Clan Wars: Are CoC Engineered Bases Over?
For years now players in Clash of Clans have been attempting to strategically update their troops and base in order to gain an advantage in clan wars. First was the .5 system, in which players would upgrade all offensive troops and buildings before defensive units, putting their gold into walls. Effectively they would become a base with Town Hall 9 offense and Town Hall 8 defenses, and usually matched against a low TH9 in wars. An effective way to push wars in your clan’s favor, even at the slight loss of defense during normal raids.
But like anything, players then began to experimenting with taking that theory to the extreme. How about pushing on to Town Hall 10 offense before doing those Town Hall 9 defenses? Better yet, how about a Town Hall with no walls or defenses, and only focusing on upgrading war troops and heroes? Thus, came the engineered bases. A staple of the game for quite a while now, entire clans have been built around engineering or having defenseless bases in hope to game the war matchmaking algorithm.

The issue that arose was when clans would get matched up with dramatically different defensive or offensive strengths. Typically, these wars were over from the initial match, and the top-level war community took notice. Running on almost two years now, there have been calls to either phase out engineered bases, or simply allow them to war each other and let balanced clans face off.
SuperCell was never going to force a player out of the engineering method, and dictate exactly which way they had to play and upgrade. However, behind the scenes they have implemented changes to the war base weight system that helps address the issue and encourage more balanced bases.
The war base weight system is quite complicated and we could easily spend two or three articles just on that. For now we will focus on the high level idea behind the system and what has changed. The war matching system, calculates each base (in the war) on the level of defenses completed, troops researched and hero levels. Every single item and level has an associated weight, with some weighing far more (i.e. splash damage) and some adding very little weight to your base (i.e. air sweepers and defenses).
In general the game tries to match and overall clan’s weight with another clan in a similar range. Individual bases are not linked to their opposing number. For instance, if you are #4 on the war map for your team, the matching system is not aiming to find your even opposite. Instead the collective clan weight should be close. When mismatches appear at the top, they are likely off-set in the middle or at the bottom of the map.
Thus basically eliminates any advantage of a defenseless base or ones with very low defenses. Any even if they are still able to jump across and take out other bases low on the opponent’s war map, they are making the overall matchup harder for their team (likely at the top of the map). The developers themselves have confirmed this in a recent Q&A session on the Clash of Clans forums.
So what should you do? Time to start migrating back to balanced bases, and making sure your clan mates are doing the same. Focus on upgrading point defenses first to avoid additional weight penalties – air sweeper, air defense, tesla, archer tower and cannon. The days of beating an opponent in war just because someone has an unfair offensive advantage are coming to an end. Time to work on those war attacks.
In any case, such as anything, players at that point started to trying different things with taking that hypothesis to the outrageous. What about pushing on to Town Hall 10 offense before doing those Town Hall 9 barriers? Even better, what about a Town Hall without any dividers or barriers, and just concentrating on redesigning war troops and saints? Along these lines, came the designed bases. A staple of the game for a long time now, whole families have been worked around designing or having unprotected bases in plan to game the war matchmaking calculation.
The issue that emerged was when groups would get coordinated with significantly extraordinary guarded or hostile qualities. Commonly, these wars were over from the underlying match, and the top-level war network paid heed. Running on very nearly two years currently, there have been gets to either eliminate designed bases, or just enable them to war one another and let adjusted factions go head to head.
SuperCell was never going to constrain a player out of the building strategy, and manage precisely what direction they needed to play and redesign. Notwithstanding, off camera they have executed changes to the war base weight framework that helps address the issue and energize progressively adjusted bases.
The war base weight framework is very muddled and we could without much of a stretch burn through a few articles just on that. For the present we will concentrate on the abnormal state thought behind the framework and what has changed. The war coordinating framework, figures each base (in the war) on the degree of protections finished, troops looked into and saint levels. Each and every thing and level has a related weight, with some weighing undeniably more (for example sprinkle harm) and some adding next to no weight to your base (for example air sweepers and guards).
When all is said in done the game attempts to match and in general faction's weight with another group in a comparative range. Individual bases are not connected to their restricting number. For example, in the event that you are #4 on the war map for your group, the coordinating framework isn't meaning to locate your even inverse. Rather the aggregate group weight ought to be close. At the point when confuses show up at the top, they are likely off-set in the center or at the base of the guide.
