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- Dec 14, 2007
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I spoke to Azzer a few days back and he said he'd look at making some unit changes for next round and that I should remake/update my original post (see: http://www.bushtarion.com/forums/showthread.php?t=2490) and he'd thing about it.
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First off I'll post a summary of each route covering its current state and what I'd like to change overall:
Protestor Route
VD – Currently it is a Prot/Thug hybrid route. It lacks any real targets but is good overall. I'd like to give it more target potential as well as give it more of an identity with its own units rather than stealing T/TL from Thugs but still be Prot/Thug hybrid style.
Pom – Currently it's a little too strong overall. Should be less effective against health/armour combo units. Biker rushes also need to be addressed.
Last-tick – Currently it is rubbish. It's unplayable at range and not powerful enough at close.
Thug – Biker rushes need to be addressed. Could do with slightly more target potential.
PB – Pretty much fine as it is in combination with the above points.
Dogs – Need to be more appealing so PB isn't an automatic choice. Nutters should be useful.
Thief – Need to be more appealing so PB isn't an automatic choice. Arsonists should be useful.
Military
Striker – Currently it's slightly too hard to kill.
RPG – Currently it's quite a reasonable route.
Ranger – Currently it's too weak. Should be able to survive a bit better.
Robotics – CDs should be useful.
PA – Fine as it is.
Shields – Ok as it is.
Stuns – Ok as it is. Could do with Nanos being replaced/better.
Special Ops – Could do with Chemical Sprayers being replaced.
Bunkers – Too hard to kill currently.
SAs – Good as it is.
Puppets – Good as it is but could be changed slightly to be more useful in an alliance.
Fantasy
Vamps – Ok as it is. Could do with a unit that fires every tick.
Sorcs – Underpowered currently. Could do with a unit that fires every tick. Should be slightly less “Thugish”. Needs its own niche.
Generic – New spy like intelligence to promote more interesting (lethal) flak wars.
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Protestor Changes
VD
The aim of the VD sub-route seems to be a Prot-Thug hybrid. Which is definitely a nice idea. However, it's just far too similar to Thug and doesn't offer anything really special whilst missing out on some key areas from both routes and not gaining much in return. What I suggest is to remove the T/TL units from this route and replace them with the two units outlined below as well as a small modification to the VD unit. This should allow for the Prot-Thug hybrid whilst still providing something a bit “special” compared to the other sub-routes in those routes.
Name: Violent Demonstrator [£15,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: NLD / NLT / LET
Stats: *** / * / * / ***
ETA: 2
Initiative: 160
Route(s): Protestor
Improved health allows the unit to be better LET flak. Altered targeting provides slightly greater anti-pom damage as well as an early counter to mass Gurus, SGT and Small Droids.
T/TL units need more thought. I'm thinking an early firing unit that targets INN only to replace TL and a Sorcerer type that that targets ALL to replace T.
Pom
This route is pretty balanced and has a good purpose. However, it's very imbalanced against the Biker unit and the Pom unit is slightly overpowered. So, I suggest the following alteration to the Pom unit as well as a change to Bikers (see later):
Name: Political Mastermind [£40,500]
Unit Type: Living
Unit Class: NLD
Attack type: Distracts [all]
Targets: LET/INN
Stats: ** / **** / ***** / *
ETA: 4
Initiative: 180
Route(s): Protestor
The route is currently far too strong against health based units, armoured units as well as units that have a bit of both. Poms can counter health and health/armour hybrids and HV can counter armour. This change makes poms stronger against health only whilst keeping HV's strength against armour but removes the dominance it has over health/armour hybrid units.
Last-tick
Whilst the Extremist sub-route is a nice idea, it just doesn't work. There are too many flaws. Nobody can, or even should be, active enough to really make full use of the route. It's impossible to attack alone, something which every route should be able to do, imo (excluding flakking). It doesn't even do what it does very effectively. So, my suggestion is to remove the 3 units from this sub-route and replace them with the following units in order (note, the names are being reused to show what the unit is modelled on):
Name: Extremist [£54,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: LET / NLD
Stats: **** / * / * / ******
ETA: 3
Initiative: 65
Route(s): Protestor
This unit is very similar to the current Extremist unit. However, it fires slightly earlier to armour-strip before Protestor Leaders fire, as well as firing before Bunkers to ever so slightly increase their strength against that sub-route. It is also ETA 3 to allow more efficient last-ticking, along with other Protestor units such as Gurus and Leaders. Finally, the unit does a lot more armour damage than it currently does. The unit should have about a 1:2 ratio on killing Psychopathic Androids, imo.
