I was actually in rush and was about to list things...
What I meant by my post are smply the routes that have no room in this game as it is now... Polo has made good list of it all so I dont really see why to really repeat what his PDF says. What you dont seem to realize Azzer is that there are no offencive/defencive routes. As this game doesnt support such. Theres only routes which people play with best of their skill. If you allow game to be as unbalanced as it is, all we will see in the future too are only these few routes used again and again. Your sub routes and routes ARE but collection of units and they dont have any kind of purposes. Your real purposes were lost long time ago, and you simply cant get those back by making list of what some things are.
Prot:
VD - Unused route. Mainly due its lack of ability to shine on any area. You go PoMs your much more safe, you go thugs and at least you get PBs early and jeeps later on. Still has place in this game, but at least separating it from thug by renaming terrorists and TLs to something different would give it a fresh start. But what is its purpose?
Pom - Very well balanced route, it shines on attacks and on defences but cant kill. It has its enemies and with bikers increased ETA this is now as well balanced as route can be in this game. Still it is only 1 unit route, so other units could use some rethinking. Woo PoMs have purpose... they cant kill...
Extremists - Good on close, next to impossible to play and not even THAT good it would compensate the suckyness of whole route. No one plays them and for reason, those who do have taken it by accident or know what they are doing, very specialized and not even half as good at any point of game that they should exist.
Thug:
PB - Thug at its best. It works on all kind of situations, easy to play can shine on early and late game, but with corrent routes where half are aimed against thugs alone makes you wonder why to play it but for early PB rush. Does bikers really fit to this route? what is thugs purpose? Kill RPGs?
Dogs and thieves - Both routes are made on base of thug but doesnt really give anything in. Yes dogs are nice, but their usage is far from what PBs and jeeps offers. Same goes for thieves. As such combining these routes might not be that bad idea. But what is their purpose? What such they give to this game that isnt already there made better by some other route?
Military
RPG - Awesome on ranged weak on close... What else you need to know? That they have half of the game playing routes that owns them 100-0? Either RPG is weak or some other routes are too strong, yet very well working route for its place. They have purpose armour killing, of which they pay the price of being weak on close.
Striker - Over used, way too good, its units are expencive yes, but nothing can hurt them. Works on all ticks and pain in the ass to every route in game. It takes smeg load of units to kill em and theres only 1 route in game that can harm them. Way overpowered on current game. What is their purpose? They kill everything that moves and doesnt die...
Rangers - Brought in to game to beat SOs. Then got over run by vampires and stuff. Mainly useless as it is for now. Too slow, too late firing and EMPs didnt make it any easier to play. Can be good support route for alliance, but simply cant work on its own. Purpose... tell me too if you find one.
Robot
Shields - Fast CW... Very well thought route, but for some reason it lacks the depths of other "spawn off" routes. Needs much clearer separation from PAs. All around very strong asset for alliances, both in attacks and in defences.
PA - Works on atacks, works on defences. PAs early game overpowered which were countered with EMPs... With cheaper and weaker PAs could easily stay pretty much the same. Pretty well balanced all round route.
Stuns - WTF...
SO
SA - Originally meant to be solo route... Then turned out to be one of major alliance routes of this game. Can beat half of this games routes. Dies to other half.
Puppet - Want to have fun? Go puppets. Thats all there is to say of this route. doesnt work for anyone or anything but is great fun to play.
Bunkers - After SA turned out to be the ultimate all around killing weapon this game needed some real solo route... filling its position fairly well, we could argue of how over powered it is but who cbas anymore.
Fantasy
Vampires - Weak, health, can kills SOs and thugs... Ohh wait we already had SOs killing thugs and ranger to kill SOs... whats the point?
Dragons - Made to be support route without real purpose. Have some very good units but nothing to really fight with those. If idea was to just add route to this game where is no idea... well successed.
So hell yes I wave hand and say it all needs to be restarted. Whole idealism of what route works against what needs to be rethink. Currently there is no working patter for some routes and some are good against well... 90% of the game. So basicly what needs to be done is to start from clear table... Unit names are there so is basic idealism behind of those routes, only what those units do need to be thought a bit.
I was planning to save this for later but I just cant prevent myself from saying this.
For as long as this game has existed Azzer YOU have made routes and their changes! You have not untill very recently listened your players of routes and how to fix those. It has lead to system where we are trying to patch holes of your doings and as such this whole system needs to be rethought from the scratch. Like I have said for years this is like leaking ship of which you have patched with patch over patch, untill point that there is no ship left anymore but patches. Now people are trying their best to fix the damage, but they start from wrong end.
Like it or not but you have only yourself to blame if you think there is something wrong with the routes... and what you do. You come here to ask US of how routes work. If that sounds as hilarious to you as to me then it must be hilarious. If you would know how things work and how they should work, what you need us for?