View Poll Results: Do you guys want this?

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Thread: Bouncy Walls (A New Trap)!!!

  1. #1
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    Lightbulb Bouncy Walls (A New Trap)!!!

    Hi guys,

    (THE BOUNCY WALLS, A NEW TRAP!!!)


    INTRODUCTION
    We have many awesome traps in coc but this trap can be the peak of awesomeness. What if we have bouncy walls which bounce back any troop who wants to break it (Wall Breakers would hate it especially). You may switch any of your walls in the base to BW (Bouncy Walls) but there will be a limited number of walls allowed which will be explained later. Troops which attack from a distance like archers, wizzards and witches will get their archers, spells and skeletons bounced back from the wall respectively, with no damage what-so-ever. Once the troop or its artillery is bounced back of the wall, it will try to find another way in (It is where AI would come into play). Troops will bounce back in the range of 1 to 3 tiles depending on the level of trap and space behind. If there is a wall behind, troop will get stopped by the wall. Only heavy troops like PEKKA, GOLEM and Heroes won't get bounced back and archer queen's miniature xbow will cause equal damage to these walls. BW will be available from TH9 and on-wards. The 3 levels of this trap will cover TH9, TH10 and the upcoming TH11. All BW's must be placed in a straight line or can be placed individually as-well (No corners and compartments of BW).

    SPECIFICATIONS
    BW will be available in the following numbers;

    15 Bouncy Walls at TH9
    20 Bouncy Walls at TH10
    30 Bouncy Walls at TH11
    BW will bounce back in the following manner;

    1 tile at level 1
    2 tiles at level 2
    3 tiles at level 3
    BW will get upgraded in the following manner;
    Level 1 at TH9
    Level 2 at TH10
    Level 3 at TH11
    To visually make it more attractive, bouncy walls may glow upon impact with any troop or its artillery.

    STRATEGY
    Bases are usually surrounded by the walls with compartments within. Outer wall covers a much bigger area and you will have to predict from where the attack will start in order to ward off wall breakers from there which will get them killed and it will be the first nail in the coffin. These walls can be placed within the base re-directing the troops to other traps like Giants bombs etc. Strategically, these walls can play a huge role in forcing the attacker to improvise rather than plan and attack in a mainstream way.


    WHY FROM TH9?
    The last new trap we get is the Skeleton Trap and it is first available at TH8. So, TH9 would be the perfect place to start with BW. Moreover, these walls are more stronger traps then the rest so they must be available at higher Town Hall levels.

    Any positive criticism is appreciated and suggestions are highly welcome. Will wait for some feedback !
    Last edited by BadBoy101; November 22nd, 2015 at 11:52 AM.

  2. #2
    Super Member ZachTyler's Avatar
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    An interesting idea.. I believe this could potentially be ruled out... (?) but I'm not positive.. I'll check. But for the most part I think this is a unique twist on the old 'walls that do damage idea' so keep trying to balance stats and perfect this and this could become a great idea!


    -ZT

  3. #3
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    TY ZachTyler for your feedback. Can you kindly mention some changes in stats which will balance it out and make the idea better? Other than the range of tiles, troops get bounced back, shall I add some damage to the troops too? Any other suggestion is highly appreciated

  4. #4
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    Quote Originally Posted by BadBoy101 View Post
    TY ZachTyler for your feedback. Can you kindly mention some changes in stats which will balance it out and make the idea better? Other than the range of tiles, troops get bounced back, shall I add some damage to the troops too? Any other suggestion is highly appreciated
    Don't add damage. Walls are meant to stall, not damage. Maybe start at 0.5 tiles, 1 tile for level 2, and then 1.5 for level 3?


  5. #5
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    Quote Originally Posted by Radiating View Post
    Don't add damage. Walls are meant to stall, not damage. Maybe start at 0.5 tiles, 1 tile for level 2, and then 1.5 for level 3?
    0.5 tiles would mean nothing. Even if observe it with a microscope, I won't feel that bounce. Moreover, these walls are meant to push troops back so I think range from 1-3 tiles is fine with respect to the BW's level. Moreover, I agree damage should not be the part of this trap. I have a another new concept of 'Blast walls' which will damage the troops trying to break it. Those walls will explode on being damaged. I will share this concept tomorrow!

  6. #6
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    That's a great idea, but it's possibly ruled out so I don't thing It's gonna happen.

  7. #7
    Pro Member Lyle44's Avatar
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    Good idea, but wouldn't surrounding your TH with bouncy walls make it untouchable?

  8. #8
    Millennial Club Ridley123's Avatar
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    Quote Originally Posted by Lyle44 View Post
    Good idea, but wouldn't surrounding your TH with bouncy walls make it untouchable?
    I don't believe so, he said they can't be used in corners, so each corner of the TH would be exposed.

    As for tweaking the idea, I think that the number of walls for each th lvl is good, but I'd make it so the wall itself is 3 walls long. Therefor, at th 9 they get 15, but instead it would be divided into 5 sets of walls. And when any attacker hits a bouncy wall, all bouncy walls directly connected to the one hit will be exposed, so that troops won't be bouncing off every wall on a entire side of the map, but will still continue to run around it.

  9. #9
    Senior Member M4XTheGreat's Avatar
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    It should be you can have corners but no bouncy walls can be connecting. They can still bounce, but you'd have to be more strategic with your positioning.


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  10. #10
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    Quote Originally Posted by Ridley123 View Post
    I don't believe so, he said they can't be used in corners, so each corner of the TH would be exposed.

    As for tweaking the idea, I think that the number of walls for each th lvl is good, but I'd make it so the wall itself is 3 walls long. Therefor, at th 9 they get 15, but instead it would be divided into 5 sets of walls. And when any attacker hits a bouncy wall, all bouncy walls directly connected to the one hit will be exposed, so that troops won't be bouncing off every wall on a entire side of the map, but will still continue to run around it.
    Absolutely spot on, because of this concern about surrounding the TH with BW, I ruled out any bendings or compartments made by BW. Moreover, Very nice idea Ridley about grouping the BW's in chunks and if we do some simple mathematics, we will always have only 5 possible locations of Bouncy walls. Let me explain it to you!
    Max. 3 Walls in a row at TH9 (Total 15 walls at TH9)
    Max. 4 Walls in a row at TH10 (Total 20 walls at TH10)
    Max. 6 Walls in a row at TH11 (Total 30 walls at TH11)
    We can make it imperative that we must have to place 3,4 and 6 walls in a row at TH9, TH10 and TH11 respectively limiting the BW's to only 5 possible locations. Is this good? seems interesting to me.

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