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Thread: New Troop: CANNONEER!

  1. #251
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    I love this idea. A bit like wizard but it has plenty of potentials

  2. #252
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    Quote Originally Posted by lamalogi View Post
    I love this idea. A bit like wizard but it has plenty of potentials
    How is it like the wizard?

  3. #253
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    Quote Originally Posted by Antdroid View Post
    How is it like the wizard?
    It has low health and high attack

  4. #254
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by lamalogi View Post
    I love this idea. A bit like wizard but it has plenty of potentials

    Glad you like the idea. Let me know if you have any questions later on.

  5. #255
    Pro Member Jackdopp's Avatar
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    This idea is still awesome! It's the new VM/Knight!

    Quote Originally Posted by Morshu View Post
    Rope, Lamp oil, Bombs? You want it? It's yours, my friend, as long as you have enough rubies
    Sorry I can't give credit! Come back when your a little MMMM activer!

  6. #256
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by Jackdopp View Post
    This idea is still awesome! It's the new VM/Knight!
    Glad you still like the idea.

  7. #257
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    Quote Originally Posted by Jackdopp View Post
    This idea is still awesome! It's the new VM/Knight!
    I wouldn't say that....

  8. #258
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by Antdroid View Post
    I wouldn't say that....
    I believe, what he meant by that, is that the Cannoneer has the same level of potential as the VM or Knight.

  9. #259
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    changes

    Quote Originally Posted by jaronhudson15 View Post
    Hello everyone and welcome to my first troop idea/concept. For this thread I'll explain with as much information as I can. This thread will cover strategies it could enable, statistics, and more.
    I'd like to give Antdroid some credit for helping me, he formed the basis of this idea, and we both worked to get it to where it is now.


    If you do not like this idea, please tell me why with as much detail as possible. I am willing to make changes to the troop if something does not appeal to you.

    Please read all information available on the thread before making comments, be sure not to miss anything; TH11 is to be released soon, I am expected to make changes if necessary.



    Table of Contents:

    •Description

    •Summary

    •Attacking Strategies

    •Army Compositions

    •Defensive Strategies

    •Statistics

    •Troop Level Info

    •Frequently asked Questions and Answers

    •Bonus/Trivia

    •What's New section




    Description:
    The Cannoneer's power and range make him a devastating force on the battlefield. One shot from his cannon causes defenses to deal less damage, making it easier for the rest of your army!


    Summary
    :

    •The Cannoneer fires at a defense to damage it, and cause the defense to deal less damage. As long as the Cannoneer is still firing at the defense, he will continue to have the defense weakened.

    •When the unit is killed, the cannon will explode and deal splash damage to enemy troops or structures nearby.

    •Regular Bombs and Giant Bombs will both deal 2x more damage to the Cannoneer.

    •The Cannoneer cannot attack air units.

    •The Damage Decrease time is 3 seconds for each level.

    •The blast radius of the explosion, when the Cannoneer dies, is 2 tiles.

    Level 2 upgrade available for TH10, Levels 3 and 4 available for TH11.



    Attacking Strategies:


    •Place the Cannoneer behind other offensive and/or tank units at the start of an attack to assure protection from defenses. The Cannoneer will be able to shoot at defensive structures from a range, and cause those defenses to deal less damage as long as it stays on target.

    •The Cannoneer has enough Hitpoints to tolerate sufficient Damage from defenses, but it is recommended to place them behind tank units, such as Golems or Giants at the start of an attack.

    •Place Wizards, Volcano Mages, Witches, Barbarians, Archers, and Giants (or Golems) first to destroy trash buildings. The Cannoneer will destroy defenses and make them deal less damage to help aid your troops in battle.

    •Using the Cannoneer with a Rage Spell will help destroy defenses quicker from a range.

    •Use a Haste or Rage Spell to quickly get the Cannoneer from place to place. The faster you get the Cannoneer to target defenses, the less danger your other troops will be in.

    •The New Eagle-like defense has a blind spot. It seems to be big enough for the Cannoneer to safely target it without being targeted, in return, from the defense. Try and get the Cannoneer inside the blind spot to decrease its Damage. This Defense is capable of destroying your main tank/offensive forces, but the Cannoneer can prevent such a catastrophic defense from doing so!


    Army Compositions:

    •CaGoWiWi- [Volcano Mages optional]-(Cannoneers,Golems,Wizards,Witches) Send Golems in first to tank for your units, the Wizards and Witches will clear trash buildings with the help of a couple Volcano Mages if you have them. The Cannoneer will target the nearest defense, weaken that defenses Damage output, and eventually destroy it; making it easier for the rest of your army.

