View Poll Results: Would you like to see The Agent in the game?

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  • Yes, I'd love it!

    26 48.15%
  • Yes, but with changes (please state these in the comments)

    14 25.93%
  • No, it's a rubbish idea!

    14 25.93%
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Thread: New Dark Troop - The Agent!

  1. #21
    Senior Member Jahboy777's Avatar
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    Quote Originally Posted by Livvyboss View Post
    Thanks



    What don't you like about it heading for traps? The group of rats is always going to die after encountering 1 or 2 traps, and possibly even on the way to setting them off. A th9 has 26 traps. Assuming the rats set off an average of 1 trap per release, it would take 260 seconds to set the all off. The battle time is 3 minutes, or 180 seconds which means that even if the agent somehow survived the whole battle, there's no way they could set off all the traps by themselves.

    And with the rats having only 90HP, if the nearest trap is on the opposite side of the base chances are they will die on the way.

    Making the rats target defences completely changes the entire idea of the troop. Also, with a low dps, the rats would just get stuck on the first defence they go to, never destroy it so never getting the chance to set off traps.

    Thanks for the feedback though

    I don't like taking the surprise factor away from a trap. Just seems... un trap like?

    Since you suggest taking 3 of these guys in to battle (which I think most people would do), cut that time in 3 and you're looking at a little over a minute

    Not to mention most traps are doubled up making that time even less..

    At 90 HP (unless your defenses are maxed) it takes 2 shots from any single target to kill 1 rat. There's 20
    At 32 movement speed, a mortar will probably never hit these guys

    Get a golem close enough to distract a base and there's nothing stopping these guys from completely clearing out a base


    Edit: And yes, my suggestion would call for something else to destroy the defense before the rats can move on but I think that's a pretty good balance. Most traps are placed near defenses any way
    Last edited by Jahboy777; August 6th, 2015 at 12:58 PM.

  2. #22
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    A bit OP...............

  3. #23
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by Jahboy777 View Post
    I don't like taking the surprise factor away from a trap. Just seems... un trap like?

    Since you suggest taking 3 of these guys in to battle (which I think most people would do), cut that time in 3 and you're looking at a little over a minute

    Not to mention most traps are doubled up making that time even less..

    At 90 HP (unless your defenses are maxed) it takes 2 shots from any single target to kill 1 rat. There's 20
    At 32 movement speed, a mortar will probably never hit these guys

    Get a golem close enough to distract a base and there's nothing stopping these guys from completely clearing out a base


    Edit: And yes, my suggestion would call for something else to destroy the defense before the rats can move on but I think that's a pretty good balance. Most traps are placed near defenses any way
    Ok I will lower the movement speed to 26, lower the rat HP to 80 and lower the agent HP. The rats will also die after they hit a trap in most cases. The rats will have to run to opposite sides of the bases sometimes as well, which will get then targeted by defences.
    Quote Originally Posted by Antdroid View Post
    A bit OP...............
    See above, I've done more nurfing

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  4. #24
    Forum Veteran TheOneTheyCallSmasher's Avatar
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    Yes!! This is much better than when you VMed me, probably because of the amount of detail you have put into it! Nice title pic btw

    Making the troop deploy rats every x seconds is better than deploying rats when it is near a trap, so well done on that

    Stats are balanced, you have my seal of approval

    Credit to Sou for this sig!
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  5. #25
    Catherine Theking8133's Avatar
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    Quote Originally Posted by Livvyboss View Post

    THREAD STILL UNDER CONSTRUCTION

    Introduction
    Hello all, this is my first troop idea thread so any feedback, positive or negative, is appreciated. I’d also like to thank TheOneTheyCallSmasher and AnthonyVince for helping out with statistics. So let’s get started! Presenting you…
    THE AGENT!
    I know what you’re thinking. “Oh, it’s another one of those spy troops which shows you trap locations via the visit button…” But it isn’t! In this thread I will go into great detail about the troop, its statistics and attack and defence strategies that would now be introduced. WARNING- Long thread!

