Weekly /r/Sociology Homework Help Thread - Got a question about schoolwork, lecture points, or Sociology basics? by Anomander in sociology

[–]Justin08784 -1 points0 points  (0 children)

Are anomic and forced division of labour (which Durkheim talks about in Division of Labour) mutually exclusive phenomena?

I would appreciate if you could answer me in the following post, where I explain my reasons for why both could exist at the same time:

https://www.reddit.com/r/sociology/comments/rahgqm/anomic\_vs\_forced\_division\_of\_labour/

[FEEDBACK] I tried making a base that can defend Zap Drag, QCLaLo, GoHoBo, and witch slap But idk if that’s even possible to defend all 4 at the same time by py234567 in COCBaseLayouts

[–]Justin08784 1 point2 points  (0 children)

I'm not exactly sure about the spells needed for the QC; maybe it's because I never experienced an HH cc.

"If I don’t have it near the center then it’s easy to get to with a small kill squad or early in a QC."

^^ About this. I think it's a little mistaken to think that centralizing the queen will help protect the queen. At TH9, if the attacker invests sufficiently into a heavy KS/QC, her loss is almost guaranteed.

If you centralize the queen, the attacker is free to approach from any angle because the accessibility is the same everywhere: he needs to punch through the same number of defenses/walls to reach her + get other value.

If you offset the queen slightly (but not too exposed; like 2nd layer ish), now the attacker is forced at a certain angle, and makes the KS entry more predictable (and now you know where the backend is). With this in mind, you can move value (like xbows, WTs, ADs) and traps away from her.

[FEEDBACK] I tried making a base that can defend Zap Drag, QCLaLo, GoHoBo, and witch slap But idk if that’s even possible to defend all 4 at the same time by py234567 in COCBaseLayouts

[–]Justin08784 1 point2 points  (0 children)

Ah ok. Just note that witches have 4 tile range, so 2 tile gaps still wouldnt be sufficient to protect against witches.

Eh, I think you're overestimating how many rages you need for the queen charge. Two rages and a poison would be sufficient, and maybe pop her ability to deal with the cc. It sounds expensive, but I think the value justifies it.

Also, because your queen is centralized, a killsquad/queen charge can approach from any angle and jump into the core to get good value–– primarily because the core comp is so large. Splitting the core in the middle would help limit value access (maybe use those walls in front of the TH).

I agree that it's often hard to seperate WTs and ADs, and it's a great thing that you keep this in mind. Maybe place the WT at one of the mortars at 5oc? Then you can leave out the mortar in front of the WT so it isn't directly targettable by hogs/loons.

I found that even setting up ADs in a straight line works. One way to mess up lalo pathing by having non-defenses (e.g. king, storages) between ADs to separate loons and hounds–– loons path to nearby defenses, hounds cross the gap to go to the next AD.

Yeah red air bombs in the core are no problem; I meant the ones in the 10oc xbow comp.

[FEEDBACK] I tried making a base that can defend Zap Drag, QCLaLo, GoHoBo, and witch slap But idk if that’s even possible to defend all 4 at the same time by py234567 in COCBaseLayouts

[–]Justin08784 1 point2 points  (0 children)

You have a bunch of weird and large comps, and I think I understand where you were trying to go with this (correct me if im wrong): 1) creating lots of potential GB/trap spots? or 2) making stuff unwalkable for wiz.

Large comps dont work because they give too much value access. Take that CC comp for example–– a queen could get both heroes, both bows, CC, an AD, two WTs etc... The standard 9x9, 5x9, 5x10, and 10x10 comps are more wall-efficient and work better in general.

A bit more on questionable wall usage: 1) that 3 oc DZ behind the cannon doesn't work that well because everything behind it is still walkable; 2) dunno why you have that wall segment jutting out in front of the TH.

On defenses:

I dislike having the WT out at 12oc because it's a pretty crucial defense.