    •CaBarch/CaBam/CaVoBarch/CaVoBam-Deploy Barbarians, Archers, and/or Minions to help destroy trash buildings with the help of Volcano Mages. The Cannoneers will target the defenses and weaken them to support the rest of your troops.

    •CaGiVoViz-(Cannoneer[s],Giants,Volcano Mages, Valkyries,Wizards) Send Giants to tank for all your units. The Wizards, Valkyries, and Volcano Mages will be the ones destroying most of the base while the Cannoneers support by destroying and weakening all the defenses. If you were to add a couple Healers for your Giants, you could either put 2 Healers as CC, or have them available in your camp and have the Cannoneer be a CC troop.

    •CaGiLaLoon-(Cannoneers,Giants,Lava Hounds,Balloons) Deploy Giants first to distract defenses, and deploy Cannoneers behind to destroy those defenses so your Balloons/Lava Hounds don't get distracted with them later on. The Cannoneer could be used in a Ground-Air hybrid attack.

    •CaGoWiTaur-(Cannoneer[s],Golems,Wizards,Minotaurs) Send Golems in first to tank, and send the Cannoneer behind to weaken the closest defense. The Wizards will destroy the nearest trash buildings and eventually fight their way into the base with the help of Minotaur; The Minotaur will pierce through the walls and easily open up and clear paths for all your troops.


    How to Defend from this troop: (Defensive Strategies)


    •Spread your defenses out. This unit is slow, and it could take it some time to reach its next target.

    •Place bombs outside of your base and try to get the Cannoneer to run into them. All bombs do 2x damage to the Cannoneer.

    •Cannoneers cannot attack air units, so having air units inside your Clan Castle could help defend against it.

    •Have more powerful and longer ranged defenses as a second or third wave of defense. As a Cannoneer is focused on a defense that's in front of another more powerful and longer ranged defense, such as the X-Bow or Archer Tower, the X-Bow and/or Archer Tower will be able to fire on the Cannoneer while it's distracted with a defense in front of it.


    •Set one or both of your Inferno Towers to Single target to destroy the Cannoneer quickly.

    •Set some of your X-Bows to ground for maximum range and protection, and keep them near the core of your base. The X-bows will be able to pick off the Cannoneer from afar.

    • For TH11, make sure the Cannoneer does not get inside the blind spot of your Eagle defense. The Blind spot is large, the Cannoneer will be able to decrease its Damage and HP. But, the Defense would be easily capable of destroying the Cannoneer with a single shot! The defense will target High-Housing space troops, meaning the Cannoneer is one of the defense's Primary targets.



    Statistics
    :

    •Favorite Target-Defenses

    •Attack Type-Area Splash 0.3 Tiles(Ground)

    •Housing Space-25

    •Training Time-45 Minutes

    •Movement Speed-12

    •Attack Speed-3 Seconds

    •Range-5 tiles

    •Blast Radius (Upon Death)-2 tiles



    Troop Level Info:


    Level 1: DPS-150. DPA-450

    •Damage Decrease-20%
    •Hitpoints-350
    •Damage Upon Death-72
    •Training Cost-425DE
    •Research Time-N/A
    •Research Cost- N/A


    Level 2: DPS-185. DPA-555

    •Damage Decrease-25%
    •Hitpoints-410
    •Damage Upon Death-82
    •Training Cost-510DE
    •Research Time-12 Days
    •Research Cost-75000 Dark Elixir

    Level 3: DPS-205. DPA-615

    •Damage Decrease-35%
    •Hitpoints-485
    •Damage Upon Death-105
    •Training Cost-575DE
    •Research Time-13 Days
    •Research Cost-85000 Dark Elixir

    Level 4: DPS-224. DPA-672

    •Damage Decrease-45%
    •Hitpoints-525
    •Damage Upon Death-120
    •Training Cost-650DE
    •Research Time-14 Days
    •Research Cost-95000 Dark Elixir


    Frequently asked Questions and Answers:


    •9 Cannoneers will be able to fit in completely maxed Army Camps. 10 in total if you add the one that will fit into a level 4, 5 or 6 Clan Castle.

    Training a full army of Cannoneers is not recommended. Even though they can deal a lot of damage and cause defenses to deal less damage, they lack sufficient HP to fight near the frontlines.

    The Cannoneer would make a great Clan Castle troop. With its wide range and damage, defending against tank troops is perfect. The Cannoneer will explode when killed, so this troop could kill mass amounts of units near it if they're in the blast radius.

