War Base Design Reality Check - Your base design is not up to standards than you think
Intended for the ones who are progressing into the advance base building field. This page is NOT meant to discourage any new or poke fun of any base designers, but it's made to give a reality check and a bucket splashed onto the majority of base designers to learn what reality of base design is, and what to expect when it comes to things such as public view of a base, or what is reality when it comes to your base design. I do apologize that this page might be rant fest, and could hurt some feelers but it gives those that WANT to improve their base design to step up their game and acknowledge the fact that there is always more to do, rather than be a frog in a well, thinking your base is great with superficial results (more to be explained), with the world outside the well is more cruel. Hopefully reading this page, will brighten those that want to improve and keep this in mind when they continue to step forward with base building.
Topics of Discussion:
Topics of Discussion:
- Base Design is ALWAYS behind Attack Strategies. Iron clad rule.
- In the top elite in base design, "Anti-(insert attack here)" does not exist
- A base is determined by its qualities and its design, not by the quantitative results
- Any base design that is in public, loses value (in a way)
- If your base looks anything like this, where the positioning of the defenses are all in the same general location, you are outdated
- The public always uses the eyes of the updated meta to view your base, expect this. Haters are going to Hate.
- No base design will survive the test of time
- Skills of a base designer can be improved, a base design cannot
1. Base Design is ALWAYS two steps behind Attack Strategies. Iron clad rule.
First reality check, a base design is ALWAYS two steps behind base attacking. When it comes to clash of clans, you will always find guides for attack strategies everywhere, coming from all directions, but how many guides of base designing are there? Not much (other than this website :P), Putting the strongest base designer against the strongest attacker, and the strongest attack will always have the advantage. Attackers always have more options (spell choice, attack number, numerous attack strategies to use, first hand scout and option to attack it or not), while base designers are locked in and have to survive a storm with what it has. A base can't be made to defend all attacks but it can prevent most attack strategies. The reason why war is so fun is because attacking for stars is the result. If there is such a "perfect" base that defends against all, everyone would be using it. But the reality is, even the best bases can't survive more than 3 attacks. Think of this metaphor, you can build the best house you want, but you are limited to resources and space that you have with you, but nature has tornadoes, hurricanes, thunderstorm, flooding, drought, which your house can't prevent all of that. even if you prevent most of these disaster, these things can be evolved and be mixed (tornado drought? Thunder Tsunami :P). A base justs tries to prevent and survive.
2. In the top elite in base design, "Anti- (insert attack here)" does not exist. The term Anti-3 Star is outdated due to point #1.
Referring back to how base design is always behind attack strategies, there is no such base with anti (1,2,3) that exist due to the fact that making a base anti hog would expose a base more to another attack strategy. Any base that claims to be anti- anything has never faced the strong attackers. Anti refers to NO and it means it COMPLETELY counters that specific attack strategy, but all bases like I said, are two steps behind attack strategies, so base design is a prevention method NOT completely foolproof. An example is how there are base design tips and rules such as spring traps between defenses, double giant bomb, concentrated defense, with this much prevention, you would think the fact that the base would then be considered "anti-hog" since the fact that almost everything it has, contains concepts to kill/trap the hogs. But reality is, even with all the perfect hog pathing and traps being placed in the correct areas, attackers have many other options such as Lavaloon, or -surprise- Surgical Hogs- that by-pass the traps or reduce the amount of damage that the springs can do to a pack. So such "anti" something base does not exist even in the top leagues, so if there are any bases which try to appeal to the public such as stating it's Anti-something, it's either targetted towards the lower grades of Clan War, and has not actually been tested against the top war attack strategies. it's not Even if there is an anti- something base, it will be easily bypassed by something else and/or not survive the test of time (hog ring from baconmaker vs holowiwi is the perfect example).