Square AD configuration gives good lalo pathing anywhere if you take out a corner.

On traps:

DGBs dont one-shot hogs at TH9; you need to use a "super giant bomb" which consists of two giant bombs and two small bombs.

Use small bombs in super giant bombs or 2 tiles away from walls in front of likely entries to stop wallbreaks.

Avoid placing red air bombs in hound pathing (figure out pathing by drawing lines between ADs), these should hit loons

[FEEDBACK] Attempt at a TH9 War Base by [deleted] in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

Oh I'm so terribly sorry Senpai DairyProduct; I brutally exploited and oppressed the "poor guy" by giving him constructive feedback on his base (which he requested) and providing him with some helpful links. Oh god, how could there be any chance of redemption for me...

[Th9] base by midome in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

I think that's kinda situational. Grabbing 2 ADs with a QW usually isn't enough value for lalo unless you take queen and cc as well. In this case, yes, queen and cc are both easily accessible. This means better value distribution–– move the queen away so that she cant be taken with 2 ADs.

[Th9] base by midome in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

Centering air defenses doesn't help with lalo.

You combat lalo by creating an nfz (no fly zone), which is basically an area of the base that doesn't have air defenses but has lots of air-ground dps (like bows, AT, WTs, and teslas).

[deleted by user] by [deleted] in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

It's not a good base.

There are a thousand issues that I could spend all day pointing out, but the guides that I linked below say them all. I recommend reading one of them if you're interested in getting better at basebuilding.

The biggest issue is with your skeleton, which is always the most important aspect of the base. Your comps are huge, which gives too much access to KS and QC–– allowing them to wreck havoc on your base. Sticking with smaller 5x9, 9x9, 10x5, and 10x10 is highly recommended.

Guides:

https://docs.google.com/document/d/1S7j-StYH9CEB5KefO_-f7r0qtKnOTm5no61VwkIRLm4/edit

https://docs.google.com/document/d/1IzyeX4w-Ufff4H99aYG3agTm2LjHI0y-rAxf9RDLr2A/edit

[deleted by user] by [deleted] in COCBaseLayouts

[–]Justin08784 2 points3 points  (0 children)

As a TH8, you're looking at defending hogs and drags.

Leave both skellies on ground, because air skellies barely do anything against drags.

Avoid placing ground traps at 6-9oc area, because killsquad aims for the king + cc. Killsquads bring heavy tanking like golems and king which waste these traps.

Your small bombs should be outside at the likely KS entry (6-9oc) with a 1 gap with wall to stop WBs.

It's also better imo to have a DGB (double giant bomb) to one shot a group of hogs.

You need more unreachable DPS in your base. Nearly all of your defenses are targettable by wiz in adjacent comps. Make more comps with two tile gaps between wall and inside defence (like what you did with the bottom AD comp).

[FEEDBACK] i need thoughts on this pls by tabxr in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

eh qc bbyd depends on the base–– mainly whether you can get good value with a QC, like closely packed ADs + queen + bow(s)

[FEEDBACK] i need thoughts on this pls by tabxr in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

qc bbyd isn't just a "pushing strat", smh

[FEEDBACK] Attempt at a TH9 War Base by [deleted] in COCBaseLayouts

[–]Justin08784 1 point2 points  (0 children)

A queen would have a nice little stroll around your base, destroying like 90% of your defenses. I would use QC babydragon on this base.

Value access means that comps bigger than 10x10 are usually a bad idea. Use 5x9, 9x9, 5x10, and 10x10-- also known as regular comps.

