Types and Illustrations of Base Designs
The base designs belong to their respective creators, I did not get permission to use these bases, but I have acquired these bases 1+ months or even 2+ months by the time of release. Thank you for the bases that have been used for these illustrations.
When it comes to base designs, there are different option and different types of bases which I have identified. Almost like how Circular bases are different from Southern Teaser/Triangular Bases, base now-a-days follow different types of regulation on what is good. For example, Tesla Farms is almost like a one trick pony that if the first attack you don't account for, then that first attack has a possibly of failing.
The meta has changed, and the bases I used within these examples might still apply, or they are already outdated in current TWC standard. Bases that were good Pre-December Patch is no longer usable. Afterwards, base design experienced 3 more 'Stages' of Development (which I will add into my Divisions and Stages of TH9 later on). One is on mid-late December 2015, when Double-Zap Quake came into existence. Next is Early January 2016, when Tesla Farm are being phased out in favour of better trap positions. Next is Late-January to Early February, where Queen Charge/Valk-Double Jump have become more prominent, leading to
When it comes to base designs, there are different option and different types of bases which I have identified. Almost like how Circular bases are different from Southern Teaser/Triangular Bases, base now-a-days follow different types of regulation on what is good. For example, Tesla Farms is almost like a one trick pony that if the first attack you don't account for, then that first attack has a possibly of failing.
The meta has changed, and the bases I used within these examples might still apply, or they are already outdated in current TWC standard. Bases that were good Pre-December Patch is no longer usable. Afterwards, base design experienced 3 more 'Stages' of Development (which I will add into my Divisions and Stages of TH9 later on). One is on mid-late December 2015, when Double-Zap Quake came into existence. Next is Early January 2016, when Tesla Farm are being phased out in favour of better trap positions. Next is Late-January to Early February, where Queen Charge/Valk-Double Jump have become more prominent, leading to
Re-iterating the Different Levels/Climates of Base Designs
When it comes to base designs, I have described in my [War Base Grades and Categories] the fact that there are different levels of base types for when it comes to a base. Disclaimer, this is about base design, and I do not care for the drama/agenda of TWC and FPC, but fact is fact, base designs from TWC have the advantage of being able to be tested before they are put to actual use. When it comes to base designs of FPC, they are put to use the moment they look good, but when it comes to TWC, they have some stricter climate to test base designs. I have mentioned before that Attack Strategies are a few steps ahead of base building, and with this in mind, I have heard the fact that TWC bases are 'laboratory' tested to survive against 2-3 attacks before they are actually being used in actual wars. Any bases that gets one hit, then gets scrap.
A base in different wars, and different environment needs to defend against that climate.
The climate of FPC is more tamer than TWC, which TWC is a place where only the strong survive. Base design's only function is to survive.
When it comes to base designs, I have described in my [War Base Grades and Categories] the fact that there are different levels of base types for when it comes to a base. Disclaimer, this is about base design, and I do not care for the drama/agenda of TWC and FPC, but fact is fact, base designs from TWC have the advantage of being able to be tested before they are put to actual use. When it comes to base designs of FPC, they are put to use the moment they look good, but when it comes to TWC, they have some stricter climate to test base designs. I have mentioned before that Attack Strategies are a few steps ahead of base building, and with this in mind, I have heard the fact that TWC bases are 'laboratory' tested to survive against 2-3 attacks before they are actually being used in actual wars. Any bases that gets one hit, then gets scrap.
A base in different wars, and different environment needs to defend against that climate.
The climate of FPC is more tamer than TWC, which TWC is a place where only the strong survive. Base design's only function is to survive.
TWC Base Designs
TWC Base designs, there is no denying the fact that the nature of the war is all about results, and base designs are meant to compete against that harsh climate. People say the fact that using 'bunnies' is evil, but only look at the negative side, but without this Dark Faction, the rate of which attack strategies, and base buildings progress would be at least 4 months behind. Do you know, the fact is that empty core, Queen Walk, and almost 80% of what is brought to the war scenes were developed by TWC players experimenting? (might have some fact checks needed). What the dark faction begins to the game, although it brings a hurtful environment to the community as a whole, but you cannot deny the fact that what the technology developed is actually beneficial. Like I've said, TWC bases have to at least survive against 2-3 attacks before they get approval so the requirements of base designs here have to be super strict.
The base requirements are:
-All trap positioned are guaranteed to set off/all around the base well placed
-strong base even with trap location known
-be able to tank most attack strategies on the first attack
These requirement might seem like universal, but for example a Tesla Farm all side-by-side, means no traps to protect it. A 'guaranteed trap' location that may look ideally in FPC, but might be easily circumvented with another approach. A well-positioned trap is made to set off because in order to progress with that section, the trap is in the way. A base might look good in theory, but reality wise it might not be so.
The base requirements are:
-All trap positioned are guaranteed to set off/all around the base well placed
-strong base even with trap location known
-be able to tank most attack strategies on the first attack
These requirement might seem like universal, but for example a Tesla Farm all side-by-side, means no traps to protect it. A 'guaranteed trap' location that may look ideally in FPC, but might be easily circumvented with another approach. A well-positioned trap is made to set off because in order to progress with that section, the trap is in the way. A base might look good in theory, but reality wise it might not be so.