E.G. Progressing from the start of chapter 16 forwards would reduce my sustainable tournament ability. This is because the training grounds and barracks upgrades unlocked do not increase troop output as much as the techs increase troop losses.
I think the effectiveness model is more complex. I cannot consider just squad size. Also going into the model is defense (MM), attack (multiple AWs), training speed (Needles, Shrooms), training squad size, combat boost buildings, and cooldown (I will be able to start the next tournament with the boosts I played on Thursday). So a simplistic effectiveness model allows sophisticated players to find the loopholes like the Timewarp.
In addition the effectiveness model varies by the type of tournament. In this one, my LR&HR took the brunt of the casualties. So, would taking my Toad from level 12 to level 30 make this a tougher tournament for me? If yes, then the AW multiplier needs to be looked at.
I agree that applying the AW multiplier to the AWs we are all deleting should be fixed. I had longed planned to delete my EE. I will delete my BTG before the next tournament. I did not build some of the non-combat related AWs (Maze, Embassy. Lighthouse, PoP).
For me, the available time to manually fight is essential to my ability to go for first place. Manual fighting ENORMOUSLY reduces casualties. Players (if any) who routinely got first by auto-fighting 60x5 are understandably frustrated.
Now, the combat boosts are critical to offsetting the higher casualties. They allow different players to rotate into the first position as they accumulate a critical mass of boosts. So after the next tournament where I will take advantage of last week's boosts, I will settle down in to accumulation mode for my next run.
In my case, I am into CH17 and achieved my highest tournament score ever. I have max expansions. So obviously I have not hit the "wall" so many mention.
So in summary:
- the new system allows different dedicated fighters to "win" the tournament. The old system (in Ceravyn) had one or a small group of players always at the top.
- The new system makes it easier for players to go 6x(whatever) to get the tournament goodies. Many players struggled in the old system
- The new system makes 10 chest an afterthought for many FS. The old system had us checking to see who was not doing their "fair share" to get us to 10 chests.
It really sucks for the super players who thrived in the old tournament system. They are doing well in the new but not dominating. The new tournament system rewards effective manual fighting, accumulation of DAs and UUUs, and thus rotating leaderboards. Multiple Brown Bears no longer overwhelm the lack of DAs and UUUs.
So while I agree that the system could use nuanced tweaking of the AW multipliers(I'm deleting a couple), I like it so much better than old boring system.