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Thread: A Whole Update (Long Thread)

  1. #1
    Pro Member 0jij0's Avatar
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    A Whole Update (Long Thread)

    First i want to say It's a very long thread and sorry maybe my english will be a bit bad :p

    Okk.. let's start..

    1) New Features (more details below)

    -a)
    Now wars attack are prepared in our war base separately from our village
    -b) Player Search function with block feature
    -c) A new Level 4 Dark Spell Factory and a new Dark Spell are now available on TH9 : the "Steady Spell"
    -d) A new Level 5 Dark Spell Factory and a new Dark Spell are now available on TH10 : the "Cool Spell"
    -e) Skeleton Traps can defend your village, and now you can deploy them in your attacks


    2) War Base new Functions


    -a)
    The war attacks must now be prepared in the war base
    -b) The army prepared in your village can't be used in the clan war, and the army prepared in the war base can't be used in multiplayer mode
    -c) The Clan War button will now switch you automatically to your war base
    -d) The war base is a base that allow you only to train an army, u can't control your builders or re-arm traps/defense
    -e) The level of the troops available in your war base during the battle day is the level that were available when the preparation day started
    -f) Traps don't have to be re-armed in the war base when an enemy attacks you in the clan war


    3) New Player Search function + Block feature

    *It has been ruled out by SC but the reason why its ruled out (so many players with same name) aren't now a problem because now we have advanced search and every player has a player tag like the clan tag

    -a) A "search player" tab will be available now behind the "search clan" tab
    -b) A too wide search will give you a banner saying "your search is too wide please specify more your search"
    -c) In advanced search you will have 3 options
    --c.1) The XP level of the player (minimum : .. / maximum : ..)
    --c.2) The amount of trophies the player have (min.. /max..)
    --c.3) The TownHall level of the player
    -d) You will be also able to search the specific player directly by entering his player tag
    -e) Blocking a player will only make the player unable from finding you in player search even if he knows your player tag or in friend list maybe and from seeing your profile *ONLY THAT* he will still able to find you if he find your clan and join your clan and all other stuffs


    4) The New "Steady Spell"


    -a)
    It doesn't boost anything, doesn't deal or heal any damage and doesn't freeze troops or defense
    -b) Troops inside this spell don't lose health for a short time
    -c) This spell is available at TH9 in the level 4 Dark Spell Factory
    -d) This spell can't protect troops from traps damage
    -e) The Steady Spell has 3 levels and with every upgrade the protection time will increase (2-3-4 seconds in levels 1-2-3)
    -f) As its a way to protect, the steady spell effects is disabled by inferno's fire


    5) The New "Cool Spell"

    -a)
    It doesn't boost anything, doesn't deal or heal any damage and doesn't freeze troops or defense
    -b) Troops inside this spell are protected from inferno's fire for a short time
    -c) This spell is available at TH10 in the level 5 dark spell factory
    -d) If an inferno is targeting a troop, if you drop a cool spell on it the inferno will change target and choose another troop to target
    -e) The Cool Spell has 3 levels and with every upgrade the cooling time will increase (2-3-4 seconds in levels 1-2-3)


    6) Skeleton Trap new Functions

    -a)
    Skeleton Traps deploys skeleton to defend your base when you're under attack
    -b) Skeleton Traps can now be placed in enemy's base to deploy its skeletons to help your army attacking that base
    -c) The trap will now be re-armed with dark elixir because its used to attack a base and protect yours, like heroes...


    7) Game Balancing


    -a)
    Dragon level 2 has been moved to Laboratory Level 6 (Available at TownHall 8)
    -b) P.E.K.K.A level 4 have been moved to Laboratory Level 7 (Available at TownHall 9)
    -c) Heroes ability is now launched automatically when the hero is about to die (when the hero reach 0-1hp) if it hasn't been launched yet and for sure it can still be launched manually by the player when he wants
    -d) Air Sweeper's range and push strength have decrease
    -e) All resource storages are now protected by an invisible armor that have only 1 hitpoint but who is immune to all direct spell damage, and to steal the loots u will have to destroy that armor first
    -f) Resource storages, who are now protected by an armor aren't immune to direct spell damage anymore
    -g) WallBreaker training cost have decrease but damage have increase :
    --g.1) a WallBreaker level 4 can now destroy a wall level 5-
    --g.2) a WallBreaker level 5 can now destroy a wall level 6-
    --g.3) a WallBreaker level 6 can now destroy a wall level 7-
    -h) Spells time addition (only for spells who have duration upgradable capacity (like jump/freeze))
    --ex) If you put 2 freeze spell level 5 (8 seconds) on a same area, the second freeze spell time won't countdown until the first freeze time ends, so they will give you a 16 seconds freeze
    -i) All Buildings that are builded after that the preparation day has started can't be added to the war base of the current war
    -j) You can now manually split the lava/golem in the attack even before they die by double-tapping on the troop icon when all of this troop are already deployed
    -k) Clan War preparation day lasts now 23 hours instead of 24 hours


    8) AI Improvements


    -a)
    The Archer Queen is now more attracted by the jump spell than before
    -b) Spells now start affecting quicker than before
    -c) Wizards miss less of their shots on moving troops
    -d) Fixed rare cases where a balloon shots a defense but doesn't deal any damage


    9) Interface Improvements


    -a)
    Clans's War Logs, Clan XP and Player XP are now published to all players and not only to clan-members or to the player only
    -b) Heroes and buildings Upgrade time remaining and Laboratory Research time remaining of a player can now be seen by every clanmate of the player
    -c) The troop tab in the attack mode have improved (no more sliding) :
    --c.1) The icon of a troop/spell/cc disappear now when you select another troop icon when u have no more of that specific troop/spell/cc
    ---ex) You're attacking with BArch, you have used all you're barbarians, the barb icon don't disappear, when u select the archers icon, the barb icon disappear
    --c.2) When you're searching for an opponent to attack in multiplayer, you can now select an empty icon so you won't have any troop selected
    --c.3) Icon of heroes/golem/lava never disappear because they have abilities
    -d) No more Country Flags anymore (Maybe replaced by Themed Flags..)
    -e) Photos of troops now change when you upgrade their levels
    -f) Troops that are at their max level for the current TownHall level will have their level highlighted with silver in the player profile
    ...
    Last edited by 0jij0; September 14th, 2015 at 10:00 PM.

