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Thread: Wall Breakers AI

  1. #11
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    Quote Originally Posted by bouges View Post
    I think WB's AI is the worst in the game... As an example, there is a base design, it consists of small 3x3 compartments wrapped around a gigantic core compartment. The way the WB AI is, it is impossible to core that base unless you use idk how many, but four, it should only take four WB's!! But t-junction after t-junction, WB's refuse to hit them to open multiple compartments, refuse to run through an already made hole to a next layer, it is just pathetic that such a poorly designed base like that is essentially anti-WB'ers.

    And SC has responded to WB's AI one time as far as I know, saying something like the WB update did not work as intended so it was revertered back to previous AI.
    Tried dumping like 6-8 of them at a time? They will get that second layer for ya.

  2. #12
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    Because of these wall breakers everyone uses jump spells and earth quake spells. It is just terrible, you need atleast 12 wb to get into the second layer sometimes, and that's not even the core of the base! In my war attacks, the WB only break open the first layer and I have continuously reduced the number of WB I use and replaced it with a jump spell.

  3. #13
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    I wish they would dumb them down a bit... I have had so many times where I need 2 to get through a wall so I triple tap the same spot for 1 spare, and all 3 run to different sections of a wall that is only 4 tiles away from them. All they do is cause damage to a wide area without actually breaking the wall at any point.

    I assume it is because golems are banging on the walls making them damaged and the chosen wall to go for by the WB but the tiny bit of damage should not change their decision to split 3 separate ways ... just go straight for the damn wall in front of you !!!!

  4. #14
    Pro Member Janz's Avatar
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    Quote Originally Posted by cam4771 View Post
    I wish they would dumb them down a bit... I have had so many times where I need 2 to get through a wall so I triple tap the same spot for 1 spare, and all 3 run to different sections of a wall that is only 4 tiles away from them. All they do is cause damage to a wide area without actually breaking the wall at any point.

    I assume it is because golems are banging on the walls making them damaged and the chosen wall to go for by the WB but the tiny bit of damage should not change their decision to split 3 separate ways ... just go straight for the damn wall in front of you !!!!
    They don't actually run towards a wall. They run towards a building. When they split up, its because you dropped them at a spot that two buildings were nearly the same distance from. Then when you drop them at slightly different positions, they choose different targets. Pay attention to the buildings when you drop them, and make sure you drop them by a specific building behind the wall that you want to break.
    Last edited by Janz; August 27th, 2015 at 03:10 AM.

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  5. #15
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    Quote Originally Posted by BARONMUADIB View Post
    Tried dumping like 6-8 of them at a time? They will get that second layer for ya.
    That actually makes them worse, more often than not they will actually turn around and re-hit an already broken section. Possibly in the base type I described mass dropped WB's might work, but overall it is far better to attempt to strategically drop them two at a time.

    For those that say WB's are fine, SC has succeeded in lowering expectations. But as has been said, WB's AI had been better before, I personally find it beyond disappointing that SC would make a troop worse.

    The problems I see with WB AI is :
    1. you drop them in a section of base that has available compartments to break, yet they will run off to an entirely different section. If you wanted the WB in a section you should have to drop them in that section. That imo is the very definition of broken AI because there is no way to learn to use them in a better way being that unpredictable.

    2. I always drop WB's as close to t-junctions as possible but the number of times WB's hit t-junctions is pitifully low.

    3. I often drop WB's to help troops trying to break through a wall, I'd find it amazing if WB's helped 50% of the time while inside the base. Outside the base WB's more often than not will help, I'd estimate 80% plus of the time.

    WB's will never be "OP" due to low hit points and defenses quick to target them. The further in core they get, the more likely they will be hit by the defenses set inside bases. I just think WB's are the most strategical troop in the game but because how unpredictable they are, you really cannot use WB's to funnel the direction you would like the troops to go. With giant attacks as an example, you can use WB's to pick the point of attack but after that unless you use WB's for the next outside compartment, you really cannot lead the direction of attack with WB's. For a strategy game, I find that to be a shame and a failure of SC.

  6. #16
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    They could do with improving I guess, but I've never had issues with them. I can break two layers with relative ease, then jump.

  7. #17
    Trainee victor4a2's Avatar
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    I hope they are working on the fix

    Supercell tried to fix the wallbreakers Ai in last update. That didn't work and they screwed it up completely then reversed the Ai to old Ai again.

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  8. #18
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    Quote Originally Posted by greywolf494 View Post
    They could do with improving I guess, but I've never had issues with them. I can break two layers with relative ease, then jump.
    I think it is pretty safe to say that this is SC's intention. WB's pretty much seemed programmed in a way that all first layers of wall (on any given side of a base) must be cleared before hitting second layers, otherwise dropping WB's in front of a hole would allow WB's to run straight through to the next layer instead of how they currently turn left or right if they even go through the hole.

  9. #19
    Forum Veteran Kenchafer's Avatar
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    Was attacking a very simple th7 not too long ago that made me want to throw up on account of the wallbreakers. Base was a 2 wall base, core and big wall around the whole base. 4 wallbreaker and I'm in, is what I was thinking.

    First pair, no problem. 2nd pair just ran down the side of the wall to get killed. 3rd pair blows up the walls right beside the already blown opening hole. 4th pair finally go to the core. It was horrible. Posted the pics in another thread about wallbreakers. Might try to find a link.

    Edit: here's the thread with the pics. http://forum.supercell.net/showthrea...breakers/page3
    Last edited by Kenchafer; August 27th, 2015 at 03:50 AM. Reason: Added link

  10. #20
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    Quote Originally Posted by Kenchafer View Post
    Was attacking a very simple th7 not too long that made me want to throw up on account of the wallbreakers. Base was a 2 wall base, core and big wall around the whole base. 4 wallbreaker and I'm in, is what I was thinking.

    First pair, no problem. 2nd pair just ran down the side of the wall to get killed. 3rd pair blows up the walls right beside the already blown opening hole. 4th pair finally go to the core. It was horrible. Posted the pics in another thread about wallbreakers. Might try to find a link.
    I have had soooo many similar experiences with WB's that it absolutely blows my mind that anyone would have the audacitity to say "WB's are fine."

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