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General Couldnt place any troops, several weird mechanics.

4:08 am, June 12, 2016 1,160 624 3.1 @ 200 wpmrate up stubes source
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Bug 1: I was in a game last week and about 30 seconds in the game lagged for a split second. After the lag, when I tried to drop troops nothing happened. I tried repeatedly, my elixir hitting max and couldn't drop anything. I had to watch my opponent destroy me while I couldn't do anything to defend myself. I closed the game and reopened it, but by the time it finished the loading screen I guess I had lost.

Bug 2: When another unit/tower is about to get the last hit on an enemy unit, your other units ignore it. Sounds good except:

-When your ranged unit like a Muskateer has shots that travel faster than other units attack animations or a tower's arrows/other ranged units' projectiles fly. It could finish off the enemy unit before it gets another attack. Instead it stops shooting and walks up the map/game board, letting the enemy unit get an extra attack, and sometimes even walks into that extra attack it wasn't even in range for (e.g. Valkyrie). It was out of range of the attack before it gives up on the unit. It quite literally decides to take damage instead of preventing it.

-Had this happen with the wizard: it is about to attack an enemy and starts the attack animation but the enemy unit gets killed. It stops, targets another unit and begins the attack animation. The enemy unit get killed early in the animation, the wizards stops to target another unit, and begins the attack animation all over again. I've seen my wizard stun-lock himself into 4 failed attacks doing absolutely nothing at a cost of 5 elixer. No he did not get zapped.

Bug 3: Not sure if this is actually a bug or intended? My units get zapped. When they recover from the stun, they sometimes (not always) finish an attack animation that does no damage, before beginning another attack that will do damage. They already got their mini-stun, why are they also getting an additional missed attack?

Bug 4: when 2x elixer hits, if you have a unit selected and about to be dropped, it somehow gets reset. If you're holding the unit above the map when the 2x elixer starts, then drop it, the card just reappears in you card slots at the bottom. This leaves your tower undefended for valuable moments, and instead of the unit(s)/building you were placing getting targeted by the opponent's units, they lock onto your tower. This can very easily be the difference between a win and a loss and has been for me on many occasions.

Bug 5: The two smaller golems spawned on a golem's death were attacking my king tower. When I killed the last one it's death explosion(?) pushed my surviving unit, a valkyrie, up the map a bit. Great I thought, that's closer to the ranged units attacking my king tower from behind the recently killed golems. Wrong, my Valkyrie inexplicably walks directly downwards toward where the golem exploded and the bottom of the map, away from my opponents ranged units giving them several free shots. No, there was no other unit/miner or anything it targeted instead of the ranged units. My valkyrie just decided it wasn't interested in the other units for a bit...

I'm sure there's more, but I can't recall at the moment. Is some of this actually intended or is it flawed programming? Am I just frustrated by stuff that's supposed to be in the game? This stuff doesn't make sense to me and can change the tide of a battle.
forum.supercell.net
4:08 am, June 12, 2016 1,160 624 source

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