  2. #2
    Centennial Club DirtyWolf's Avatar
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    I saw "steady spell" and "cool spell," and stopped reading. Those names led me to believe your idea was not good. I don't mean to be one of these snarky forumers, just saying you should find better names.

  3. #3
    Pro Member 0jij0's Avatar
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    And now let's talk about that ideas...


    *1') New Features

    A') War Base new Functions

    1) We can now continue farming when we have a war
    2) As the war army is the army available in the war base, this means that heroes will be available in clan wars even if upgrading or not
    3) Now we can easily see what the opponent is preparing by scouting his war base instead of going to his profile and visiting his village

    B') Player Search/Block

    1) It lets us find players faster than searching for clans where they might be
    2) It gives a sense to the player tag
    3) It lets us see crazy stats (like the lowest TH level in champions league for example)
    4) It lets us find players that aren't in our friend/league list and that are clanless
    5) The block function is here to prevent stalking
    6) You can block anyone you want if he is disturbing you (multiple invites/follows you to every clan just for bothering/...)

    C') The Steady Spell


    1)
    It will be the dark spell based on healing spell
    2) Not OP because heal >> steady as heal duration is longer and it protect troops from traps damage
    3) It will a bit revive Dragon strategy in TownHall levels 9-10 and LaLoon strategy after the 2nd air sweeper have been released

    D') The Cool Spell


    1)
    It will be the dark spell based on freeze spell
    2) Not OP because freeze >> cool as cool wont disable inferno's fire and troops inside it will still get targeted by defenses other than the inferno tower
    3) It will develop strategies that uses Mass Golems (5-6-7 golems)

    E') Skeleton Trap new Functions

    1) They will extend your army
    2) They will be the solution to the "more attack time" request as the player could use them for cleaning up the base in the end of the attack or for giving a little help to his troops in the beginning
    3) As they are troops defending your village, its a good idea to make them usable for attack and defense not just for defense


    *7') Game Balancing

    A') Dragon 2 to TownHall 8

    1) Dragon Level 1 is already OP for TH7
    2) Dragon Level 2 can 3 star TH8 not maxed
    3) This will rebalance a bit TH7 attacks
    4) This will create new TH7 strategies (as now no one tried to create a new one because full drags 2 with 3 light spell is a 3 star for sure even without a strategy )

    B') P.E.K.K.A. 4 to TownHall 9

    1)
    P.E.K.K.A. Level 4 is a bit weak for TH10
    2) P.E.K.K.A. Level 3 is too weak for TH9
    3) This will revive strategies using P.E.K.K.A. At high level TH9 attacks
    4) This will extend the time to complete all Laboratory Level 7 upgrades (as this time is very short now in comparison with the time to complete all buildings/walls/heroes upgrades)
    5) This will create TH9 attack strategies that use mass P.E.K.K.A.s and no Golems
    6) This will let TH9s in clans level 5+ give maxed troops (no need for TH10s anymore)

    C') Heroes Ability Automatic Launcher

    1)
    When attacking with BArch for example or GoWiPe, you're first preoccupation will be the Barbs/P.E.K.K.A.s/Wizards/... But not the heroes, so you will forget to press their abilities so many times in your CoC's career, so here comes the solution for that
    2) Also very useful for the Archer Queen, mostly when using her a Walking Queen/Healer Strategy; and for the Barbarian King, mostly when using him for tanking
    3) It will make the manual job easier
    4) Improve Gameplay

    D') Air Sweeper Downgrade

    1)
    2 well placed & maxed air sweepers is totally Killing for air attackers
    2) 2 air sweepers not maxed but directed to a same place stops air troops movement if the attacker comes out of rage/haste
    3) It should have a range similar to the mortar's range (4-13 tiles)

    E')-F') Resources 1hp "shield"


    1)
    It give a small chance to TH7 to farm DE on TH8 if they get to the storage and hit the DES with 1 shot
    2) When attacking, trophy pushers uses BArch with 5 light spells, so many times they end up with a 49% with 1 light spell and a gold storage having 10 remaining hitpoints for example, before the update they were winning that attacks, now they're losing
    3) This will still prevent aleatory zapping because before destroying that 1hp shield the storage is still protected from all spells' damage

    G') WallBreaker Boost

    1)
    Allow to have more space in the army camp
    2) Thinking logically, a WallBreaker upgraded at TH7-8-10 should be able to destroy walls upgraded at TH5-6-7 respectively
    3) Fix that lie that says that a WallBreaker housing space is 2, because thats a lie as taking 1 WallBreaker is very useless as the maxed WallBreaker of a TownHall X can't even destroy a maxed wall of a TownHall X-2

    H') Spells Time Addition

    1)
    This will make the Manual Job easier
    2) When we want to drop 2 freeze spell on a same inferno tower for example, so many times that 1 second between the first and the second freeze cost us so many troops, so here's the solution
    ]3) Improve Gameplay

    ]I') Buildings Upgrade in Prep day

    1)
    Prevent c-h-e-a-t-ing in CW preparation day
    2) *For SC* if a player wants to add a building to a war, he will have to gem it before the prep day so he will have to spend more gems. More time --> More gems --> More $

    J') Lava/Golem new 'Ability'

    1)
    Enhance Gameplay
    2) Create new strategies using more and more lavas, as we won't be aware anymore from cleaning up
    3) Let us use that damage made by the Golem when he split into golemites
    4) Let us use that bunch of Lava pops anytime

    K') Clan War 23 hours of Prep. Day

    1)
    Give us time to prepare another war without wasting time
    2) For a clan who is warring 24/7 they end-up starting a war at 4:00 am because every war take 30min minimum to start, so here's the solution
    3) Not abusable, as its a fixed time for all clans


    8') AI Improvements

    A') AQ (=) Jump spell

    1) Make the AQ funnel easier
    2) They must not be a difference between the attraction of the queen to a jump spell or a broken wall because its the same, but now there is...