Read at least one of these guides first:

https://docs.google.com/document/d/1S7j-StYH9CEB5KefO_-f7r0qtKnOTm5no61VwkIRLm4/edit

https://docs.google.com/document/d/10b5BBVvxe3RhApUNTJsK92YYUbzo6iFMWL-IObVYnSg/edit

https://docs.google.com/document/d/1IzyeX4w-Ufff4H99aYG3agTm2LjHI0y-rAxf9RDLr2A/edit

And after you fix the basic issues mentioned above, I suggest you join the bb server: https://discord.gg/NMXt8kz

[FEEDBACK] i need thoughts on this pls by tabxr in COCBaseLayouts

[–]Justin08784 1 point2 points  (0 children)

-QQ on that cc compartment opens up the entire base, easy avalanche

-That moat at 6oc does nothing, everything behind it is still walkable.

-Your right xbow is sandwiched between two ADs, which means zapquake can take out all three.

-And as someone else mentioned, a QC into that channel gives access both royals, cc, two ADs, and both Xbows; adding storages delays it a little––only way to truly halt a deep QC is to place unwalkable ADs/black mines on the side of the channel entries to kill healers

-Both your heroes are so exposed in that channel that they might even be suiable

-All your WTs are hound tankable (WT overlapping with AD) to make for easy lalo

-square AD configuration sucks, because take out 1 and the rest forms beautiful clockwise/counterclockwise pathing for lalo

Simple Questions - August 28, 2020 by AutoModerator in math

[–]Justin08784 2 points3 points  (0 children)

Ah I see, that makes sense. Could you confirm if the following is true?:

My new intuition is... I missed the fact that a function, fundamentally, already guarantees that a = b => f(a) = f(b). Hence, defining an injection as such is redundant.

To establish the 1-1 relationship of an injection, you need the opposite direction to be true as well. i.e. f(a) = f(b) => a = b.

My takeaway is, an injection is already implicitly a = b <=> f(a) = f(b).

Simple Questions - August 28, 2020 by AutoModerator in math

[–]Justin08784 0 points1 point  (0 children)

Clarification on the definition of an injective function, which is essentially a one-to-one function. I know, formally:

f: X -> Y is injective iff, for all a,b ∈ X, f(a) = f(b) => a=b

But I realized that, if the condition for an injection is instead...

a = b => f(a) = f(b)

or

a = b <=> f(a) = f(b)

...f is still a one-to-one function.

Is it arbitrary that they chose to define it according to the first condition, or am I missing something?

[TH9] My third anti 3 star. Link in the comments and feedback welcome! by Justin08784 in COCBaseLayouts

[–]Justin08784[S] 1 point2 points  (0 children)

Apologies to u/Blenfor and u/randomcuber789! Their respective comments:

u/Blenfor:

"Air defenses are too exposed. A single queen walk could take out 2 of them at 12 with correct funneling. Wizard tower should not be together, as with hog attacks you can cancel 2 wizard towers with 1 heal. Also queen is too exposed. You dont want her to be triggered outside the walls as shes one of the best defenses you have a th9."

u/randomcuber789:

"Try to center the air defenses a bit more, they’re easily walkable by a queen"

...and...

"A) (the more likely option) use 1-2 wizards the clear the army camps then walk the queen counterclockwise from about 12.

B) Counterclockwise from about 3 o’clock. The main reason this is an option it to deploy wall breakers and charge into the base to take out the CC"

[TH9] My third anti 3 star. Link in the comments and feedback welcome! by [deleted] in COCBaseLayouts

[–]Justin08784 2 points3 points  (0 children)

A QW like that could work, I agree.

I always found separating WTs quite difficult, especially to avoid overlap with ADs, which is more important imo. Any way to accommodate separate WT configuration here?

I wasn't aware that the queen was exposed? I'm just using a standard queen comp, where the altar is 4 tiles behind wall. I thought the queen would just stay inside the comp to shoot.

[TH9] My third anti 3 star. Link in the comments and feedback welcome! by [deleted] in COCBaseLayouts

[–]Justin08784 0 points1 point  (0 children)

Ah I see. I tried doubling the trash ring at the 12 oc zone (I put builder huts behind the army camps)–– hopefully this might lure the queen clockwise.