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. #41
    Centennial Club FunkyFundoshi's Avatar
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    How would the rat spawning work? Does he summon them or release them from a bag?

    Overall, fantastic and hilarious idea. Who would've thought rats able to come in handy?

    To clarify, the rats circle the location of the trap until triggered, or do they immediately disarm it? I would recommend a disarm timer for each trap. For example: for only 1 rat, disarming a trap takes 3 seconds (meaning they would not be able to disarm it in time, and the trap would take effect); if there were more than 1 rat, such as 6 rats disarming a trap, then it would take half a second. Of course, there would have to be different timers for spring traps vs. giant bombs, and it might get too complicated at that point. This would make your troop less powerful, but make you more strategically use it as well.

    When the rats disarm the air bombs/mines, I'd assume they jump into the air and grab on, weighing it down and disarming it at the same time. Just an idea for the graphical aspect. Also, I would wonder how this works on skeleton traps, since it releases troops instead of doing damage itself. Please include the details of this, so people like me have a better understanding.

    What weapon would the Agent use? I recommend something old-timey, like a rapier or revolver. 2 seconds is also quite a long wait, with such an agile troop. Probably 1 second at the most would be best, and lower the damage done per hit.

    You would have to make this troop work better at higher Town Hall levels. I doubt SC would change the order that they release the troops in the Dark Barracks. The lowest release you can hope for is at DB level 7, at TH 10. Sorry, but even though this would work better starting at TH7, the sequence most likely won't be modified.

    Finally, you neglected to include the behavior of the rats once all traps have been disarmed. I'd assume they distract the defenses by running in circles around them, making them target the rats instead of the Agent. Same goes for when they are deployed from the CC. I'd also lower his HP a small amount more, since the distraction caused by the rats keeps the Agent safe for a long time.

    Oh yeah, one last thing:
    Quote Originally Posted by Livvyboss
    Why is this troop unlocked at th7, not th10?
    This troop would not be used so much at th10, as barch and hogs, the strategies this troop helps most, are not used so much in such high level game play. Th7 seemed to be suitable as this is when hogs and barch come into play and you get two giant bombs to Instagram kill hogs. Th8 and 9 also heavily feature hogs and gowi- armies.
    I saw that and couldn't help but laugh.

    Hope to see this added in the near future! -Funky
    Last edited by FunkyFundoshi; August 13th, 2015 at 06:13 PM.
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  2. #42
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by FunkyFundoshi View Post
    How would the rat spawning work? Does he summon them or release them from a bag? Hmmm, release them from a bag sounds cool! Added

    Overall, fantastic and hilarious idea. Who would've thought rats able to come in handy? Thanks

    To clarify, the rats circle the location of the trap until triggered, or do they immediately disarm it? I would recommend a disarm timer for each trap. For example: for only 1 rat, disarming a trap takes 3 seconds (meaning they would not be able to disarm it in time, and the trap would take effect); if there were more than 1 rat, such as 6 rats disarming a trap, then it would take half a second. Of course, there would have to be different timers for spring traps vs. giant bombs, and it might get too complicated at that point. This would make your troop less powerful, but make you more strategically use it as well

    The idea is the rats reach the trap and will stay in the spot until the trap has been set off and the rats have taken the damage-they don't disarm it. For example, the rats run to a spring trap, they stay there until the spring springs, and all of the 6- rats will disappear as the spring trap kills them.

    Do do you mean that the damage won't be dealt to the rats? I would rather they did, so they would most likely did after hitting a trap.

    When the rats disarm the air bombs/mines, I'd assume they jump into the air and grab on, weighing it down and disarming it at the same time. Just an idea for the graphical aspect. That's a nice idea, I'll add that. Also, I would wonder how this works on skeleton traps, since it releases troops instead of doing damage itself. Please include the details of this, so people like me have a better understanding. I haven't actually thought of this I would say it releases the skeletons and leaves it so the skeletons will then run to the rest of the army.

    What weapon would the Agent use? I recommend something old-timey, like a rapier or revolver. Since clash of clans is set in the medieval times, I thought it would be best for him to use a knife-guns didn't really exist then. 2 seconds is also quite a long wait, with such an agile troop. Probably 1 second at the most would be best, and lower the damage done per hit. Good point, I'll change this too.

    You would have to make this troop work better at higher Town Hall levels. I doubt SC would change the order that they release the troops in the Dark Barracks. The lowest release you can hope for is at DB level 7, at TH 10. Sorry, but even though this would work better starting at TH7, the sequence most likely won't be modified.