    Backstory
    Have you ever wondered where all the male villagers are? And why only the women are seen roaming around our bases? Recent exploration has discovered something truly mind-blowing. Lairs, spies, secret HQs, agents… don’t forget the rats! Spying on others, these mischievous males can ensure their defence and offence are up to scratch with the rest of the clash population… No wonder our bases are near to identical…

    The Basics
    The agent releases rats that head straight for traps, while dealing damage of its own to surrounding buildings.

    This dark elixir troop releases groups of rats every ten seconds. These rats head straight for the nearest trap in an attempt to set it off, however they may not always make it! Scurrying over walls and using parachutes to hit the air traps, these rats can do it all. The Agent also deals considerable damage to buildings, with no favourite target.
    NOTE: To avoid lag, a maximum of 20 rats are allowed to be present at a time. The agent will wait until he can release a full group of rats.
    NOTE 2: The rats stay at the location of the trap until it is set off and the damage has been dealt.

    Statistics

    Agent-General

    Favourite Target- None

    Damage Type- Single Target, not ranged, ground and air
    Targets-Ground
    Housing Space- 10

    Training Time- 6 minutes
    Movement Speed- 18
    Attack Speed- 2 seconds
    Unlocked-Dark barracks lvl 3, th7 (1,500,000 elixir, 5 days 12 hrs)

    Agent-Upgrades

    Level Damage Per Second Damage Per Attack Number of rats per 10 seconds Hitpoints Training Cost(DE) Research Cost (DE) Lab level required Research Time
    1 50 100 4 500 110 N/A N/A N/A
    2 60 120 4 600 130 30,000 5 8 days
    3 70 140 5 700 145 40,000 6 10 days
    4 85 170 5 850 160 60,000 7 12 days
    5 100 200 6 1000 175 80,000 8 14 days

    Rats
    HP-80
    Favourite Target- Traps (ground and air), PLEASE NOTE: This does not include teslas
    Damage- None
    Movement Speed- 26


    Attacking Strategies

    • You should always bring about three of these agents with you, in order to cover as much of the base as possible
    • Do not place the Agents all in the same place, as this means the rats will struggle to set off traps on the opposite side of the base
    • They should not be placed as a tanker troop, as they have fairly low HP
    • I would personally not recommend using Agents in a primarily air attack as ground only defences would take them out immediately
    • Virtually any ground attack would seriously benefit from Agents helping out


    Armies including The Agent

    HogAg– WAR - Deploy an Agent near possible double giant bomb locations to set them off before the hogs hit them

    GoWiPe/GoWiWi/GoWiVa/any other variant – WAR - Agents mixed in with your army will prevent your vulnerable wizards, witches and valkyries from dying due to traps

    Barch and similar strategies – FARM – Add a couple of Agents into this army to prevent large groups of your low HP barbarians and archers disappearing fromone giant bomb

    Defence Strategies
    There’s not really much to say here, other than keep your traps spread out to maximise the possibility that the rats will die on the way, and keep your most vital traps such as giant bombs centralised.

    In your Clan Castle
    This troop could work fairly well in your clan castle, with the rats distracting while the Agent attacks. Remember however that these rats are very well tamed so do no damage!

    Trivia

    • The rats are the fastest troop in the game
    • Rats are the only trap targeting troop
    • Rats are the only troop that can be both ground and air
    • You can fit 24 Agents into maxed out army camps, increasing to 27 if you include the 3 that can fit into a lvl 5 or 6 clan castle
    • A max agent will spawn 108 rats if it were to stay alive for the full 3 minute battle


    FAQ

    Here are some questions that might/have been asked:

    What do the rats do after all traps have been set off?
    The Agent will stop spawning rats but will carry on attacking as usual. Any surviving rats will “die”.