    B') Spells speed boost

    1)
    For people who don't use any kind of c-h-e-a-t-ing, guessing the Giant Bomb placement is not that easy, and in hog attacks mostly a late heal can ruin ur attack or in GoWiPe attack a late freeze also can ruin u're attack, so here's the solution
    2) In an attack that contains big amount of troops, 1 second is enough to change ur attack, so speed is needed

    C')-D') Problem fixing


    9) Interface Improvements

    A') Clan/Player XP, War logs published

    1)
    People could see some info about the clans they like to join before joining it
    2) Players could know how much their friends still have to reach the next level
    3) People could see results of epic and great wars directly from Clash of Clans

    B') Upgrade time publish to clanmates

    1)
    Clanmates could see how much they're going far in the game without waiting for them to go online and ask them
    2) We could know quickly if a player has both of his heroes available for war battle day or no
    3) We could easily find builders :)

    C') Troop Tab Improvements
    1)
    That troop tab was made before heroes, dark spells and so many troops
    2) Many times we forgot to drop our last cleaning up troops because the troops that remains aren't viewed in the current troop tab's page, so here's the solution
    3) Icon of Lava/Golem/Heroes don't disappear as this troops have abilities
    4) Enhance Gameplay

    D') No more Country Flags

    1)
    SC can't introduce all flags and its unfair to not have our country flag in the game if other people have
    2) Themed Flags would be better looking
    3) Clear useless stuff from server space

    E') Troop photo upgrade

    1)
    Enhance Game Graphics
    2) We've spend 20m for example on the dragons to make them level 5 not to see a dragon level 2 in our barracks
    3) The same thing happen now for buildings, so why not for troops ?

    F') Troops silver level highlight

    1)
    Easier to find if a player has maxed troops for his TH level if he's not TH10
    2) Enhance Game Graphics
    3) Better for finding what's the max level of a troop/hero/spell for each TH level without installing a clash of clans guide or going to clash of clans wiki


    Thanks for reading all my thread I'm waiting for logical critics as I don't mind modifying my thread if I see that u had better ideas or modifications


    That thread was made, designed and written by all my clan, The Old Friends #2JPCYPPL level 5
    Last edited by 0jij0; September 10th, 2015 at 11:56 AM.

  4. #4
    Pro Member 0jij0's Avatar
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    Quote Originally Posted by DirtyWolf View Post
    I saw "steady spell" and "cool spell," and stopped reading. Those names led me to believe your idea was not good. I don't mean to be one of these snarky forumers, just saying you should find better names.
    if u've stoped reading from the top the u shouldn't have answer please be a bit proffesional u could see what the spell is about and suggest me another name if u don't like this one

  5. #5
    Forum Elder Kowalski711's Avatar
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    My responses in Le bold
    Quote Originally Posted by 0jij0 View Post
    First i want to say It's a very long thread and sorry maybe my english will be a bit bad

    Okk.. let's start..

    1) New Features (more details below)

    -a)
    Now wars attack are prepared in our war base separately from our village
    -b) Player Search function with block feature
    100%, hands down needed
    -c) A new Level 4 Dark Spell Factory and a new Dark Spell are now available on TH9 : the "Steady Spell"
    -d) A new Level 5 Dark Spell Factory and a new Dark Spell are now available on TH10 : the "Cool Spell"
    -e) Skeleton Traps can defend your village, and now you can deploy them in your attacks
    Not really needed - we have witches for that


    2) War Base new Functions


    -a)
    The war attacks must now be prepared in the war base
    -b) The army prepared in your village can't be used in the clan war, and the army prepared in the war base can't be used in multiplayer mode
    -c) The Clan War button will now switch you automatically to your war base
    -d) The war base is a base that allow you only to train an army, u can't control your builders or re-arm traps/defense
    -e) The level of the troops available in your war base during the battle day is the level that were available when the preparation day started
    -f) Traps don't have to be re-armed in the war base when an enemy attacks you in the clan war


    3) New Player Search function + Block feature

    *It has been ruled out by SC but the reason why its ruled out (so many players with same name) aren't now a problem because now we have advanced search and every player has a player tag like the clan tag

    -a) A "search player" tab will be available now behind the "search clan" tab
    Ruled out
    -b) A too wide search will give you a banner saying "your search is too wide please specify more your search"
    -c) In advanced search you will have 3 options
    --c.1) The XP level of the player (minimum : .. / maximum : ..)
    --c.2) The amount of trophies the player have (min.. /max..)
    --c.3) The TownHall level of the player
    -d) You will be also able to search the specific player directly by entering his player tag
    -e) Blocking a player will only make the player unable from finding you in player search even if he knows your player tag or in friend list maybe and from seeing your profile *ONLY THAT* he will still able to find you if he find your clan and join your clan and all other stuffs


    4) The New "Steady Spell"


    -a)
    It don't boost anything, don't deal or heal any damage and don't freeze troops or defense
    -b) Troops inside this spell don't loose health for a short time
    -c) This spell is available at TH10 in the level 4 Dark Spell Factory
    -d) This spell can't protect troops from traps damage
    -e) The Steady Spell has 3 levels and with every upgrade the protection time will increase (3-4-5 seconds in levels 1-2-3)
    -f) As its a way to protect, the steady spell effects is disabled by inferno's fire


    5) The New "Cool Spell"

    -a)
    It don't boost anything, don't deal or heal any damage and don't freeze troops or defense
    -b) Troops inside this spell are protected from inferno's fire for a short time
    -c) This spell is available at TH10 in the level 5 dark spell factory
    -d) If an inferno is targeting a troop, if you drop a cool spell on it the inferno will change target and choose another troop to target
    -e) The Cool Spell has 3 levels and with every upgrade the cooling time will increase (2-3-4 seconds in levels 1-2-3)


    6) Skeleton Trap new Functions

    -a)
    Skeleton Traps deploys skeleton to defend your base when you're under attack
    -b) Skeleton Traps can now be placed in enemy's base to deploy its skeletons to help your army attacking that base
    -c) The trap will now be re-armed with dark elixir because its used to attack a base and protect yours, like heroes...