    Is the Cannoneer's HP too low?- The troop wasn't designed to be more of a tank or main-offense unit. We thought having the Cannoneer with HP higher than what it is now would make the troop a bit too powerful, and that tanking the unit would be unnecessary. We wanted this unit to be powerful, but dependent on protection. The Cannoneer may be one of the most powerful troops in the game, but it is slow, and needs to be protected in order to be effective. We don't want players to throw this troop straight at defenses head on, but to have players decide how to tank this unit and destroy defenses effectively.

    The Explosion Upon Death feature will not decrease the Damage output of troops in the blast radius. The Cannoneer will have to fire on a troop in order to do so.

    Why does every bomb deal 2x more damage to the Cannoneer?- The Cannoneer's cannon uses gunpowder to fire off each shot. If something were to explode near more gunpowder, the explosion would only be greater.

    Since the Cannoneer fires every three seconds, and the DDP time is 3 seconds, won't the Cannoneer endlessly weaken a defense as long as it isn't killed?- Yes. The whole purpose of this troop is to support your units by means of weakening the defenses' DPS. As long as the Cannoneer stays alive, and continuously fires on a defense to weaken it's DPS, the defense will continue to be weakened until it is destroyed.

    Does the DDP stack if two or more Cannoneers are firing on a single defense?- No, the more Cannoneers there are on one defense, the more the DDP will be divided to equal the DDP of one Cannoneer. Ex: A level 4 Cannoneer has a 45% DDP, if there are two on a single defense, it would originally stack to 90%DDP. Since we don't want this to stack, it would be divided by the number of Cannoneers on the defense to what the DDP would originally be; 90% divided by 2= 45%; the max DDP of a Level 4 Cannoneer.
    The same rule will apply if more than two Cannoneers are present.


    Bonus/Trivia:

    •The Cannoneer will be the first ranged defense-targeting troop.

    •The Cannoneer will be the third troop to deal damage when killed.

    •The Cannoneer has the second largest range.

    •The Cannoneer will be the first major mechanical-based troop besides the Balloon.




    Thanks for reading.
    Like it? Here's how you can help!

    •Suggestions to balance out this troop more.
    •Strategy ideas.
    •Ideas to Defend against this troop.
    •Description ideas.
    •Questions about how this troop works.


    Supercell is a great company and always takes in to account people's ideas, so I believe if this thread gets enough support, the Cannoneer could end up in the game!


    Here's What's New:

    Anything that has been changed to the troop will be added here.

    *Research Costs added (August 4th)

    *Lowered Damage Decrease by 5% for all levels (August 4th)

    *Attack Speed Decreased from 4 to 3 seconds (August 8th)

    *Weak spot and Blast radius Decreased from 2.5 to 2 tiles(August 8th)

    *Damage Decrease time reduced from 4 to 3 seconds to fix complications(August 14th)

    *Attack type changed from Single Target to Area Splash so it can defend itself better from Clan Castle Troops. (August 22nd)


    *Housing space increased from 16 to 20. (August 22nd)

    *Health Points increased across all levels. (August 23th)

    *Housing Space increased from 20 to 25. (August 24th)

    *Range decreased from 6 to 5 tiles. (August 24th)

    *Decreased Hitpoints across all levels. (August 24th)

    *Minotaur idea added to the list of Army Compositions. (August 28th)

    *Increased Training Time from 25 minutes to 30 minutes. (August 26th)


    *Decreased DPS across all levels. (September 4th)

    *Added two more ways to defend against the Cannoneer. (October 3rd)

    *Increased Training Cost across all levels. (October 18th)

    *Removed the Cannoneer's inability to target troops within 2 tiles. The Cannoneer now has a full range of 5 tiles, and will no longer back up to kill troops. (October 25th)

    *Increased Training Time of the Cannoneer from 30 to 45 minutes. (October 25th)

    *Increased DPS and Damage Decrease Percentage across all levels due to TH11 update announcement. (October 31st)

    *Due to the new defense, there is another available attacking strategy[Not Composition] as well as a new way to help defend against the Cannoneer. (October 31st)

    20% dmg decrease is too much

  10. #260
    Forum Veteran jaronhudson15's Avatar
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    Quote Originally Posted by Pokemon1302 View Post
    20% dmg decrease is too much
    Well, think about it. What's a lvl 13 Cannon's max DPS? 98- take away 20% and we have 78DPS, which isn't too bad.

    I want this to be effective. It can only target one defense at a time, and it might even get stuck behind walls.

    Housing Space is higher, you may not want to take more than 3 unless you think you can pull it off.

    It won't last long without tank troops present, I'm not sure I want to decrease the DDP too much, it may not be that strong without it the way it is, let me know if you have any other opinions otherwise.
    Last edited by jaronhudson15; November 24th, 2015 at 12:53 PM.

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