    Isn’t this basically a witch?
    No,witches do less damage, have less HP and they can attack through walls. Their skeletons also do damage to the nearest building, whereas rats do no damage and head straight for traps.

    This is way too OP as all the traps will be set off...
    This is not true for the following reasons:

    • The Agent has a fairly low HP so is not invincible to being attacked, therefore could die straight away
    • The likely hood that rats can make it to the opposite side of the base on 80HP is near to 0
    • Rats running into a big bomb, spring trap or air bomb will automatically die so would only set off one trap
    • When the rats reach a trap they must wait there until it is set off and damage is dealt so can only set off a singular trap at a time


    Conclusion
    If you read all this, thank you so much! I have spent a lot of time planning and making this thread and would really appreciate any comments or suggestions you have about the troop or the thread.

    How can I help?

    • Suggestions to make this troop more balanced
    • Ideas you have for strategies this could enable
    • Ideas you have for setting up your base to defend this unit
    • Description suggestions
    • Questions about how this troop works
    • Explain why you do or don’t like this troop


    Again, please comment, vote on the poll and give all the feedback you can! This is how Supercell will notice the idea and hopefully add it to the game.

    Many thanks, Livvy
    Pretty good idea, but I disagree with your FAQ. I feel that this idea is just a stronger Witch. It needs something to set it apart, like when the rats trigger a bomb, it causes it to damage the buildings in it's range, or something like that.

    Voted that I like it, because I'm sure that I will if you DO change it.
    Last edited by Theking8133; August 7th, 2015 at 11:48 AM.
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  6. #26
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by TheOneTheyCallSmasher View Post
    Yes!! This is much better than when you VMed me, probably because of the amount of detail you have put into it! Nice title pic btw

    Making the troop deploy rats every x seconds is better than deploying rats when it is near a trap, so well done on that

    Stats are balanced, you have my seal of approval
    Thanks What I VMed you was just the basics as I couldn't be bothered to type up the entire thing

    Yes, I realised it would be a bit rubbish as the troop would hardly go near any traps so wouldn't set them off

    And yay! Thanks again
    Quote Originally Posted by Theking8133 View Post
    Pretty good idea, but I disagree with your FAQ. I feel that this idea is just a stronger Witch. It needs something to set it apart, like when the rats trigger a bomb, it causes it to damage the buildings in it's range, or something like that.

    Voted that I like it, because I'm sure that I will if you DO change it.
    This is a pretty good idea, I'm just concerned about it being too OP... Would it be too OP if the bombs and giant bombs dealt damage to both the rats AND all the surrounding buildings within the range (with the full damage)?

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  7. #27
    Forum Veteran TheOneTheyCallSmasher's Avatar
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    Quote Originally Posted by Livvyboss View Post
    Thanks What I VMed you was just the basics as I couldn't be bothered to type up the entire thing

    Yes, I realised it would be a bit rubbish as the troop would hardly go near any traps so wouldn't set them off

    And yay! Thanks again


    This is a pretty good idea, I'm just concerned about it being too OP... Would it be too OP if the bombs and giant bombs dealt damage to both the rats AND all the surrounding buildings within the range (with the full damage)?
    It would hardly make any difference as bombs aren't usually close enough to building for the buildings to be in range with them. If anything, it would be difficult to implement.

    Credit to Sou for this sig!
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  8. #28
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by TheOneTheyCallSmasher View Post
    It would hardly make any difference as bombs aren't usually close enough to building for the buildings to be in range with them. If anything, it would be difficult to implement.
    In most bases bombs are snugly tucked in between two buildings, so would damage them and possibly other buildings/walls

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  9. #29
    Pro Member Jackdopp's Avatar
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    Rats should only be growing and only set off ground traps, the flying rat idea is just plain weird.

    Nice idea!

  10. #30
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by Jackdopp View Post
    Rats should only be growing and only set off ground traps, the flying rat idea is just plain weird.

    Nice idea!
    Its not a flying rat, it's a rat with a parachute on

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