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<p>[QUOTE="Multiplat, post: 7856, member: 2024999298"]Ok so there are many things throughout this guide which are either wrong or could use reevaluation. Going to work my way down from the top of the guide.</p><p><br /></p><p>For starters, every single player should be prepared for PVP. Putting off "pvp" until th25 just leaves the majority of the realm weak and easy to farm. This does not mean you need to go around throwing troops at each other every day. Having an army and a big wall though is a deterrent which could save you.</p><p><br /></p><p>Section 1: Why state the only brackets to stop are th18, th22, and th24? This is completely based on the realm you are in and the competition at each tier. When I had an alt in r18, I kept that alt at th12 because there was little to no competition. A simple 3 stars in an event would leave me in the top ten. That made it extremely easy to amass gems and tokens before going to th15. At that point I did the same thing. This tactic will not however work in a brand new realm where there is a lot of competition.</p><p><br /></p><p>Having players rush to th18 to stop will only make the game far harder on themselves. That is why it is recommended for a player to stop at the end of each bracket to evaluate whether they are strong enough to continue moving up. The brackets are 1-6, 7-9, 10-12, 13-15, 16-18, 19-22, 23-24, and 25. I'd personally ignore the 1-6 and 7-9 brackets though since you unlock guards at th10.</p><p><br /></p><p>Also in this section, you claim there are 74 unlockable buildings and 64 land spaces... This is quite wrong. There are 72 land spaces you can unlock and at this moment, 66 buildings. (10 studies / barracks / treasuries / embassies / temples / wards and 3 farms / quarries). Though I do agree that it is a horrid idea to build a 2nd or 3rd farm/quarry early game though. This takes away from the ability to construct more useful buildings.</p><p><br /></p><p>Talking about that, your tiering for buildings is slightly off in my opinion. When going to a new tier, it is important to focus on your studies first. This is a game of numbers and reducing the time it takes to complete your research will ultimately let you grow faster. Stating the studies are a "tier 2" building is setting people up for failure. If I was to use your "tier" system for buildings, my tier 1 would be studies / temples, tier 2 would be treasuries / wards, and tier 3 would be barracks and embassies. Some players would claim barracks as tier 2 since troops are important and having max barracks will let you rebuild rapidly. I personally prefer having max healing speed (Wards) and a higher rss cap. This is of course not something that you can dictate in a guide. This will come down to the player and his or her personal preference.</p><p><br /></p><p>Section 2: I had to laugh when you said to start saving your chow "from townhall 18 forward." Honestly, it is a poor decision to feed your dragons early game. Yes this can give you a temporary boost in strength but it would be wise to save your chow until your dragon experience is maxed at each tier. This means if you sit at th15, save your chow until all of your temples are at 15 and the top biome research is maxed. This will give you the most bang for your buck.</p><p><br /></p><p>You state max dragon xp bonus is 750%. A level 25 dragon spire gives 60% dragon xp bonus, and each of your temples will give 60%. That adds up to a max dragon xp bonus of 660%. Separately you also have your biome dragon xp bonus which maxed at 200%. This part needs to get fixed. :x</p><p><br /></p><p>Secondly, you state to "send out gathers are frequently as possible". There has been a trend going around recently where new players seem to think it is a fantastic idea to send their wall dragons out to gather rss... I have to assume it is because of guides like this. Before more players get zeroed following this kind of guidance, can you iterate that it is only a good idea to send out non-wall dragons to gather?</p><p><br /></p><p>Section 3: Allies... Yes allies can be a headache, but your ally bonus creates the base of your strength. Without focusing on growing your ally bonus throughout the game, you are setting yourself up for failure.</p><p><br /></p><p>Although the devs are "...looking into improving ally UX in general", this does not mean that ATA will change this system any time soon. The ally system is one of their "accomplishments" so they will maintain this in some form.</p><p><br /></p><p>As an example... a 50% ally bonus will boost your total attack an defense by at a bare minimal, 50%. More based on your research completed. So why neglect that when it is the easiest way to gain power?</p><p><br /></p><p>"ally ghosting" is explained quite wrong. This is not your fault though since I don't think many players realize why this happens. The ally system is designed in a way where if a players is hired, they are sent to the top of the ally list for their new price. For instance, if you hire an ally at 100 gold, they will be placed at the top of the list for their new value, 105 gold. This is why the "ally pools" work. Players went through and identified every price a player will be at if they are not dropped. This helps players identify who is still active and has a chance to grow.</p><p><br /></p><p>With this in mind, this is also why you are more likely to find better allies on page 10+ at lower values and worse allies at page 5+ for bigger values. At big values, the active players are hired more frequently so they normally fill the first few pages while players at lower values are bought faster so good allies are pushed down the list.</p><p><br /></p><p>As for why they cease to appear on the ally list... it isn't only because they quit. ATA's servers will only maintain so many allies within a certain price range. If your ally quits playing while they are still under 100m might and haven't spent a dime, they will disappear from the map but not the ally list. They disappear from the ally list when 10+ pages of allies are placed in front of them on the list.