3. A base is determined by its qualities and its design, not by the quantitative results
This is targeted towards the public base builders which try to show off their bases. A base is measured by it's design, hence the name 'base design', where it incorporates all the Rules and Guidelines and concepts for base design, in order to have the correct qualities to resist the strongest attack strategies there are out there, as well as having the base be considered 'good'. I've been too many forum threads/base post for which with the "anti-X" title that lowers it's value, also has bad built techniques. When they show this base to the public, they always claim "it survived 10+ wars, no 3 stars" or "trust me, it works!" or "here are the logs." Let me tell you this, results are not what you are aiming for. A base design yes is to survive the attack, but at the same time it needs to be a good base. For example, a base with all 6 spring traps located at the north, but have giant bombs spread out in the south, this person might claim it's the "best base ever" and show 30 logs for it, but in the end, it doesn't follow the guidelines for base building, and there are WAY too many exposed defense towers that are too much in the south, east, west sections (see my Groups, Sections, and Territory Guide). No matter what you say, or how well it works, if it is a bad design, and never seen the top quality attacks, it's NOT a good base design (goes back to the frog in a well metaphor).
The opposite case is true. When it comes to Top Elite War Clans, they NEED to have base designs that are up to date with the concepts and building strategies, but the thing is, like I've explained, attack strategies are better than bases since first attack can still 3 star, or 2 star and scout. Afterwards majority of the time the next person's attack WILL be a 3 star. With these bases, they are almost constantly being three starred on the first or second attack, but if you compare these Elite Bases to the "Good Anti-" war base, you can easily see that the Elite War Base is built way better. If you bring the Elite War Base down to the 2-star war clan level, or lower war clans where they don't know how to surgical hog for example, these Elite Bases can easily get even MORE better results than the "Good Anti-X" base.
In conclusion a base design is measured by it's quality to the target market. A base that's anti-2 star is different from a base that is anti-3 star because the target market is different. But when it comes to war bases that tries to defend the three star, it is always being measured from the top down, from the elite war clan standards, so if your base only has qualities that targets the simple Goho attackers, but never even seen Surgical Hogs, then it's not good. A base design, needs to keep up with the standards and the public only acknowledges those that can compare to the top.
The opposite case is true. When it comes to Top Elite War Clans, they NEED to have base designs that are up to date with the concepts and building strategies, but the thing is, like I've explained, attack strategies are better than bases since first attack can still 3 star, or 2 star and scout. Afterwards majority of the time the next person's attack WILL be a 3 star. With these bases, they are almost constantly being three starred on the first or second attack, but if you compare these Elite Bases to the "Good Anti-" war base, you can easily see that the Elite War Base is built way better. If you bring the Elite War Base down to the 2-star war clan level, or lower war clans where they don't know how to surgical hog for example, these Elite Bases can easily get even MORE better results than the "Good Anti-X" base.
In conclusion a base design is measured by it's quality to the target market. A base that's anti-2 star is different from a base that is anti-3 star because the target market is different. But when it comes to war bases that tries to defend the three star, it is always being measured from the top down, from the elite war clan standards, so if your base only has qualities that targets the simple Goho attackers, but never even seen Surgical Hogs, then it's not good. A base design, needs to keep up with the standards and the public only acknowledges those that can compare to the top.
4. Any base design that is public, loses value (in a way).
There is a reason why you don't see base designers or over100+ anti-3 star base that are up-to-date that are OP in the public. I've said attack strategies have an advantage because there are many attacks, first attack can scout, many attack strategies, etc, but when it comes to base designing, base design have some key element such as designing against first attacks (which in elite wars, that means ALOT), and also hidden Teslas/double giant bombs. These are only the few options available to base builders of which for them to use, and in scrimmages, a base that's not been seen before is a good base. But with this it's a problem.
Base designers spend on average, 2hr-5hr per base, and with this in mind, they don't want it to be easily searchable in the web and know all it's secrets by the enemy. The moment everyone starts using the base, or the moment it gets exposed, it loses the element such as surprise or defense against strategies. So for this reason, base live in a clan, and die in a clan, with new ones to replace them. The problem with this though is the educational value of it is lost and people don't learn how to build a base. You always see videos on how to attack a base, devaluing a base design, but you never see a video on how to build and improve a base design, because the design is restricted.