    7) Game Balancing


    -a)
    Dragon level 2 has been moved to Laboratory Level 6 (Available at TownHall 8)
    Not needed, fine as is. The LB has nerfed drag attacks at low levels
    -b) P.E.K.K.A level 4 have been moved to Laboratory Level 7 (Available at TownHall 9)
    No, I already spent my 6M thank you very much.
    -c) Heroes ability is now launched automatically when the hero is about to die (when the hero reach 0-1hp) if it hasn't been launched yet and for sure it can still be launched manually by the player when he wants
    -d) Air Sweeper's range and push strength have decrease
    No, it's as is for a reason
    -e) All resource storages are now protected by an invisible armor that have only 1 hitpoint but who is immune to all direct spell damage, and to steal the loots u will have to destroy that armor first
    Interesting concept
    -f) Resource storages, who are now protected by an armor aren't immune to direct spell damage anymore
    -g) WallBreaker training cost have decrease but damage have increase :
    --g.1) a WallBreaker level 4 can now destroy a wall level 5-
    --g.2) a WallBreaker level 5 can now destroy a wall level 6-
    --g.3) a WallBreaker level 6 can now destroy a wall level 7-
    -h) Spells time addition (only for spells who have duration upgradable capacity (like jump/freeze))
    --ex) If you put 2 freeze spell level 5 (8 seconds) on a same area, the second freeze spell time won't countdown until the first freeze time ends, so they will give you a 16 seconds freeze
    -i) All Buildings that are builded after that the preparation day has started can't be added to the war base of the current war
    -j) You can now manually split the lava/golem in the attack even before they die by double-tapping on the troop icon when all of this troop are already deployed
    -k) Clan War preparation day lasts now 23 hours instead of 24 hours


    8) AI Improvements


    -a)
    The Archer Queen is now more attracted by the jump spell than before
    -b) Spells now start affecting quicker than before
    -c) Wizards miss less of their shots on moving troops
    -d) Fixed rare cases where a balloon shots a defense but doesn't deal any damage


    9) Interface Improvements


    -a)
    Clans's War Logs, Clan XP and Player XP are now published to all players and not only to clan-members or to the player only
    -b) Heroes and buildings Upgrade time remaining and Laboratory Research time remaining of a player can now be seen by every clanmate of the player
    -c) The troop tab in the attack mode have improved (no more sliding) :
    --c.1) The icon of a troop/spell/cc disappear now when you select another troop icon when u have no more of that specific troop/spell/cc
    ---ex) You're attacking with BArch, you have used all you're barbarians, the barb icon don't disappear, when u select the archers icon, the barb icon disappear
    --c.2) When you're searching for an opponent to attack in multiplayer, you can now select an empty icon so you won't have any troop selected
    --c.3) Icon of heroes/golem/lava never disappear because they have abilities
    -d) No more Country Flags anymore (Maybe replaced by Themed Flags..)
    See this
    http://forum.supercell.net/showthread.php/632517-A-New-Idea-for-the-Flag-Issue
    -e) Photos of troops now change when you upgrade their levels
    -f) Troops that are at their max level for the current TownHall level will have their level highlighted with silver in the player profile
    ...

    Fan Club|Ideas|Sticky W/ Reasons|About Me|Clan Troop Bank
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    [You're famous for being] That guy who was once a GASP, but now just floats around dropping his minion poo on poo ideas in Ideas & Feature Requests.

  6. #6
    Pro Member 0jij0's Avatar
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    Quote Originally Posted by Kowalski711 View Post
    My responses in Le bold
    1- u can't use witches in all army compositions and in my 2nd post u can see other facts about that idea
    2-i've wrote that i know it has been ruled out but the problem could be solved in another way
    3-What do u mean by LB ?? sorry i haven't understand
    4-also what do u mean by i have already spend my 6M ?? sorry again
    5- i've post reasons to decrease AS range and push strength in my 2nd post
    6-i've see the flags thread and yeah thats what i'm talking about
    7-u don't have anything to say about all other ideas ?? i would like to know ur opinion

    and thx for giving me ur feedback

  7. #7
    Super Member HungryHungryHippo's Avatar
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    Ok, i'll give it a shot. Keep in mind that i'm giving my opinion on every point so it's my personal point of view.

    - Your lines are normal
    - My lines are in Italic

    *1') New Features

    A') War Base new Functions

    1) We can now continue farming when we have a war

    I see why you would want this, however there's an issue with where the donation will comefrom, when you are able to create 2 armies wich army will be the one donating to CC's? My opinion though, i think participation in clanwars should be something to prioritise over farming, therefor people should be taking a farming pauze to create an army and spend time in preparing and executing their attacks. It takes time and effort to do this so for me this separating of the armies feels like people will spend less involvement in the CW.

    2) As the war army is the army available in the war base, this means that heroes will be available in clan wars even if upgrading or not

    This is something i've always supported, however like mentioned in other threads on this topic it will be hard to balance out. Separating bases appears to be a solution to the problem but i don't think 2 bases is needed to get the hero's active in clanwars while upgrading. This could be achieved without a 2nd base, but i support this suggestion!

    3) Now we can easily see what the opponent is preparing by scouting his war base instead of going to his profile and visiting his village

    Scouting the enemy does not affect your attack, it's a luxury to know what attack he might be using but after the preparationday has ended there's nothing you can do to change the outcome of his attack. In my opinion the current way to go to the opponents base issn't circuitous, but i don't oppose shorter shortcut for this.


    B') Player Search/Block

    1) It lets us find players faster than searching for clans where they might be

    Yeah i would like to be able to look for players by name, i think every recruiter will like this. It would be much easyer to track prospects and look at their development. As an active recruiter i support this feature.

    2) It gives a sense to the player tag

    Yep, currently it issn't really used for anything besides that every player needs an unique ID.

    3) It lets us see crazy stats (like the lowest TH level in champions league for example)

    Funny to watch crazy stats, but don't really think it will improve gameplay.

    4) It lets us find players that aren't in our friend/league list and that are clanless

    As i mentioned above, this feature would be the recruiters ultimate tool. I would love to be able to search for new members without having to go through the big hustle we have to do right now. i can understand that clanless players is something you would look for, i on the other hand prefer players that are already in a clan, it shows me that they're a bit more valueble (in some cases)

    5) The block function is here to prevent stalking

    As long as there is no private message system i don't see how people could get stalked. The only way you could stalk someone is by joining his clan and start excessive talking to them, but people can get rejected/kicked from a clan. The feature to not appear in someones player search does not sound like a solution to me, as long as the player knows what clan you are in he will still be able to bookmark the clan and watch your current whereabouts.

    6) You can block anyone you want if he is disturbing you (multiple invites/follows you to every clan just for bothering/...)