Name: Rebel [£47,500]
Unit Type: Living
Unit Class: LET
Attack type: Stuns [r/m]
Targets: LET
Stats: *** / * / *** / **
ETA: 5
Initiative: 235
Route(s): Protestor
This unit effectively replaces the role of the Rebel – attempting to keep the route alive at range – and fills the role much more appropriately. The main aim of the route is to be a very powerful force last tick. A strong r/m killer defeats this aim. However, without a r/m killer, the route just gets walked over and requires too much activity. By replacing it with a Stunning unit (very similar to the Siren unit), the route can survive much better at range without being overpowered itself.
Name: Fanatic [£42,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: LET / INN
Stats: **** / * / ***** / *
ETA: 4
Initiative: 234
Route(s): Protestor
Almost exactly the same as the current Fanatic unit. Damage wise, it should kill Secret Agents about 1:1.4.
Thug Changes
Change to Bikers coupled with the Pom change:
Name: Biker [£38,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [all]
Targets: NLD
Stats: ** / *** / ** / ***
ETA: 4
Initiative: 195
Route(s): Thug
This change prevents very small Biker players constantly rushing big Pom players and taking no losses. This should not be happening in the game and is one of the biggest unit/route flaws, imo. However, with Poms reduced AD and Bikers increased AR, Bikers will still be able to take on Poms fairly easily (even Poms bigger than them). Bikers also won't be as squishy as they currently are.
Change to TLs to give the route slightly more target potential:
Name: Terrorist Leader [£40,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/m]
Targets: LET / INN
Stats: *** / ** / ** / ***
ETA: 4 {reveal eta 2}
Initiative: 320
Stealth.
Route(s): Thug
This change is two-fold. An increase to TL's AD opens up much more targets for all Thug routes. They will be able to take on all Military routes much more effectively. It also increases the Striker route's enemies. As mentioned, Strikers are currently too hard to kill and this opens up a new way to kill them. (Note: Other stats and/or cost may need to be taken into consideration to ensure the unit isn't overpowered.)
PB
No subroute changes.
Dogs
Nutters and Attack Dogs should be switched in the tech tree (along with a slight reduction in Attack Dogs damage). This will allow Dogs to be used as a early flak killer along with Petrols and thus provide more variety in the Thug route people play. I also suggest a change to Nutters are they're utterly pointless at the moment:
Name: Nutter [£10,000]
Unit Type: Living
Unit Class: NLT
Attack type: Disables [close]
Targets: LET / ALL
Stats: * / *** / * / **
ETA: 2
Initiative: 350
Route(s): Thug
This unit is basically a close range only version of a Hooligan. I'm sure everyone can see the benefits of that so I won't write a load of crap explaining why it's good.
Thief
Replacement for Arsonists which are, quite frankly, rubbish:
Name: Arsonist [£30,000]
Unit Type: Living
Unit Class: NLT
Attack type: Disables [all]
Targets: NLD / ALL
Stats: ** / * / ** / ****
ETA: 3
Initiative: 179
Route(s): Thug
Thief isn't supposed to be a strong LET route, hence the introduction of a new NLT unit. This unit provides many bonuses to the Thief sub-route. It allows ETA 3 attacks on prots again (which now isn't possible with ETA 4 Bikers). It provides a decent early counter to Gurus as well as providing a unit to stop NLD before they fire (as Bikers would fire after NLD again). It also means that the Thief route is useful to an alliance before Terrorists come out and means the route can survive as a solo slightly easier early on. Also, it provides an anti-Biker rush unit (not quite as necessary now, but useful nonetheless).
Military Changes
Striker
Overall, the Striker sub-route is one of the, if not the, strongest LET routes in the game. It has both huge survivability and high fire-power. The previously posted changes to TLs should help to address this problem.
RPG
No changes.
Ranger
The Harrier route is a bit of a jack of all traders, master of none. Harriers are decent AD and Rangers are decent HD but, overall, you'd be much better off with pretty much any other route in an alliance. All the units in the route are very squishy too. The EMP unit should be removed, this has been mentioned so many times and I really cba to write out reasons, it's just an awful unit. Thus, the following change to Paratroopers and Harriers:
Name: Paratrooper [£32,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [all]
Targets: NLT / LET / ALL
Stats: * / *** / * / ***
ETA: 3
Initiative: 680
Route(s): Military
Basically a decent LET flak unit for Harriers to make up for Harriers' lack of armour as well as a decent NLT killer to counter some of the newly introduced units.
