Clan "rules"

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Leone
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Re: Clan "rules"

Post by Leone »

Let's not forget that alts can bring and transfer stone missiles to the grey catapult. Yes, it's inconvenient but then you are invading an enemy. It should be inconvenient.

In my opinion, the advantage should always be with the defender not the attacker, otherwise what is the point of building a base?

Having said that, if % need revisiting then that's what the forum is for.
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LordSeth
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Re: Clan "rules"

Post by LordSeth »

Leone wrote: Sat Jul 20, 2019 12:17 am Let's not forget that alts can bring and transfer stone missiles to the grey catapult. Yes, it's inconvenient but then you are invading an enemy. It should be inconvenient.

In my opinion, the advantage should always be with the defender not the attacker, otherwise what is the point of building a base?

Having said that, if % need revisiting then that's what the forum is for.
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LORD SETH
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Mr_Maks
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Re: Clan "rules"

Post by Mr_Maks »

To be honest, we again misunderstand.

I am not saying to add an ordinary siege hp + 50%.I'm talking about making a catapult 50% hp from a normal siege hp (for example ordinary siege have 3m hp and catapult have 1.5m)so that it can be used because now it is impossible due to the fact that the catapult falls in several blows.
I propose to make a catapult which is impossible to use suitable for use and not to make a stronger ordinary siege.
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LordSeth
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Re: Clan "rules"

Post by LordSeth »

Ok I see. The reason the catapult does not have high hp is because it has its bonus range. You don't need to be in fire range of any building to attack it with one. The only concern is other players attacking your catapult or tap to move and it does go in a tower or castle range.

To have something that can deal damage without taking damage is a great advantage but you do need to have the launch ammunition and you need to be careful and even log quickly if needed to save your catapult.

I will suggest some slight adjustments on them.
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Lestat
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Re: Clan "rules"

Post by Lestat »

A big thank you to Seth and all others involved.
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ryaca_
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Re: Clan "rules"

Post by ryaca_ »

Seiges have 1 million hp. they need to be seriously and severely nerfed.
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LordSeth
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Re: Clan "rules"

Post by LordSeth »

I made a little document that I could not find on the forum but honestly i didn't look very hard. 😂
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Mr_Maks
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Re: Clan "rules"

Post by Mr_Maks »

Yes, this is what I was talking about 75k hp is ridiculous considering that now players have a huge level up to 14000 with a loss of 35k(with double dmg 70k)which will not allow them to be used without specially built buildings to protect them.That's why I propose to improve their health so that they can be used and not just be in the game.

And with the condition that even the usual siege can be destroyed by the players, then the catapult with 1-1.5m hp will still be destroyed much faster but not as much as it is now.
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LordSeth
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Re: Clan "rules"

Post by LordSeth »

I'll request this from the game developer but I can not promise anything.

But being that many players are much stronger than we hat when the catapults were edited to its current setting I thing an additional lump some of hp is a improvement needed.
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Mr_Maks
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Re: Clan "rules"

Post by Mr_Maks »

As for the addition of crafting shells for clan players in their backpack? This would allow to create them without using the so-called spam clan to build a tower for their craft.
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