    Yes... I thought about this but the concept just wouldn't be worth it at th10. Supercell COULD easily release it at th7 and don't forget the likely hood is that this won't be released, it's all for fun!

    Finally, you neglected to include the behavior of the rats once all traps have been disarmed. I'd assume they distract the defenses by running in circles around them, making them target the rats instead of the Agent. I did include this somewhere, the remaining rats will disappear like troops do at the end of the battle and no more rats will get spawned. Same goes for when they are deployed from the CC. In this case the rats will just hang around, but they will still be attacked by troops as they're considered cc troops. I'd also lower his HP a small amount more, since the distraction caused by the rats keeps the Agent safe for a long time. Yes true, just realised a witch only has 75 HP!

    Oh yeah, one last thing:

    I saw that and couldn't help but laugh. Haha stupid auto correct

    Hope to see this added in the near future! -Funky Thanks, I do too!
    Wow thanks for such a detailed post! This kinda stuff really does help Responses in red
    Last edited by Livvyboss; August 13th, 2015 at 09:01 PM.

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  3. #43
    Millennial Club Buttermink's Avatar
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    Thumbs Up

    I have nothing to add. However, I approve this thread.


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  4. #44
    Forum Veteran PokeManiac's Avatar
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    Arrow hey

    I can see this as a witch whose skeletons target traps , not so unique.

    Given that you can spawn a total of more than 500 rats in a complete army , they make as a good distraction.

    Plz sort out the differences between the agent and the witch plz.

    And also what if the traps are all set off , will it give more rats ???

    G'luck !
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  5. #45
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by Buttermink View Post
    I have nothing to add. However, I approve this thread.
    Thanks

    Quote Originally Posted by PokeManiac View Post
    I can see this as a witch whose skeletons target traps , not so unique. See FAQ, if have explained why it's not a witch there.

    Given that you can spawn a total of more than 500 rats in a complete army , they make as a good distration A maximum of 20 rats are allowed to be present at anyone time to avoid lag. This is included in the notes under the description.

    Plz sort out the differences between the agent and the witch plz.

    And also what if the traps are all set off , will it give more rats ???? See FAQ, I have also answered this question there.

    G'luck !
    Thanks for the comments, responses in red. Please read the entire thread before commenting, I have answered all these questions within the thread itself

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  6. #46
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    It works as a valkyrie with no splash and the trap detection add-on (which is more attractive than ground splash imo). If these rats can trigger CC as well as traps, hogs will be extremely OP again.

    Btw, I think it needs another HP nerf. 1000 HP on a max agent is about the same as a max Healer HP. It would survive easily with Heal spells and a strong army backing him; it's not like the Witch, who can be killed with two Cannon shots.

    The housing space is ok, but the DPS and raw damage is a little high. It's not ranged, but I (TH9) could bring something like 15 agents, 12 giants and 10 WB's with 2xheal and 2xrage... Easy 2-star TH9? (With no spring traps to worry about, Giants would be buffed too)

    Just my two cents. Idea is really cool nevertheless

  7. #47
    Pro Member Livvyboss's Avatar
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    Quote Originally Posted by prancerinflames View Post
    It works as a valkyrie with no splash and the trap detection add-on (which is more attractive than ground splash imo). If these rats can trigger CC as well as traps, hogs will be extremely OP again In no way can you guarantee that the agent will set off the dgb, especially if you place them in the centre

    Btw, I think it needs another HP nerf. 1000 HP on a max agent is about the same as a max Healer HP. It would survive easily with Heal spells and a strong army backing him; it's not like the Witch, who can be killed with two Cannon shots.Very true, Nurfing this

    The housing space is ok, but the DPS and raw damage is a little high. It's not ranged, but I (TH9) could bring something like 15 agents, 12 giants and 10 WB's with 2xheal and 2xrage... Easy 2-star TH9? (With no spring traps to worry about, Giants would be buffed too) Yup, Nurfing this as well

    Just my two cents. Idea is really cool nevertheless Thanks, and thanks for feedback
    Im very busy at the moment, but I will be updating the thread on Thursday or Friday to include new graphics info, nerfs, extra information and an easier-to-read format

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  8. #48
    Pro Member Jackdopp's Avatar
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    Just one question, troops can't see traps, so how do the rats know where to go?

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  9. #49
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    This too overpower beside there already a witch

  10. #50
    Forum Veteran LigiMeon7's Avatar
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    Quote Originally Posted by WhatwouldJesusdo View Post
    This too overpower beside there already a witch
    No offense but where does witch comes here. The Agent sets traps off with rats then how can you relate it with witch?

    Ridiculous
    Last edited by LigiMeon7; August 24th, 2015 at 04:16 PM.


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