Name: Harrier [£80,000]
Unit Type: Machine/Vehicle
Unit Class: LET
Attack type: Kills [all]
Targets: LET / ALL
Stats: * / *** / ** / ***** (up their health slightly so that they're more likely to fire after RPGs/Striker)
ETA: 3
Initiative: 266
Route(s): Military
Init changed to before Assassins so the route isn't so weak against Spec Ops if you aren't mass Rangers. This changed definitely needs to be considered a lot as Harriers would fire before Hools and thus allow more successful rushes on Robots. May need to change their ETA to 4, also change Hools' init or just not implement this change.
Robotics Changes
Everyone knows CDs are crap. Originally they killed flak but TDs killed flak better so they were useless then. Now they kill Tractors but CWs kill Tractors reasonably well as well as kill LET so it's just not worth justifying buying CDs over CWs. Thus, I'm going to suggest the following change to CDs:
Name: Crazed Droid [£65,000]
Unit Type: Robotic
Unit Class: LET
Attack type: Kills [close]
Targets: ALL
Stats: * / *****(*) / ** / *(*)
ETA: 4
Initiative: 176
This new unit will be very similar to PA's in stats but fire at close and target all instead. It is mainly designed to give Shields and Stunbots an early firing unit that they miss out on not having PA's.
PA
No changes.
Shields
Overall, Shields are not worth losing PA for. PA are awesome early on and great all round for killing most health based units before they fire. The increase to Shields' AR was a decent idea to make the route better, but there's still one major advantage of PA over Shields. Their ETA. ETA 5 units are very rarely used on a large scale. With Shields being ETA 5, it makes the route quite weak in defence for an alliance. Often you don't want to send defence till incoming is ETA 3 so you can see what's needed where etc. Thus, I suggest making Shields ETA 4 and reducing their AR slightly (although still stronger than they were a couple of rounds back). This will make them much more useful. Also, their targetting could be changed to ALL (or LET/ALL) rather than LET to provide a (not-so-effective) sweeper for the subroute which will make them slightly easier to play as a solo.
Stuns
The swap of Stunbots to the second tier of developments was great and has made this sub-route much more useable. Nanobots do seem better this round but a lot of people still prefered CS. So, I'm suggesting players get a choice between CS and Nanobots like the choice between Stealth Thieves and Spikes etc.
Special Ops Changes
A replacement for Chemical Sprayers isn't necessarily needed because Spike Traps and Stealth Thieves are fine as they are, but making them useful would allow more variety in what unit Special Ops players pick:
Name: Stealth Gardener [£10,000]
Unit Type: Living
Unit Class: INN
Attack type: Gardens [close]
Stats: * / * / 1000 plants.
ETA: 5 {reveal eta 2}
Initiative: 890
Stealth.
Route(s): Special Operations
The flakking effectiveness of this unit would need to be very low (ie. only have 2-3 times the strength of a normal gardener) because they would allow for a vast amount of tactics for Special Ops players, especially early on.
Bunkers
I would suggest that both Bunkers and Sentries have their cost and all stats halved. They are currently too hard to kill, especially in the hands of a good player.
SAs
No changes.
Puppets
Imo, in an alliance, Puppets don't really have any advantage over using a Pom player with mass Hypnos. Hypnos fire earlier than Puppets, are eta 4 and have the benefit of also having Gurus and Poms in the route. Puppets are only better because they fire all 3 ticks and target ALL/LET (although a Hypno player can use Poms to block INN anyway). Puppets are good as a solo due to SGT and Steel Walls, although this is only in defence. Thus, I'd suggest the following changes to Steel Walls and Puppets:
Name: Steel Wall [£35,000]
Unit Type: Machine/Vehicle
Unit Class: LET
Attack type: Kills [close]
Targets: ALL
Stats: * / ***** / * / *
ETA: 4
Initiative: 40
Route(s): Special Operations
This puts them in the same vein as Jeeps, Humvees and Shields. They will be able to more effectively bribe in attacks, as well as provide a solid armoured flak unit in an alliance. Their initiative and damage may need to be reconsidered too though.
Name: Puppet Master [£90,000]
Unit Type: Living
Unit Class: LET
Attack type: Bribes [all]
Targets: ALL / LET
Stats: *** / ** / *** / ***
ETA: 5
Initiative: 665
Route(s): Special Operations
The improved initiative makes them slightly more effective, especially against some of the “early” round units.
