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Thread: Town Hall 11 Eagle Artillery Edit

  1. #1
    Fresh Spawn
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    Dec 2015
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    Lightbulb Town Hall 11 Eagle Artillery Edit

    Hello people,

    I was thinking of changing how the Eagle Artillery defends:

    -Splash range increases (I'd say about twice as big)
    BUT,
    -Damage depends on amount of troops in the splash range.
    For example say you have 7 lvl 6 wizards on the same spot and the Eagle Artillery locks on to it, it splash damages all the wizards (normally it would kill them) but because there are 8 (wizards) .4 (housing spaces) =32 units (I would count this in army spaces ,heroes being equal to 35 or 40), the damage is decreased to reduce them to 1/4 of their health instead of killing them.
    Would there be only 5 or less wizards, they would all die.
    This way, the Eagle artillery actually gives Heroes/golems a chance to proceed into the base.
    Because the damage is reduced, The Eagle Artillery is now activated when 1/2 of the original amount of troops is placed on the map (I think it is 1/4 of the army then).

    This was an on the fly idea so sorry for the writing mistakes and stuff.

    Thanks,
    Happy Clashing! GodAshen

  2. #2
    Voracious Messenger Cheeserman's Avatar
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    Way too many changes to a defense that is still relatively new. Defense has always been one step behind the offense. I am glad that things are somewhat even now. Offense got a new hero and defense gets a pretty tough defense. Pretty even in my book.

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