    I was under the impression that the most someone can invite you is once every 24 hours, and when the inbox is full the invite option gets automaticly blocked. A better solution would be a toggle option for ''open for invitations/don't want any invitations'' just like the red and green shield on your personal profile for CW selection. Blocking specific people won't help as there's always another co able to invite you.


    C') The Steady Spell


    1)
    It will be the dark spell based on healing spell

    I personally think it's hard to say if a spell will be viable or not before i've seen any statistics. Dissapproving a spellsuggestion on it's name is weak. But approving it before we know what kind of effect it will have on the overall gameplay is something i can't do.

    2) Not OP because heal >> steady as heal duration is longer and it protect troops from traps damage

    Need more stats before jumping to conclusions.

    3) It will a bit revive Dragon strategy in TownHall levels 9-10 and LaLoon strategy after the 2nd air sweeper have been released

    I believe this spell will open new windows to old strategies, or open paths for completely new combination possibilities. However like metioned above, statistics need to be known before being able to conclude it's viability.


    D') The Cool Spell


    1)
    It will be the dark spell based on freeze spell

    same opinion as the steadyspell.

    2) Not OP because freeze >> cool as cool wont disable inferno's fire and troops inside it will still get targeted by defenses other than the inferno tower

    So this will mainly be something to dissadvantage TH9 targets?

    3) It will develop strategies that uses Mass Golems (5-6-7 golems)

    Mass golems, sounds like something hilarious. But they don't deal any real damage so you would need 15 minutes to destroy a base =P


    E') Skeleton Trap new Functions

    1) They will extend your army

    The main thought behind skeletons in my opinion is to buy time for the defender, a bit like CC troops do. As a defender you have almost no troops so a little on the side sounds like a great balance. The attacker on the other hand brings a large stash of troops that caps at 240 excluding CC. By bringing witches the attacker can already extend that amount because she spawns skeletons every few secondes. I doubt that the attacker really needs more troops, especially because bringing skeletons already is an option but comes at a housing price of 12 for every witch.

    2) They will be the solution to the "more attack time" request as the player could use them for cleaning up the base in the end of the attack or for giving a little help to his troops in the beginning

    Is there really a need for more time? if so maybe the solution is in something else, i don't really think a few skeletons will make that big of a difference.

    3) As they are troops defending your village, its a good idea to make them usable for attack and defense not just for defense

    I think they are considered to be Traps, as they need to be reloaded just like all other traps. Bringing traps into offense is something i do not support. specially because like mentioned above witches already spawn skeletons.

    *7') Game Balancing

    A') Dragon 2 to TownHall 8

    1) Dragon Level 1 is already OP for TH7

    Yes dragons are a very powerfull unit and attack strategy in the early game stages. But do they really pose such a big problem? My TH7 phase was over in a blink, before i knew it i was TH8 and left dragons behind when i moved to hog attacks. Many players posts threads on this topic so i will assume they are a big problem. Just recently i replied to a balancing thread on this topic and my opinion got interpreted as a greenlight for facerolling dragon attacks. So regardless of what i think, if the public need is to re-balance the dragons i could live with any suggested changes.

    2) Dragon Level 2 can 3 star TH8 not maxed

    When done correctly and fighting a base dragons could 3 star a TH9, but i've seen many TH7 dragon attacks go wrong aswell. In this case i'll keep my opinion aside and join the public opinion.

    3) This will rebalance a bit TH7 attacks
    4) This will create new TH7 strategies (as now no one tried to create a new one because full drags 2 with 3 light spell is a 3 star for sure even without a strategy )

    If the need for a rebalance is there, i won't oppose a strong and fair rebalance suggestion.


    B') P.E.K.K.A. 4 to TownHall 9

    1)
    P.E.K.K.A. Level 4 is a bit weak for TH10

    This is why lvl 5 is available at TH10

    2) P.E.K.K.A. Level 3 is too weak for TH9

    Agreed, lvl 4 at TH9 would be nice.

    3) This will revive strategies using P.E.K.K.A. At high level TH9 attacks

    But might make Gowipe too strong, i'm not sure though, but as a TH-niner myself i would like lvl4 Pekka's asap =P

    4) This will extend the time to complete all Laboratory Level 7 upgrades (as this time is very short now in comparison with the time to complete all buildings/walls/heroes upgrades)

    I consider myself as a Half-way TH9, so can't really tell if my upgrades and research are perfectly in sync. I think i'm doing fine right now, only walls are a pain xD but the reward will be sweet =)


    5) This will create TH9 attack strategies that use mass P.E.K.K.A.s and no Golems

    What's holding you back from doing those right now? in my experience pekka's are not made to tank through the whole base so reaching the core they will get killed. But that's just my experience, if anyone has tried more variaties and suceeded i would love to know ^___^

    6) This will let TH9s in clans level 5+ give maxed troops (no need for TH10s anymore)

    Didn't really think about this one when i answered to the previous points, but donating lvl 5 pekka is unique to TH10 players right now. and that is actually something that might need to stay. If lvl 5 pekka get that accessable for TH9 and lower they might lose their mojo.

    C') Heroes Ability Automatic Launcher

    1)
    When attacking with BArch for example or GoWiPe, you're first preoccupation will be the Barbs/P.E.K.K.A.s/Wizards/... But not the heroes, so you will forget to press their abilities so many times in your CoC's career, so here comes the solution for that

    Sorry but no! the heroes ability is an active ability and needs timing and skill to use at the perfect moment. Besides that i like to experiment with the time i activate it's ability, sometimes i save it's ability for the end as a tactical boost, and sometimes i like to use the king's ability immediately with all the barbs around him so it's boost affect the biggest possible amount of barbs. I do not support an auto function for heroes.


    2) Also very useful for the Archer Queen, mostly when using her a Walking Queen/Healer Strategy; and for the Barbarian King, mostly when using him for tanking

    same as above

    3) It will make the manual job easier

    Doesnt need to be easyer


    4) Improve Gameplay

    Your opinion, not fact.

    D') Air Sweeper Downgrade

    1)
    2 well placed & maxed air sweepers is totally Killing for air attackers

    Yes, they did add a new dimension to air-raid defence, but killing the attacks i.d.k.
    As a counter to air-raids i really appreciate the sweeper, but it also keeps me from doing too many air raids. So in a way it has upgraded and downgraded the air-raid gameplay. I've only recently started to do Lavaloon attacks, so i can't really say if the sweeper has changed my air-raid gameplay as an attacker (the sweeper was there before i unlocked lavahounds) so my opinion won't be that unbiased.

