Good news now will be easier to use th snipe,there will be hundreds of abandoned villages with town hall ouside and never will have shield
Good news now will be easier to use th snipe,there will be hundreds of abandoned villages with town hall ouside and never will have shield
Not much point in sniping for anything except trophies as destroying the townhall won't give you much of the league bonus due to the bonus being proportionate to %destructuon. You'll get 1/5th of their storage loot but most inactives have none anyway.
Thanks TerMinus Prime for the sig pic
Since the league bonus is now scaled based off destruction it should also be scaled based off TH level. I really can't imagine a TH11 getting 70% on another TH11 for the full bonus and they need the loot for those big 10 mill upgrades
Clash IGN: LeTHaL | Level 170 | 275/275 Magma | 100 Hero Levels
With TH now holding significantly more loot, will it become immune to lightning and earthquake spells like other storages? The same could be said for the Clan Castle, but the amount of loot stored there will not be increasing. It seems strange that these buildings will be treated as storages (goblins will attack them), but they won't be immune to lightning and earthquake spells.
My apologies if this has already been asked here, but I didn't want to read through 150+ pages.
IGN: T-FReD | Clan: Never FalterTH10 | Level: 124 | Walls: 151 Lava, 124 Lego | BK: 23 | AQ: 40 | GG: 1.09B | EE: 1.04B | HH: 4.3M
I may just be missing something overall and fully understand that the phrase "wait and see" can fully be applied here, but I just wanted to get my thoughts out there and ask for some feed back.
SC says that farming will be easier after this update and in theory it should be, until the economy dries up and there is very little to farm.
Now what makes me say that? I am talking about loot generation. Forget collector/storage raids when discussing the state of the economy. Those raids are just a shell game moving loot from base to base until an upgrade is performed and then it is removed from the economy as a whole.
What help keeps the balance of that loss to the economy is loot generation and how it is generated in the game.
- Mines and Pumps (Collectors) - Currently unchanged and at a constant rate
- Clan Wars - Largely just gold generation with minimal elixir and at a variable rate based on level of success
- League Bonuses - Will be increased with this update but also will be percentage based. Final result unknown.
The topic I want to focus mainly on is League Bonuses and Town Hall snipes as a form of loot generation.
(And for my example I will be using 10 attacks per day, 1 hour per army build time, and the Crystal 2 bonus since it is listed in the middle of the league list. I do not know what league the average player is located in as I do not have access to this data and thought using C2 would be safe for this example.)
Under the current system of free shield with Town Hall snipe if a player attacks 10 times using their army and gets sniped 10 times in return that is 1 million ([50k gold + 50k elixer] x10 attacks) in total free loot that was generated in to the system from the snipes alone.
Under the new system (without knowing new percentage based bonus system and using current system) a player can attack 10 times breaking their shield 4 times exposing their base for attack. Assuming a successful attack against each time, only generated 400k loot into the system.
However that isn't completely accurate. Under the current system most snipes happen though the use of the King and/or Queen or an insignificant amount of barbs, archers, and/or minions thus generating "free" loot into the system. Under the new system they will need to bring some sort of army with them to obtain at least 50% or Town Hall destruction thus removing loot from the economy in the form army cost. Assuming a TH8 BArch army (45k in cost) for a low end attack the new system only will have only generated 220k of new loot into the system. For an average attack with at least 1 spell going forward the army cost will be 100k+. This means that at best you the economy will break even in terms of loot generation, but more often than not will see a loss in the economy.
Why should this be seen as a significant problem? If what SuperCell said is true and that 80% of attacks on average across all leagues were snipes (http://forum.supercell.net/showthrea...-Pat-Interview) that is a lot of loot that is no longer being generated for free and without knowing new bonus system, could actually have a negative overall effect on they economy.
I'm not saying town hall snipes are good for the game at all, but based on current Sneak Peeks and admittedly without fully knowing the new bonus system, I do not see where this loss of loot is made up in the game and could easily see this snowballing into another loot crisis similar to the one the community saw a year or two ago. If it does happen again, hopefully SuperCell will be quicker to acknowledge the issue and make changes needed.
Well thought out, but it is truly as case of wait and see.
(And also see what else the sneak peeks bring)
-_-
Personally I am all for the changes to shields, village guards with the new gem boost time, and changes they have fixed major flaws in the farming world. However that being said I still feel like there is a need for an incentive to have a defensive league bonus.
My idea was to base the bonus on either:
A) Gems that would be awarded for successful defends and climbing high in trophies.
B) Loot that would be a new concept of battling for the current league bonus.
For more details on these, the link in my signature will take you to the thread in the ideas & feature requests subforum.
Last edited by XSV; December 3rd, 2015 at 05:12 PM.
Killers Inc • #G09YVYY • 50 Man TF • Always Looking For Killers
Recruitment Thread Link
Looking for active players! Seeking zooka players!
Jonas has been vastly misquoted about 80%. He said certain leagues have as much as 80%, not all leagues.
I don't disagree that TH sniping adds a ton to the economy. However, it also sequesters a great deal from the economy. As Jonas mentioned, at the price of 1000 gold and elixir, you can remove 400k each (my loot available at the moment is over 1 million combined). The player can use and spend this at their leisure, thus removing the money from the economy. In the end, which removes more: removing an attack that add a few thousand to a few hundred thousand resources or removing the ability to shelter 600k-1 million resources?
I think this new scheme will benefit everyone, though it will require changes to attacking for some
Last edited by chas28; December 3rd, 2015 at 05:15 PM.