The types of base designs that you usually find online are either a)outdated to the max b)by the frogs in the well who think it's up to standard :P c)educational (such as my website :D) d) Leaked :(
Base designers spend on average, 2hr-5hr per base, and with this in mind, they don't want it to be easily searchable in the web and know all it's secrets by the enemy. The moment everyone starts using the base, or the moment it gets exposed, it loses the element such as surprise or defense against strategies. So for this reason, base live in a clan, and die in a clan, with new ones to replace them. The problem with this though is the educational value of it is lost and people don't learn how to build a base. You always see videos on how to attack a base, devaluing a base design, but you never see a video on how to build and improve a base design, because the design is restricted.
The types of base designs that you usually find online are either a)outdated to the max b)by the frogs in the well who think it's up to standard :P c)educational (such as my website :D) d) Leaked :(
5. If your base looks anything like this, where the positioning of the defenses are all in the same general location, you are outdated
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If you are looking at these example of bases, you can see that all of these bases have SUPER strikingly similar designs. Although they are technically considered Anti-3 Star bases, but if you look at my Division and Stages of TH9 War bases, that stage of War Bases is ALREADY OVER. Any type of these circular, perfect rotation, [Xbow>>DGB>>AD] compartments around the Clan Castle, no longer works in the Elite Stages since they are almost a no brainer to kill now a days. It's too simple, Surgical, Lavaloon, anything can beat this base when it comes to Elites now.
Don't get me wrong, against Gowipe/beginning Elite War Clan bases, these bases still work against 85% of the public. But against any Elite Wars and improving above and beyond, learning from my website, you have to get rid of this circular momentum bases. There is a term [Anti-3 Star Bases] and there is the type called [Anti-3 Star Bases]. The TYPE of bases that are called Anti-3 Star bases such as these examples are already outdated, but the term Anti-3 star bases refers to anything other than 2 Star symmetrical bases. Get your facts straight :P. I highly recommend you read these pages: [Weaknesses of Anti-3 Star Bases] [Characteristics of Anti-3 Star Bases] |
6. The public always uses the eyes of the updated meta to view your base, expect this. Haters are going to Hate.
Relates back to the [Anti-3 Star Bases] types, there is a reason why I developed the Division and stages of TH9 War bases page, since the fact that Elites of the Elites are the ones that are being constantly updated and those with the higher degree of knowledge know what the top leagues base looks like. If you have any base design that isn't looking like these types and are generations behind, then this is the reason why people are hating on your base. Not that there is anything wrong with your base, or your base is bad at all, it could be well design, but if it can't live up to the standards of the 1% of the 1% then people will start bashing it. Haters are going to Hate, not because your base sucks, but because your base compared to the top clan isn't good enough. Think of it as you releasing technology called airplanes, not that there is anything wrong with airplanes, but fighter jets already exists and are being used. No matter how much you improve your airplane, it won't break the sound barrier which fighter jets already can do.
7. No base design will survive the test of time
Let's get this straight, no base design can survive the test of time. The MAXIMUM a base that can theoretically survive is about 3 months to 6 (depends on patches). Attack strategies evolve, and so does the meta attackers. So in about 3-6 months time, a base that is considered Elite War Base which the top 1% of the 1% Elite Clans would use, would no longer be considered good in the eyes of the Top War Clans. In the Elite War Clans, they may still work, but there WILL be outdated concepts and materials.
8. Skills of a base designer can be improved, a base design cannot
When it comes to base designing, don't get caught up with that one base you are proud of. Yes if it's a good base, you can gloat all you want, you can share how good it does, but referring back to point #4, the moment the public knows about it is gone, and people would start saying how "it was beat on first attack". Don't get caught up with this, it happens attackers are better, and move on. No matter how much you try to tweak this base, the characteristics of the base, the position of your queen, the angle of enemy approach will still be the same. So move on and make new base design and improve your new bases. There are tons of information out there (and on this website :D), where it explains new concepts, ideas and tips for which base building can be done. This is the reason why the moment I released my Metaki Series base, I only was attached to the educational value of it, and I actually didn't care whether or not people find the base to work. Learn from your old base, and take qualities which are good and bring it to another area.