    2) 2 air sweepers not maxed but directed to a same place stops air troops movement if the attacker comes out of rage/haste

    Can't airsweepers get treated a bit like infernos? i know they don't deal any damage but like infornos some attackstrategies just won't work on that base. Most of the time when i see someone attack a TH10 base with max infernos i see them use a freezespell to counter them. Unfortunatly this spell is unlocked at TH10 so i would guess that unlocking this spell might turn the tables a bit for air raid attackers as they will be able to crawl closer to the airsweepers and get rid of them quicker. Yet again, i'm a TH-niner so i have no experience with freeze spells yet.

    3) It should have a range similar to the mortar's range (4-13 tiles)

    Very interesting thought, i think this might be very viable in the game and will give air raids a fair chance. I would love try this!
    I support this one =)


    E')-F') Resources 1hp "shield"


    1)
    It give a small chance to TH7 to farm DE on TH8 if they get to the storage and hit the DES with 1 shot

    I don't get what your aiming for with this one? are you suggesting to bring back zapping?

    2) When attacking, trophy pushers uses BArch with 5 light spells, so many times they end up with a 49% with 1 light spell and a gold storage having 10 remaining hitpoints for example, before the update they were winning that attacks, now they're losing

    I wassn't a big supporter of zapping, so i don't think they should bring it back.

    3) This will still prevent aleatory zapping because before destroying that 1hp shield the storage is still protected from all spells' damage

    You lost me here, 1hp shield? does it need to be broken by troops first is that what you're saying? Cos that might be a good compromise to prevent zapping but encourage to use spells for wrapping up almost destroyed buildings. I could live with the feature where spells only affect storages that have been damaged by troops first.

    G') WallBreaker Boost

    1)
    Allow to have more space in the army camp

    No way, walls have already decreased in value thanks to the quake spell. If any, walls should get a buff or wallbreakers should get a nerf.

    2) Thinking logically, a WallBreaker upgraded at TH7-8-10 should be able to destroy walls upgraded at TH5-6-7 respectively

    You're talking about ''a wallbreaker'' so you're suggesting 1 wallbreaker should do the trick? like my answer above i really don't think the value of walls should decrease more.

    3) Fix that lie that says that a WallBreaker housing space is 2, because thats a lie as taking 1 WallBreaker is very useless as the maxed WallBreaker of a TownHall X can't even destroy a maxed wall of a TownHall X-2

    no comment.

    H') Spells Time Addition

    1)
    This will make the Manual Job easier

    If you're suggesting a timer should be visible showing the remaining time of a casted spell, yeah that could come in handy.
    However i really got used to the spells without any timer diplayed so for my gaming experience it won't be needed, but i can imagine that others feel like it will improve their attacks. So sure why not =)


    2) When we want to drop 2 freeze spell on a same inferno tower for example, so many times that 1 second between the first and the second freeze cost us so many troops, so here's the solution

    Though i can see the added value of this, fanatics might say timing is something you need to develope throughout your gaming experience, at a certain point you don't even think about that time anymore but you just know. I don't necessarily need a timer, but don't mind if other would have one. Perhaps this could become an adjustable feature under settings.

    3) Improve Gameplay

    For those in need.

    ]I') Buildings Upgrade in Prep day

    1)
    Prevent c-h-e-a-t-ing in CW preparation day

    Could you be more specific? Are you saying completing a building during prepday is ''not-fair''? I think it's just a variable and a luck factor, how often do you complete a building during prepday and how much of a difference does it make? only situation where you get a big dissadvantage is where a player gems all his buildings during prepday, but honostly who's joke is that? he would have to spend tons of gems, costing money, people don't do that every CW =P

    2) *For SC* if a player wants to add a building to a war, he will have to gem it before the prep day so he will have to spend more gems. More time --> More gems --> More $

    Shouldn't be a motivation to change the prepday.

    J') Lava/Golem new 'Ability'

    1)
    Enhance Gameplay

    Yes and No, i agree there should be a feature for lavahounds still standing after all defences have been detroyed to split up into pups. This has been discussed before in previous threads, and i've always been a supporter of this idea. However i do not know for sure if this should be a passive or active feature. Both options have pro's and con's so im not conclusive yet. nevertheless i support this idea!

    2) Create new strategies using more and more lavas, as we won't be aware anymore from cleaning up

    Above ^

    3) Let us use that damage made by the Golem when he split into golemites

    Not really significant damage.

    4) Let us use that bunch of Lava pops anytime

    Yes please

    K') Clan War 23 hours of Prep. Day

    1)
    Give us time to prepare another war without wasting time

    Not a fan of changing the standard time settings, if it would be an optional feature where both clans have to agree to i could live with it. But 24hours prep and 24 horus war is something i really treasure as a fulltime employee and father. i need time to prepare and participate without losing grip on my other obligations.

    2) For a clan who is warring 24/7 they end-up starting a war at 4:00 am because every war take 30min minimum to start, so here's the solution

    Above ^

    3) Not abusable, as its a fixed time for all clans

    I oppose fixed time being shorter, optional shorter times i can live with.


    8') AI Improvements

    A') AQ (=) Jump spell

    1) Make the AQ funnel easier

    Jump spell doesn't attract any troops, that shouldn't change! it's comes down to skill/timing/placement to funnel your troops. attacks will become way top easy if spells start attracting the troops.

    2) They must not be a difference between the attraction of the queen to a jump spell or a broken wall because its the same, but now there is...

    It's the buildings behind the wall that attract the troops, not the hole or jumpspell radius.

    B') Spells speed boost

    1)
    For people who don't use any kind of c-h-e-a-t-ing, guessing the Giant Bomb placement is not that easy, and in hog attacks mostly a late heal can ruin ur attack or in GoWiPe attack a late freeze also can ruin u're attack, so here's the solution

    Yet again, succesfull spell placement has to do with skill/timing/placement. It's your job to predict your troops path and trap locations. the delay in spellplacement makes it possible to have a dissadvantage if you're too slow or not paying attention. I don't think that should change.