Fantasy Changes
The Fantasy route introduced us to a lot of the new features in the battle engine, including the new ranges. However, this introduced a route with no units that fire every tick. I feel this is something that the route misses out on although I can't exactly explain why...
Vamps
The Vampire route is good but with 2 major drawbacks. Its ETA and its range:
Name: Vampire [£75,000]
Unit Type: Undead
Unit Class: LET
Attack type: Converts [all]
Converts Unit Type(s): Living
Converts To: Lesser Vampire
Targets: LET / ALL
Stats: *** / * / *** / **
ETA: 5 {reveal eta 3}
Initiative: 240
Stealth.
Route(s): Fantasy
Firing all ticks removes the unnecessary disadvantage that the route has. Increased cost compensates for the range change.
Name: Mummy [£25,000]
Unit Type: Undead
Unit Class: LET
Attack type: Kills [all]
Targets: LET / INN
Stats: ** / ** / ** / *
ETA: 3
Initiative: 480
Route(s): Fantasy
The Mummy unit is never used currently. Werewolves provide more usable damage as well as a lower ETA. The change to their ETA makes the whole route much more useful to an alliance. The change to their range helps to removes the unnecessary disadvantage that the route has as well as make the unit more useful early on before Vamps are out.
Sorcs
The Sorcerer subroute is pretty useless as it is. It also feels far too “Thugish” and doesn't have its own identity. Thus, I'd suggest changing the majority of the subroutes units to be armour based but with a bit of health. This is a niche that no route currently fills (we have armour based, health based and health based with a bit of armour atm). Bunker Busters are also a horrible unit (as with EMPs) and should be removed.
Apprentices are currently armoured and as such fit in with my proposal for the route.
Name: Witch [£35,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [m/c]
Targets: LET / NLT
Stats: **** / ** / *** / *
ETA: 4
Initiative: 290
Route(s): Fantasy
Witches provide health flak to a route that will be predominantly armoured. The change to their range also makes them more useful as they can last tick Thugs. Their unnecessary bonuses should be removed.
Name: Sorcerer [£60,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/m]
Targets: ALL
Stats: ** / **** / ** / ****
ETA: 4
Initiative: 340
Route(s): Fantasy
This unit is exceptionally good against non-LET units. Coupled with Iron Golems for flak and damage last tick, these units provide a great anti-prot combination.
Name: Iron Golem [£30,000]
Unit Type: Robotic
Unit Class: LET
Attack type: Kills [all]
Targets: ALL
Stats: *(*) / **** / * / *
ETA: 3
Initiative: 360
Route(s): Fantasy
This unit provides armoured flak for the route. Its range change to all provides the route with a unit that actually fires all ticks.
Name: Siren [£50,000]
Unit Type: Living
Unit Class: LET
Attack type: Stuns [r/m]
Targets: LET
Stats: ** / *** / **** / **
ETA: 3
Initiative: 260
Route(s): Fantasy
This unit will now actually be useful for the route as they won't just die as soon as anything fires at them.
Name: Dragon [£90,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/c]
Targets: LET / ALL
Stats: ** / ***** / ***** / *****
ETA: 5
Initiative: 490
Route(s): Fantasy
Changes stats to match the new niche for this route. Pointless bonuses should be removed.
Generic Changes
New research: Packet Analysing available after Airfield
ETA: 60
Cost: £5,000,000,000
:: Enables Intelligence 'Packet Analysis'.
'Packet Analysis' is effectively a spy report, but it cuts off any news which occurred more than x ticks ago (where x is around 2-3). A Packet Analysis does not reveal sender IDs. This provides a much earlier ability to “spy” so that it will be not so risky (suicidal if you trigger SAS) to send lethals out on attacks before Spy School is finished. This will allow wars to be waged earlier on as well as lethals to be used in normal attacks. Note: This is a research, as is Hacking, so players would need to make the choice whether to do Hacking and then Spy School or this early on, allowing more flexibility in playstyle.
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First off I'll post a summary of each route covering its current state and what I'd like to change overall:
Protestor Route
VD – Currently it is a Prot/Thug hybrid route. It lacks any real targets but is good overall. I'd like to give it more target potential as well as give it more of an identity with its own units rather than stealing T/TL from Thugs but still be Prot/Thug hybrid style.
Pom – Currently it's a little too strong overall. Should be less effective against health/armour combo units. Biker rushes also need to be addressed.