The New Penalty System
SuperCell is presently figuring the distinction between your war base's weight and the town lobby weight for a base required to get your most astounding troop, legend or spell. In the event that that distinction is in excess of 10,000 off in either course they will include an extra punishment (the accurate figure which has not been uncovered). So for example on the off chance that you have a Town Hall 11 with Town Hall 9 resistances, yet a maximum Grand Warden, you will be given the heaviness of a normal TH11. In the event that the distinction between your normal weight and real weight is excessively far away, you will get a punishment and be in a much more dreadful space.
Along these lines essentially disposes of any favorable position of a helpless base or ones with exceptionally low resistances. Any regardless of whether they are as yet ready to bounce crosswise over and take out different puts together low with respect to the rival's war map, they are making the general matchup harder for their group (likely at the highest point of the guide). The designers themselves have affirmed this in an ongoing Q&A session on the Clash of Clans discussions.
So what would it be advisable for you to do? Time to begin relocating back to adjusted bases, and ensuring your family mates are doing likewise. Concentrate on overhauling guide resistances first toward maintain a strategic distance from extra weight punishments – air sweeper, air barrier, tesla, toxophilite tower and gun. The times of beating an adversary in war since somebody has an out of line hostile bit of leeway are arriving at an end. Time to take a shot at those war assaults.
Developer Base – Archer Tower Gear Up
The last update conveyed a minor acclimation to the Home Base from our companion the Master Builder. One bowman tower would now be able to be outfitted to have the switch include between longer separation or quicker assault. So as to open this component you need an Archer Tower level 6 in the Builder Base and an Archer Tower level 10 in the Home Village. Remember however this will possess your Master Builder for two days and cost $4,000,000 gold.
But like anything, players then began to experimenting with taking that theory to the extreme. How about pushing on to Town Hall 10 offense before doing those Town Hall 9 defenses? Better yet, how about a Town Hall with no walls or defenses, and only focusing on upgrading war troops and heroes? Thus, came the engineered bases. A staple of the game for quite a while now, entire clans have been built around engineering or having defenseless bases in hope to game the war matchmaking algorithm.

The issue that arose was when clans would get matched up with dramatically different defensive or offensive strengths. Typically, these wars were over from the initial match, and the top-level war community took notice. Running on almost two years now, there have been calls to either phase out engineered bases, or simply allow them to war each other and let balanced clans face off.
SuperCell was never going to force a player out of the engineering method, and dictate exactly which way they had to play and upgrade. However, behind the scenes they have implemented changes to the war base weight system that helps address the issue and encourage more balanced bases.
The war base weight system is quite complicated and we could easily spend two or three articles just on that. For now we will focus on the high level idea behind the system and what has changed. The war matching system, calculates each base (in the war) on the level of defenses completed, troops researched and hero levels. Every single item and level has an associated weight, with some weighing far more (i.e. splash damage) and some adding very little weight to your base (i.e. air sweepers and defenses).
In general the game tries to match and overall clan’s weight with another clan in a similar range. Individual bases are not linked to their opposing number. For instance, if you are #4 on the war map for your team, the matching system is not aiming to find your even opposite. Instead the collective clan weight should be close. When mismatches appear at the top, they are likely off-set in the middle or at the bottom of the map.
The New Penalty System
SuperCell is now calculating the difference between your war base’s weight and the town hall weight for a base required to obtain your highest troop, hero or spell. If that difference is more than 10,000 points off in either direction they will add in an additional penalty (the exact figure which has not been revealed). So for instance if you have a Town Hall 11 with Town Hall 9 defenses, but a max Grand Warden, you will be given the weight of a typical TH11. If the difference between your expected weight and actual weight is too far off, you will receive a penalty and be in an even worse space.Thus basically eliminates any advantage of a defenseless base or ones with very low defenses. Any even if they are still able to jump across and take out other bases low on the opponent’s war map, they are making the overall matchup harder for their team (likely at the top of the map). The developers themselves have confirmed this in a recent Q&A session on the Clash of Clans forums.
So what should you do? Time to start migrating back to balanced bases, and making sure your clan mates are doing the same. Focus on upgrading point defenses first to avoid additional weight penalties – air sweeper, air defense, tesla, archer tower and cannon. The days of beating an opponent in war just because someone has an unfair offensive advantage are coming to an end. Time to work on those war attacks.