</p><p><br /></p><p>Lastly, per the allies section, it is a fantastic idea to look for active allies. Don't only buy inactives. Think of it like this. If you want to invest your hard earned gold into something, don't you want that something to become more valuable? Inactive players will not grow in stats. Therefor you are settling for whatever their current stats are. On the flip side, if you are hiring active players, they are going to keep growing which will either grant you higher stats or some extra gold when they are hired from you. Use this to your advantage to pay for some research.</p><p><br /></p><p>Section 4: Troops... It is a horrid idea to only train hunts. Hunts give you little to no defense so any player with even militia can walk all over you. Yes it is a great idea to train hunts first, but knights should be soon after. If you find yourself needing some extra pvp strength, then of course pugs should follow too. Having a high wall will deter players from wanting to attack you. You will not get a high wall with only hunts.</p><p><br /></p><p>Section 5: Research. Your pvp research is essential within a clan. Neglecting it is like neglecting your clan mates. The biggest problems I have with this section are how you depict the biome trees and realm mastery.</p><p><br /></p><p>You state the biome tree "upgrades are pretty steep, so you probably won't want to dive deep into them until around TH24." Why wait that long? At the top of each bracket, you will have plenty of time to focus on your biome trees so why put it off? I'd recommend focusing on the right side for the off-biome trees while focusing on the entire biome tree for your home biome (grasslands if you have captain sparkles, badlands for wrot, and swamp for rekker and bob). This will ensure your wall will be boosted high while ensuring your strength will not fall behind your peers within each bracket. This will also make it a lot easier to place in hourly/daily slay events.</p><p><br /></p><p>You hint that you only need th25 to unlock the realm mastery tree. Not once did you state that a player can only research realm mastery until they complete a biome mastery research. Biome mastery can actually be completed at th24 since the top of your biome tree only needs to be at level 19. However it will also cost you 911m gold, 270m food, and 270m ore to complete a biome mastery. This is why it is good to focus on biome mastery from early game so you are not playing late game catch up.</p><p><br /></p><p>Skipping section 6 since there was nothing important there.</p><p><br /></p><p>Section 7: You state that a player will "want to avoid putting a shield up outside of sleeping hours." Yet again this is based on the realm you are in and not personal preference. If someone sees your army home often, they are going to try to zero you. In many realms, it will take 5 minutes for a clan to zero you. Being shielded when asleep or hidden when awake won't always cut it either. If some clans see your city empty, they will take that as a chance to buy and destroy your ally gold. So the important part here is to understand your realm and how the other clans want to play.</p><p><br /></p><p>I guess my points with all of this is that every single player in every single realm will have a different experience in this game. There is no perfect guide but if you are going to try to push your strategy as being the "right" strategy, at least make sure the facts you use are correct.[/QUOTE]</p><p><br /></p>
[QUOTE="Multiplat, post: 7856, member: 2024999298"]Ok so there are many things throughout this guide which are either wrong or could use reevaluation. Going to work my way down from the top of the guide. For starters, every single player should be prepared for PVP. Putting off "pvp" until th25 just leaves the majority of the realm weak and easy to farm. This does not mean you need to go around throwing troops at each other every day. Having an army and a big wall though is a deterrent which could save you. Section 1: Why state the only brackets to stop are th18, th22, and th24? This is completely based on the realm you are in and the competition at each tier. When I had an alt in r18, I kept that alt at th12 because there was little to no competition. A simple 3 stars in an event would leave me in the top ten. That made it extremely easy to amass gems and tokens before going to th15. At that point I did the same thing. This tactic will not however work in a brand new realm where there is a lot of competition. Having players rush to th18 to stop will only make the game far harder on themselves. That is why it is recommended for a player to stop at the end of each bracket to evaluate whether they are strong enough to continue moving up. The brackets are 1-6, 7-9, 10-12, 13-15, 16-18, 19-22, 23-24, and 25. I'd personally ignore the 1-6 and 7-9 brackets though since you unlock guards at th10. Also in this section, you claim there are 74 unlockable buildings and 64 land spaces... This is quite wrong. There are 72 land spaces you can unlock and at this moment, 66 buildings. (10 studies / barracks / treasuries / embassies / temples / wards and 3 farms / quarries). Though I do agree that it is a horrid idea to build a 2nd or 3rd farm/quarry early game though. This takes away from the ability to construct more useful buildings. Talking about that, your tiering for buildings is slightly off in my opinion. When going to a new tier, it is important to focus on your studies first. This is a game of numbers and reducing the time it takes to complete your research will ultimately let you grow faster. Stating the studies are a "tier 2" building is setting people up for failure. If I was to use your "tier" system for buildings, my tier 1 would be studies / temples, tier 2 would be treasuries / wards, and tier 3 would be barracks and embassies. Some players would claim barracks as tier 2 since troops are important and having max barracks will let you rebuild rapidly. I personally prefer having max healing speed (Wards) and a higher rss cap. This is of course not something that you can dictate in a guide. This will come down to the player and his or her personal preference. Section 2: I had to laugh when you said to start saving your chow "from townhall 18 forward." Honestly, it is a poor decision to feed your dragons early game. Yes this can give you a temporary boost in strength but it would be wise