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Thread: Goblin & shield balancing

  1. #41
    Centennial Club GKJ's Avatar
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    I think there fix will be..

    In the end it is way too easy an attack to give the defender nothing.

    TH9 and TH10's waking up in the morning down a few Million resources
    and 10 to 20k DE in the future will have people on here screaming.

    In the end I think Supercell will just institute a army size shield requirement.

    Something along the lines of, if you Burn 250 Troops on a base (Count each spell as 25 troops),
    You get a 10-12 hr shield.


    This will probably be their reward for defenses in the future.
    What breaks in a moment may take years to mend.

  2. #42
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    you could fix this entire problem by allocating shield length proportionate to resource loss for that level.
    at th9 you have 6 collectors producing 3500hr when maxed so 21000 per hour. If you got hit for -200,000 gold then your shield at th9 would be 200,000 / 21000= 9.524 hours. You make the same elixir and 200hr on dark elixir. After the fight the system could check the largest loss either gold, elixir or dark elixir then calculate an appropriate shield length based off the losses. A small hit would be a short shield and a big hit gives a large one. The current shield takes into account too few important variables to be successful I'm amazed this even went live.

  3. #43
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    Quote Originally Posted by GKJ View Post
    In the end it is way too easy an attack to give the defender nothing.

    TH9 and TH10's waking up in the morning down a few Million resources
    and 10 to 20k DE in the future will have people on here screaming.

    In the end I think Supercell will just institute a army size shield requirement.

    Something along the lines of, if you Burn 250 Troops on a base (Count each spell as 25 troops),
    You get a 10-12 hr shield.


    This will probably be their reward for defenses in the future.
    With my raid start you still wouldn't get a shield I reply 50-75 gobs get 75-100k of each 500-100 dark and 15%

  4. #44
    Centennial Club GKJ's Avatar
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    With 75 Goblins your not coring a max TH10 base.

    Me, I go for that TH10's DE and 2-4 storage.
    If the TownHall is in there next to the De it will go down as well 50% of the time.

    I'm pulling most raids 2500-3500DE
    150-250k gold
    150-250k Elixer

    and doing 20% damage.


    Can you imagine being attacked that way 4-5 times each night you get off?
    What breaks in a moment may take years to mend.

  5. #45
    Pro Member Tencwhiskey's Avatar
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    Everytime there is a different attack strategy people want to nerf it or get rid of it. Pretty soon we are not going to have anything to use at all.
    Goblins need nerf, gibarch is not a real attack strategy , queen is too powerful, lavaloon is too powerful add a blower, nerf the heroes, nerf the hogs, take away sniping TH etc etc.

    No matter what they do we will find an easier and less challenging and more efficient way to raid. It'd called adapting, as so many have said we need to do.

  6. #46
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    Quote Originally Posted by silentbuddha View Post
    Personally, If a base design that allows EQ spells to open a wide path to most of storages then the base design need to be re-worked with the focus on spreading out the storages to minimize loss of loot. No base will protect loot 100% and this is part of the game design of supercell whereby the attacker will always have a slight advantage. Since SC made the TH more like a storage (which I think was a great idea to help lessen TH sniping), why shouldn't goblins target that building just like they would target CC (which also has storage capacity as well). I use the strategy of Giants and goblins with EQ spells, but this combo does not work on every base type. The combo is what I had to use in order to adapt to the new reality that farming just became a little bit more challenging after the December-2015 TH11 update.

    Is this part of being adaptable, YES it is.

    Do I like the new update? Honestly, I still don't know at this point.

    With regards to 30% min requirement for shield, I think it SC should offer more shield tiers like 1 hour for 5% destruction, 2h for 10% destruction, 3h for 15% destruction, 4h for 20% destruction 5h for 25% destruction and 6h for 30% destruction and so on. This tier system would still allow revenge attacks while giving the defending base a chance the recoup loss. I also think that if a person attacks while under a shield, the shield time should decrease with the amount of % desctruction on following raids. For example: let's say you have a 12 hour shield. If your next raid results in 30% destruction then your remaining shield time would decrease by 6 hours. If your next raid after that results in 10% destruction the your remaining shield tie would derease by another 2 hours.

    my 2 cents

    alias: Keiwo
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    That's not a bad solution, it's not the essence of the gobo tactic that I am opposed to it's the fact that the goblins can cut through the th giving a star to the attacker and no shield to the defender, your solution seems like a feasible patch for this problem. One or the other should be true, the th is this very important strategic structure or it's just another storage, if it's the latter then a shield should be given and it should be a little tougher to bring down. If the former then it should not have been messed with in the first place. Just give it store space but keep old shield system. Personally I hated this new system when it came, but since I have adapted a bit it's a little more tolerable. I still think it needs a lot of work though and this is one area that could be tweaked. Thanks for feedback

  7. #47
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    Quote Originally Posted by Zeez View Post
    you could fix this entire problem by allocating shield length proportionate to resource loss for that level.
    at th9 you have 6 collectors producing 3500hr when maxed so 21000 per hour. If you got hit for -200,000 gold then your shield at th9 would be 200,000 / 21000= 9.524 hours. You make the same elixir and 200hr on dark elixir. After the fight the system could check the largest loss either gold, elixir or dark elixir then calculate an appropriate shield length based off the losses. A small hit would be a short shield and a big hit gives a large one. The current shield takes into account too few important variables to be successful I'm amazed this even went live.
    That's actually not a bad idea either

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