I've seen great tracking ... But that's only part and in a fair war a very little part of war ... Only time it's an issue is in a blowout or against an unorganized clan.. Which then turns into a blow out ... If they fixed match ups and there are several better options (mine is just one of the better ideas I've seen lol) and how kingdoms pay out then all the other issues for these wars would have worked themselves out fine .... But instead they choose to change the whole system again instead of just fixing it ... They will have the same issues and now a slew of all new ones
Oh and btw went 2 for 3 against regs this season .... They were well organized and fought well ... All three wars were fun just saying
Moose you can mange your news the lag is to bad. You would be ko'd by the time you saw inc. you will just have to sweep roster hoping to catch someone up before the dump those 2 whole hits and 1 steal to drop back into pin.
The lag is caused when you got 6 people spamming at you with the actions to come out.This idea prevents the lag because the player controls when should I get up.Tracker is fair on some levels but when it comes so free because of Kaw clan chat puts the mins on the UPDATE*** the game became unbalanced.What happened to the element of surprise in EE wars let me answer that for you xtal rush was the only element of surprise. Oh wait my opponent tracks that too might as well see my whole hand.
Being forced up is the whole point ... Choosing when u come up reverts us all back to turtling ... One of the best things about EE is u are forced out everyone knows when u have to plan around it .... Try to stay up or get cover when ur coming up this way takes no team work at all u could war completely as individuals and still get the same results
Turlting is cost lol I fought in wars where clans tried to do that and got punished for it.Trust me I had a little taste of the pin time being 5 mins it was so aggressive and it cost a lot of plunder.Let's go back to the turtling days we had quests that made it almost impossible to hit then you had clan members from other clans pinning you when you had the advantage.Now let's look EE war quests are locked you cannot hit your own teammate anymore. What can you turtle with enemy ok if you don't sko fast enough and I catch you slipping or my teammates in EE what is the result you get KOed and lose a lot of plunder. Oh yea in turtle season KO system didn't even exist. What other options do you have?
The delay (time it takes to get your news) is just long enough that you can empty your spy's and troops and sko before you get info in your news feed.. Make it 10-15 or 10-20 min on the ko timer
Frankly I think the experienced EE clan leaders all recognize the script will go something like this: First 3-5 minutes: Initial Skirmish--Unload troops as fast as possible, grab plunder and then steal to self ko. Hopefully your clan SKOs Next 45 minutes (or one hour and 45 minutes if 2 hour war) you have two options: (a) if your team successfully self ko'd: each kingdom pops out of ko between 5 and 10 minutes (be sure to keep this random or the other team will begin to track your habits), unleash two attacks and one failed spy on targets your tracker tells you did not get knocked out in the inital skirmish, hopefully grabbing some plunder but self ko-ing in any event:
Dang . . . hit the wrong button: Continuing on: second part of (a): occasionally the successful self ko clan will decide to try and take down one of the plunder leaders from the team that did not self ko. They will announce something like: at 1:34:15 on the war clock, everyone coming out of KO hit target X. Maybe they ko target X and take a chunk out of his plunder, maybe not, but they are all back in self-ko in a matter of moments. (b) The team that did not successfully self-ko all thier kingdoms: Pick the plunder leader from the self-ko team (or other target you select). Assign a group of four or so kingdoms to spam that target with attacks/spies (half on attacks/half on spies), starting 5 minutes after the target last self ko'd. You will not stop the first attack (which by definition is what brings that target back up), but you may hit them with a second before they hit you). The kingdoms hitting the spies will hopefully ko the target before they self ko, but you never know. Carpal Tunnel Syndrome from frequent, meaningless button pushing to spam a target shall henceforth be known as "KaW Turtle War Affliction" or KTWA for short). Last 10 minutes of war: Team which successfully self ko'd and has been playing from pin, has their tracker tell them the number of enemy kingdoms that are up. From the war commander assigns a number of people to crystal (you don't want your whole clan to crystal because then you are up and the other team in ko) in order to grab plunder in the last 10 minutes. The number of people crystalling should be just enough (err on the side of not having enough) to grab plunder and ko members of the team that had been up all war. Then run back to self-ko. Thus the team that actually stayed on its feet the longest (out of ko) loses to the team that self ko's the best. Frankly I hope that I am absolutely wrong about this. I will play this weekend to see. But if this is anything close to accurate . . . . I will be terribly disappointed (said in a Ceasar-like voice right before giving a thumbs down to a gladiator).
Can someone let me know if I predicted the way war went or if I was completely wrong. Haven't done one of these new wars yet.
It played out largely as predicted. Look at the Nights Watch of Castle Black and Naked and Famous Kings war in the Blitz. NWCB had more knockouts and control most or all of the war (i.e. kingdoms that were not knocked out) but NFK won because they turtled to perfection. Not saying NFKt was wrong, they played the best possible strategy given the parameters of the game, but it does seem ironic that the team that is knocked out more wins the match. But there you go. I guarantee you some people will say, but our team tried the turtle strategy/the other team tried the turtle strategy and it didn't work. That is solely because the teams trying the turtle strategy didn't execute it as well as NFK. Period. Once people become more adept at the strategy (if this mode of war continues), we are in for long, boring wars and further decreased participation.
Monitoring news feed!!! Really, my Internet speed it's about 100mbs, my news feed don't come in until 5 sec after I got koed of skoed, I really hope my opposing team monitoring their news feed.
They either gotta build a punish system if you get KOed you have to regen 15 mins if you sko you get rewarded to move out of Pin. OR GO BACK TO THE SAME FORMAT!
Haha. So basically u win by making the most the first 5 minutes then staying pinned. Getting a KO is basically irrelevant.
If anyone is still reading this forum they should know that the predictions made by the OP were wrong. The winning clans in the first two weeks of test wars pinned the other clans first and then kept them in pin, just like during the EE season. At least that was my experience.