to save your chow until your dragon experience is maxed at each tier. This means if you sit at th15, save your chow until all of your temples are at 15 and the top biome research is maxed. This will give you the most bang for your buck. You state max dragon xp bonus is 750%. A level 25 dragon spire gives 60% dragon xp bonus, and each of your temples will give 60%. That adds up to a max dragon xp bonus of 660%. Separately you also have your biome dragon xp bonus which maxed at 200%. This part needs to get fixed. :x Secondly, you state to "send out gathers are frequently as possible". There has been a trend going around recently where new players seem to think it is a fantastic idea to send their wall dragons out to gather rss... I have to assume it is because of guides like this. Before more players get zeroed following this kind of guidance, can you iterate that it is only a good idea to send out non-wall dragons to gather? Section 3: Allies... Yes allies can be a headache, but your ally bonus creates the base of your strength. Without focusing on growing your ally bonus throughout the game, you are setting yourself up for failure. Although the devs are "...looking into improving ally UX in general", this does not mean that ATA will change this system any time soon. The ally system is one of their "accomplishments" so they will maintain this in some form. As an example... a 50% ally bonus will boost your total attack an defense by at a bare minimal, 50%. More based on your research completed. So why neglect that when it is the easiest way to gain power? "ally ghosting" is explained quite wrong. This is not your fault though since I don't think many players realize why this happens. The ally system is designed in a way where if a players is hired, they are sent to the top of the ally list for their new price. For instance, if you hire an ally at 100 gold, they will be placed at the top of the list for their new value, 105 gold. This is why the "ally pools" work. Players went through and identified every price a player will be at if they are not dropped. This helps players identify who is still active and has a chance to grow. With this in mind, this is also why you are more likely to find better allies on page 10+ at lower values and worse allies at page 5+ for bigger values. At big values, the active players are hired more frequently so they normally fill the first few pages while players at lower values are bought faster so good allies are pushed down the list. As for why they cease to appear on the ally list... it isn't only because they quit. ATA's servers will only maintain so many allies within a certain price range. If your ally quits playing while they are still under 100m might and haven't spent a dime, they will disappear from the map but not the ally list. They disappear from the ally list when 10+ pages of allies are placed in front of them on the list. Lastly, per the allies section, it is a fantastic idea to look for active allies. Don't only buy inactives. Think of it like this. If you want to invest your hard earned gold into something, don't you want that something to become more valuable? Inactive players will not grow in stats. Therefor you are settling for whatever their current stats are. On the flip side, if you are hiring active players, they are going to keep growing which will either grant you higher stats or some extra gold when they are hired from you. Use this to your advantage to pay for some research. Section 4: Troops... It is a horrid idea to only train hunts. Hunts give you little to no defense so any player with even militia can walk all over you. Yes it is a great idea to train hunts first, but knights should be soon after. If you find yourself needing some extra pvp strength, then of course pugs should follow too. Having a high wall will deter players from wanting to attack you. You will not get a high wall with only hunts. Section 5: Research. Your pvp research is essential within a clan. Neglecting it is like neglecting your clan mates. The biggest problems I have with this section are how you depict the biome trees and realm mastery. You state the biome tree "upgrades are pretty steep, so you probably won't want to dive deep into them until around TH24." Why wait that long? At the top of each bracket, you will have plenty of time to focus on your biome trees so why put it off? I'd recommend focusing on the right side for the off-biome trees while focusing on the entire biome tree for your home biome (grasslands if you have captain sparkles, badlands for wrot, and swamp for rekker and bob). This will ensure your wall will be boosted high while ensuring your strength will not fall behind your peers within each bracket. This will also make it a lot easier to place in hourly/daily slay events. You hint that you only need th25 to unlock the realm mastery tree. Not once did you state that a player can only research realm mastery until they complete a biome mastery research. Biome mastery can actually be completed at th24 since the top of your biome tree only needs to be at level 19. However it will also cost you 911m gold, 270m food, and 270m ore to complete a biome mastery. This is why it is good to focus on biome mastery from early game so you are not playing late game catch up. Skipping section 6 since there was nothing important there. Section 7: You state that a player will "want to avoid putting a shield up outside of sleeping hours." Yet again this is based on the realm you are in and not personal preference. If someone sees your army home often, they are going to try to zero you. In many realms, it will take 5 minutes for a clan to zero you. Being shielded when asleep or hidden when awake won't always cut it either. If some clans see your city empty, they will take that as a chance to buy and destroy your ally gold. So the important part here is to understand your realm and how the other clans want to play. I guess my points with all of this is that every single player in every single realm will have a different experience in this game. There is no perfect guide but if you are going to try to push your strategy as being the "right" strategy, at least make sure the facts you use are correct.[/QUOTE]
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