Builder Base – Archer Tower Gear Up
The last update delivered a minor adjustment to the Home Base from our friend the Master Builder. One archer tower can now be geared up to have the toggle feature between longer distance or faster attack. In order to unlock this feature you need an Archer Tower level 6 in the Builder Base and an Archer Tower level 10 in the Home Village. Keep in mind though this will occupy your Master Builder for two days and cost $4,000,000 gold.Throughout recent years players in Clash of Clans have been endeavoring to deliberately refresh their troops and base so as to pick up a preferred position in group wars. First was the .5 framework, in which players would redesign every hostile troop and structures before cautious units, putting their gold into dividers. Successfully they would turn into a base with Town Hall 9 offense and Town Hall 8 resistances, and generally coordinated against a low TH9 in wars. A viable method to push wars in your faction's support, even at the slight loss of guard during typical strikes.In any case, such as anything, players at that point started to trying different things with taking that hypothesis to the outrageous. What about pushing on to Town Hall 10 offense before doing those Town Hall 9 barriers? Even better, what about a Town Hall without any dividers or barriers, and just concentrating on redesigning war troops and saints? Along these lines, came the designed bases. A staple of the game for a long time now, whole families have been worked around designing or having unprotected bases in plan to game the war matchmaking calculation.
The issue that emerged was when groups would get coordinated with significantly extraordinary guarded or hostile qualities. Commonly, these wars were over from the underlying match, and the top-level war network paid heed. Running on very nearly two years currently, there have been gets to either eliminate designed bases, or just enable them to war one another and let adjusted factions go head to head.
SuperCell was never going to constrain a player out of the building strategy, and manage precisely what direction they needed to play and redesign. Notwithstanding, off camera they have executed changes to the war base weight framework that helps address the issue and energize progressively adjusted bases.
The war base weight framework is very muddled and we could without much of a stretch burn through a few articles just on that. For the present we will concentrate on the abnormal state thought behind the framework and what has changed. The war coordinating framework, figures each base (in the war) on the degree of protections finished, troops looked into and saint levels. Each and every thing and level has a related weight, with some weighing undeniably more (for example sprinkle harm) and some adding next to no weight to your base (for example air sweepers and guards).
When all is said in done the game attempts to match and in general faction's weight with another group in a comparative range. Individual bases are not connected to their restricting number. For example, in the event that you are #4 on the war map for your group, the coordinating framework isn't meaning to locate your even inverse. Rather the aggregate group weight ought to be close. At the point when confuses show up at the top, they are likely off-set in the center or at the base of the guide.
The New Penalty System
SuperCell is presently figuring the distinction between your war base's weight and the town lobby weight for a base required to get your most astounding troop, legend or spell. In the event that that distinction is in excess of 10,000 off in either course they will include an extra punishment (the accurate figure which has not been uncovered). So for example on the off chance that you have a Town Hall 11 with Town Hall 9 resistances, yet a maximum Grand Warden, you will be given the heaviness of a normal TH11. In the event that the distinction between your normal weight and real weight is excessively far away, you will get a punishment and be in a much more dreadful space.
Along these lines essentially disposes of any favorable position of a helpless base or ones with exceptionally low resistances. Any regardless of whether they are as yet ready to bounce crosswise over and take out different puts together low with respect to the rival's war map, they are making the general matchup harder for their group (likely at the highest point of the guide). The designers themselves have affirmed this in an ongoing Q&A session on the Clash of Clans discussions.
So what would it be advisable for you to do? Time to begin relocating back to adjusted bases, and ensuring your family mates are doing likewise. Concentrate on overhauling guide resistances first toward maintain a strategic distance from extra weight punishments – air sweeper, air barrier, tesla, toxophilite tower and gun. The times of beating an adversary in war since somebody has an out of line hostile bit of leeway are arriving at an end. Time to take a shot at those war assaults.
Developer Base – Archer Tower Gear Up
The last update conveyed a minor acclimation to the Home Base from our companion the Master Builder. One bowman tower would now be able to be outfitted to have the switch include between longer separation or quicker assault. So as to open this component you need an Archer Tower level 6 in the Builder Base and an Archer Tower level 10 in the Home Village. Remember however this will possess your Master Builder for two days and cost $4,000,000 gold.
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