    2) In an attack that contains big amount of troops, 1 second is enough to change ur attack, so speed is needed

    Insight, skill and timing is needed, don't do those wrong and you won't face these problems. As a defender you need to be able to have a slight chance of killing the attacking troops with your traps. Removing the delay time on spells will make all bombs redundant.

    C')-D') Problem fixing


    9) Interface Improvements

    A') Clan/Player XP, War logs published

    1)
    People could see some info about the clans they like to join before joining it

    Why would you want this exactly? i don't see the advantage other than shopping for hoppers.

    2) Players could know how much their friends still have to reach the next level

    My friends could just ask me how much XP i have to obtain before reaching the next level.

    3) People could see results of epic and great wars directly from Clash of Clans

    Other than my teammates no one has a need to see my epic wars, i could see this being abused by clans to check the enemies strategies and previously succesfull attacks. They will be able to repeat the most succesfull attack on your base to get a quick 3 star.


    B') Upgrade time publish to clanmates

    1)
    Clanmates could see how much they're going far in the game without waiting for them to go online and ask them
    2) We could know quickly if a player has both of his heroes available for war battle day or no
    3) We could easily find builders

    Same as above, i don't really see the value of of this, if people are active enough and maintain contact they will tell you their status on upgrades and such. Opening all information to everyone in the clan issnt something i think will add somthing to the gameplay.


    C') Troop Tab Improvements
    1)
    That troop tab was made before heroes, dark spells and so many troops
    2) Many times we forgot to drop our last cleaning up troops because the troops that remains aren't viewed in the current troop tab's page, so here's the solution
    3) Icon of Lava/Golem/Heroes don't disappear as this troops have abilities
    4) Enhance Gameplay

    I'm very sorry, i don't understand what your suggestion is here.

    D') No more Country Flags

    1)
    SC can't introduce all flags and its unfair to not have our country flag in the game if other people have
    2) Themed Flags would be better looking
    3) Clear useless stuff from server space

    Agreed! Away with flags or replace all country flags for continental flags or themed flags =)


    E') Troop photo upgrade

    1)
    Enhance Game Graphics
    2) We've spend 20m for example on the dragons to make them level 5 not to see a dragon level 2 in our barracks
    3) The same thing happen now for buildings, so why not for troops ?

    Does not improve gameplay in attacks, but i can understand that changing the icon with trooplevels is something people would want.
    Either option is fine with me.


    F') Troops silver level highlight

    1)
    Easier to find if a player has maxed troops for his TH level if he's not TH10
    2) Enhance Game Graphics
    3) Better for finding what's the max level of a troop/hero/spell for each TH level without installing a clash of clans guide or going to clash of clans wiki

    Yeah, this is something i think could be usefull. I tend to forget what the maximum level was on lower TH levels so a mnemonic would help people like me =P i only wonder if it would be easy to implement, guess it won't be that hard to realise. I support this one!


    Well, took me some time to go through your suggestions but finally had them all. Hope you appreciate my feedback, and would love to see some of your suggestions get realised.
    Last edited by HungryHungryHippo; September 10th, 2015 at 02:16 PM. Reason: typo's

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  8. #8
    Pro Member 0jij0's Avatar
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    Quote Originally Posted by HungryHungryHippo View Post

    Ok, i'll give it a shot. Keep in mind that i'm giving my opinion on every point so it's my personal point of view.

    - Your lines are normal
    - My lines are in Italic

    ...

    Well, took me some time to go through your suggestions but finally had them all. Hope you appreciate my feedback, and would love to see some of your suggestions get realised.
    1) Preparing your army in your war base means also preparing spells and requesting troops from ur war base
    2) I know scouting the enemy base does not affect the attack but like you've said it will be a shortcut to the current way
    3) They will always be a way for stalking so adding a block feature is a way to prevent, u're free to use it or no (like the global chat or recommended target )
    4) I wrote the statistic of the spells in my first post and their radius will be similar to all dark spells
    5) Mass Golems is a current used strategy and its very useful to 3 star "defense ring" bases so the cool spell will developp that strategy
    6) U underestimate skeletons here, 8 or 10 skeletons are very good mostly to clean outside buildings
    7) In so many attacks u can't take a witch with u or cleaning up troops so u're here wishing for the lava to pop or for ur hogs to spread
    8) I don't think there is still people who fail a full drag 2 attack against a th7
    9) GoWiPe will be strong maybe vs low level TH9 but always a good base can defend against a GoWiPe attack its not that strong strategy but the 2 stars will surely become easier
    10) I'm a TH9 with all defenses at their max th8 level with only tesla 7 and cc 5 / 50 walls 9 rest walls 8 / heroes 15-11 / lab almost maxed still have 2 valk upgrade and a minion upgrade and 1 quake upgrade... U see ?
    11) I know heroes ability needs timing but u could still manually activate it and surely that would be better but in case of forgetting u're attack won't be a disaster
    12) Its not bringing back zapping bcz zapping will remain impossible but like you've said its a way to saving those guys who wants to destroy almost destroyed storages to get that 50%
    13) What u've said isn't not-fair, but starting a war against 2 th10 and ending the prep day against 6 th10s with all new defenses and 5 spells, thats not fair
    14) The golem split damage is very usefull to take out high ho defenses
    15) In a late update, SC has made troops attracted a bit by jump spell
    16) About the war log i don't mean that people could go to clans war log and watch their war they could only see wars results (if they're not clan members)
    17) I've wrote Troop tab's improvemts in my first post


    Yeah I've appreciate very much your feedback hank u for ur help and i would like u to answer me backon my points if u don't mind and thanks again

  9. #9
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    Quote Originally Posted by 0jij0 View Post
    First i want to say It's a very long thread and sorry maybe my english will be a bit bad

    Okk.. let's start..

