    Senior Member Jahboy777's Avatar
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    Quote Originally Posted by jaronhudson15 View Post
    I suggest removing its 2 second charge up and recuperate time. Since this will be one of your main assault forces, I don't think it would be efficient for him to stand and charge up and take fire from defenses.

    When deployed, have him go to the nearest wall with defenses enclosed. Next he'll attack those defenses/other buildings. He can't be wasting time up front, because with 4-6 defenses on him, he'll go down in no time.

    I suggest increasing his speed. Barbarians are slow, having the 'charge' feature may not be relevant with a slow speed. Perhaps increasing it to 24(Archer/Valkyrie) speed would be more of an acceptable characteristic.

    As for the possibility of new troops and defense upgrades for TH11, Increasing the HP would be needed. I don't believe 1500HP is enough to compete with TH11 defenses anyhow; if you are to raise it to about a lvl 1 or 2 Golem, then it may stand a better chance. TH7 defenses wouldn't be able to take it down very easily since it would be able to be in a lvl 3 CC. TH8's would stand a better chance against something with the HP close to a Golem of the necessary level in which one would have when facing a TH8. This means you may need to bump the HS to 25. Think about how easily this troop will be able to open up passages at TH7.

    Anyway, still looking good.
    Quote Originally Posted by hauw View Post
    Minotaur is nice but that housing space is kinda inefficient. Without factoring the wall bonus damage, 20 housing space for 100 DPS 1.5k HP is kinda lowish if compared with 2 giants which is 10 housing space for 100 DPS and 1.9k HP.
    My intent was never to make this troop a front line kind of troop.
    Im afraid if I add too much HP this guy would replace Golems all together.
    I incorporated the 2 second charge up and 3 second recouperation time so that real tanks (golem/giants) would be able to get back in front and take cover fire for the Minotaur.
    With that being said, a new TH means stronger defenses and the Minotaurs HP was a bit low to begin with so I will be making some changes soon.

    Thanks for feedback guys!
    Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
    Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls

  2. #112
    Senior Member Jahboy777's Avatar
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    Quote Originally Posted by Jahboy777 View Post
    Recent Changes
    - Increased speed to Barbarian Jog
    - Training time increased from 15-20 min
    - Changed targeting to 6 tile radius for walls
    - Removed 2x big bomb damage
    - Added "Hype" and "Base Design" sections
    - Added W.B Chart for Reference
    - Increased HP
    - Decrease Charge up/Cool Down Time
    Dramatically increased HP to be slightly less than a level 1 PEKKA
    Also decreased charge up and cool down time
    Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
    Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls

  3. #113
    Forum Veteran jaronhudson15's Avatar
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    Defensive Strategies

    - Defenses should use simple maze configurations to spring trap Minotaurs and potentially ruin an entire attack strategy



    I couldn't help but notice a small flaw in the statistics here: The Minotaur is 20HS, the Spring trap can only spring up to 15HS.
    No sweat, but it looks like you're going to need a new defensive strategy to defend against the Minotaur. I'll let you know when I think of a few.

  4. #114
    Super Member Asmdus88's Avatar
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    Quote Originally Posted by jaronhudson15 View Post
    Defensive Strategies

    - Defenses should use simple maze configurations to spring trap Minotaurs and potentially ruin an entire attack strategy



    I couldn't help but notice a small flaw in the statistics here: The Minotaur is 20HS, the Spring trap can only spring up to 15HS.
    No sweat, but it looks like you're going to need a new defensive strategy to defend against the Minotaur. I'll let you know when I think of a few.
    Perhaps the minotaur could be the deciding troop that breaks the 15 space rule? I think it would work as the one exception, since no other ground troop has 20 housing space and the function of the spring trap serves as the best counter to the troop imo.

    Maybe it could affect him only while he is targeting a wall, but otherwise he wouldnt trigger one..... the logic behind it being that normally he's too heavy to be affected by the spring trap (when attacking building to building), but when he's charging at a wall it leaves him off balance enough for the trap to be activated and take him out. Just my suggestion.

  5. #115
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by Asmdus88 View Post
    Perhaps the minotaur could be the deciding troop that breaks the 15 space rule? I think it would work as the one exception, since no other ground troop has 20 housing space and the function of the spring trap serves as the best counter to the troop imo.

    Maybe it could affect him only while he is targeting a wall, but otherwise he wouldnt trigger one..... the logic behind it being that normally he's too heavy to be affected by the spring trap (when attacking building to building), but when he's charging at a wall it leaves him off balance enough for the trap to be activated and take him out. Just my suggestion.
    That actually isn't a bad idea.

    With this suggestion, people would probably need to look more closely at the potential trap locations and figure out where to place the Minotaur. I don't find it relevant for the Minotaur to travel through funnels though, if its job is to break walls, than it should not go through easy openings. It should simply break through as many walls as it can with defenses enclosed.

  6. #116
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    Great idea!

    I really like this idea and you could be onto something. I definitely think this could have a place in the game. Of course, it would probably need to be tweaked a lot and played with. But I like the idea and I like that you gave me the whole picture so that I could see its merit. #clashon

  7. #117
    Pro Member BasketballChmp's Avatar
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    I like it. Very well balanced troop.

    Sig by Prethish

    High Quality (TH 8.5)

  8. #118
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    Change of weapon

    First off, great idea. Makes it a great war troop, while not necessarily a good farming troop. Just about complicated enough to be fun, without being almost too technical within the current programming rules of the game.
    I saw people didn't like the idea of having another axe character in the game. I think a morningstar would be a better weapon of choice visually, especially as the slow attack speed would allow for the animation to show him spinning it. (I tried googling images for you, but to be honest, after the first 10 I stopped looking).
    All in all, well done!

  9. #119
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by Iotapaw View Post
    First off, great idea. Makes it a great war troop, while not necessarily a good farming troop. Just about complicated enough to be fun, without being almost too technical within the current programming rules of the game.
    I saw people didn't like the idea of having another axe character in the game. I think a morningstar would be a better weapon of choice visually, especially as the slow attack speed would allow for the animation to show him spinning it. (I tried googling images for you, but to be honest, after the first 10 I stopped looking).
    All in all, well done!

    Not too sure what a Morningstar is, but maybe we do need a new weapon. Perhaps a mace or something, but this a change of weapon isn't completely needed, only the purpose of the troop.
    Last edited by jaronhudson15; November 30th, 2015 at 11:13 PM.

  10. #120
    Forum Veteran jaronhudson15's Avatar
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    Oh never mind, a Morningstar IS a mace

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