    1) New Features (more details below)

    -a)
    Now wars attack are prepared in our war base separately from our village
    -b) Player Search function with block feature
    -c) A new Level 4 Dark Spell Factory and a new Dark Spell are now available on TH9 : the "Steady Spell"
    -d) A new Level 5 Dark Spell Factory and a new Dark Spell are now available on TH10 : the "Cool Spell"
    -e) Skeleton Traps can defend your village, and now you can deploy them in your attacks


    2) War Base new Functions


    -a)
    The war attacks must now be prepared in the war base
    -b) The army prepared in your village can't be used in the clan war, and the army prepared in the war base can't be used in multiplayer mode
    -c) The Clan War button will now switch you automatically to your war base
    -d) The war base is a base that allow you only to train an army, u can't control your builders or re-arm traps/defense
    -e) The level of the troops available in your war base during the battle day is the level that were available when the preparation day started
    -f) Traps don't have to be re-armed in the war base when an enemy attacks you in the clan war


    3) New Player Search function + Block feature

    *It has been ruled out by SC but the reason why its ruled out (so many players with same name) aren't now a problem because now we have advanced search and every player has a player tag like the clan tag

    -a) A "search player" tab will be available now behind the "search clan" tab
    -b) A too wide search will give you a banner saying "your search is too wide please specify more your search"
    -c) In advanced search you will have 3 options
    --c.1) The XP level of the player (minimum : .. / maximum : ..)
    --c.2) The amount of trophies the player have (min.. /max..)
    --c.3) The TownHall level of the player
    -d) You will be also able to search the specific player directly by entering his player tag
    -e) Blocking a player will only make the player unable from finding you in player search even if he knows your player tag or in friend list maybe and from seeing your profile *ONLY THAT* he will still able to find you if he find your clan and join your clan and all other stuffs


    4) The New "Steady Spell"


    -a)
    It doesn't boost anything, doesn't deal or heal any damage and doesn't freeze troops or defense
    -b) Troops inside this spell don't lose health for a short time
    -c) This spell is available at TH9 in the level 4 Dark Spell Factory
    -d) This spell can't protect troops from traps damage
    -e) The Steady Spell has 3 levels and with every upgrade the protection time will increase (3-4-5 seconds in levels 1-2-3)
    -f) As its a way to protect, the steady spell effects is disabled by inferno's fire


    5) The New "Cool Spell"

    -a)
    It doesn't boost anything, doesn't deal or heal any damage and doesn't freeze troops or defense
    -b) Troops inside this spell are protected from inferno's fire for a short time
    -c) This spell is available at TH10 in the level 5 dark spell factory
    -d) If an inferno is targeting a troop, if you drop a cool spell on it the inferno will change target and choose another troop to target
    -e) The Cool Spell has 3 levels and with every upgrade the cooling time will increase (2-3-4 seconds in levels 1-2-3)


    6) Skeleton Trap new Functions

    -a)
    Skeleton Traps deploys skeleton to defend your base when you're under attack
    -b) Skeleton Traps can now be placed in enemy's base to deploy its skeletons to help your army attacking that base
    -c) The trap will now be re-armed with dark elixir because its used to attack a base and protect yours, like heroes...


    7) Game Balancing


    -a)
    Dragon level 2 has been moved to Laboratory Level 6 (Available at TownHall 8)
    -b) P.E.K.K.A level 4 have been moved to Laboratory Level 7 (Available at TownHall 9)
    -c) Heroes ability is now launched automatically when the hero is about to die (when the hero reach 0-1hp) if it hasn't been launched yet and for sure it can still be launched manually by the player when he wants
    -d) Air Sweeper's range and push strength have decrease
    -e) All resource storages are now protected by an invisible armor that have only 1 hitpoint but who is immune to all direct spell damage, and to steal the loots u will have to destroy that armor first
    -f) Resource storages, who are now protected by an armor aren't immune to direct spell damage anymore
    -g) WallBreaker training cost have decrease but damage have increase :
    --g.1) a WallBreaker level 4 can now destroy a wall level 5-
    --g.2) a WallBreaker level 5 can now destroy a wall level 6-
    --g.3) a WallBreaker level 6 can now destroy a wall level 7-
    -h) Spells time addition (only for spells who have duration upgradable capacity (like jump/freeze))
    --ex) If you put 2 freeze spell level 5 (8 seconds) on a same area, the second freeze spell time won't countdown until the first freeze time ends, so they will give you a 16 seconds freeze
    -i) All Buildings that are builded after that the preparation day has started can't be added to the war base of the current war
    -j) You can now manually split the lava/golem in the attack even before they die by double-tapping on the troop icon when all of this troop are already deployed
    -k) Clan War preparation day lasts now 23 hours instead of 24 hours


    8) AI Improvements


    -a)
    The Archer Queen is now more attracted by the jump spell than before
    -b) Spells now start affecting quicker than before
    -c) Wizards miss less of their shots on moving troops
    -d) Fixed rare cases where a balloon shots a defense but doesn't deal any damage


    9) Interface Improvements


    -a)
    Clans's War Logs, Clan XP and Player XP are now published to all players and not only to clan-members or to the player only
    -b) Heroes and buildings Upgrade time remaining and Laboratory Research time remaining of a player can now be seen by every clanmate of the player
    -c) The troop tab in the attack mode have improved (no more sliding) :
    --c.1) The icon of a troop/spell/cc disappear now when you select another troop icon when u have no more of that specific troop/spell/cc
    ---ex) You're attacking with BArch, you have used all you're barbarians, the barb icon don't disappear, when u select the archers icon, the barb icon disappear
    --c.2) When you're searching for an opponent to attack in multiplayer, you can now select an empty icon so you won't have any troop selected
    --c.3) Icon of heroes/golem/lava never disappear because they have abilities
    -d) No more Country Flags anymore (Maybe replaced by Themed Flags..)
    -e) Photos of troops now change when you upgrade their levels
    -f) Troops that are at their max level for the current TownHall level will have their level highlighted with silver in the player profile
    ...
    I do not support this at all.

  10. #10
    Forum Elder Kowalski711's Avatar
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    Quote Originally Posted by 0jij0 View Post
    1- u can't use witches in all army compositions and in my 2nd post u can see other facts about that idea
    2-i've wrote that i know it has been ruled out but the problem could be solved in another way
    3-What do u mean by LB ?? sorry i haven't understand
    4-also what do u mean by i have already spend my 6M ?? sorry again
    5- i've post reasons to decrease AS range and push strength in my 2nd post
    6-i've see the flags thread and yeah thats what i'm talking about
    7-u don't have anything to say about all other ideas ?? i would like to know ur opinion

    and thx for giving me ur feedback
    I'm aware, but we do have them.
    Leaf blower (Air Sweeper)
    Six Million Lixer

    As for the others, I didn't comment because they look good - also too many to comment on lol

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