Last-tick – Currently it is rubbish. It's unplayable at range and not powerful enough at close.
Thug – Biker rushes need to be addressed. Could do with slightly more target potential.
PB – Pretty much fine as it is in combination with the above points.
Dogs – Need to be more appealing so PB isn't an automatic choice. Nutters should be useful.
Thief – Need to be more appealing so PB isn't an automatic choice. Arsonists should be useful.
Military
Striker – Currently it's slightly too hard to kill.
RPG – Currently it's quite a reasonable route.
Ranger – Currently it's too weak. Should be able to survive a bit better.
Robotics – CDs should be useful.
PA – Fine as it is.
Shields – Ok as it is.
Stuns – Ok as it is. Could do with Nanos being replaced/better.
Special Ops – Could do with Chemical Sprayers being replaced.
Bunkers – Too hard to kill currently.
SAs – Good as it is.
Puppets – Good as it is but could be changed slightly to be more useful in an alliance.
Fantasy
Vamps – Ok as it is. Could do with a unit that fires every tick.
Sorcs – Underpowered currently. Could do with a unit that fires every tick. Should be slightly less “Thugish”. Needs its own niche.
Generic – New spy like intelligence to promote more interesting (lethal) flak wars.
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Protestor Changes
VD
The aim of the VD sub-route seems to be a Prot-Thug hybrid. Which is definitely a nice idea. However, it's just far too similar to Thug and doesn't offer anything really special whilst missing out on some key areas from both routes and not gaining much in return. What I suggest is to remove the T/TL units from this route and replace them with the two units outlined below as well as a small modification to the VD unit. This should allow for the Prot-Thug hybrid whilst still providing something a bit “special” compared to the other sub-routes in those routes.
Name: Violent Demonstrator [£15,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: NLD / NLT / LET
Stats: *** / * / * / ***
ETA: 2
Initiative: 160
Route(s): Protestor
Improved health allows the unit to be better LET flak. Altered targeting provides slightly greater anti-pom damage as well as an early counter to mass Gurus, SGT and Small Droids.
T/TL units need more thought. I'm thinking an early firing unit that targets INN only to replace TL and a Sorcerer type that that targets ALL to replace T.
Pom
This route is pretty balanced and has a good purpose. However, it's very imbalanced against the Biker unit and the Pom unit is slightly overpowered. So, I suggest the following alteration to the Pom unit as well as a change to Bikers (see later):
Name: Political Mastermind [£40,500]
Unit Type: Living
Unit Class: NLD
Attack type: Distracts [all]
Targets: LET/INN
Stats: ** / **** / ***** / *
ETA: 4
Initiative: 180
Route(s): Protestor
The route is currently far too strong against health based units, armoured units as well as units that have a bit of both. Poms can counter health and health/armour hybrids and HV can counter armour. This change makes poms stronger against health only whilst keeping HV's strength against armour but removes the dominance it has over health/armour hybrid units.
Last-tick
Whilst the Extremist sub-route is a nice idea, it just doesn't work. There are too many flaws. Nobody can, or even should be, active enough to really make full use of the route. It's impossible to attack alone, something which every route should be able to do, imo (excluding flakking). It doesn't even do what it does very effectively. So, my suggestion is to remove the 3 units from this sub-route and replace them with the following units in order (note, the names are being reused to show what the unit is modelled on):
Name: Extremist [£54,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: LET / NLD
Stats: **** / * / * / ******
ETA: 3
Initiative: 65
Route(s): Protestor
This unit is very similar to the current Extremist unit. However, it fires slightly earlier to armour-strip before Protestor Leaders fire, as well as firing before Bunkers to ever so slightly increase their strength against that sub-route. It is also ETA 3 to allow more efficient last-ticking, along with other Protestor units such as Gurus and Leaders. Finally, the unit does a lot more armour damage than it currently does. The unit should have about a 1:2 ratio on killing Psychopathic Androids, imo.
Name: Rebel [£47,500]
Unit Type: Living
Unit Class: LET
Attack type: Stuns [r/m]
Targets: LET
Stats: *** / * / *** / **
ETA: 5
Initiative: 235
Route(s): Protestor
This unit effectively replaces the role of the Rebel – attempting to keep the route alive at range – and fills the role much more appropriately. The main aim of the route is to be a very powerful force last tick. A strong r/m killer defeats this aim. However, without a r/m killer, the route just gets walked over and requires too much activity. By replacing it with a Stunning unit (very similar to the Siren unit), the route can survive much better at range without being overpowered itself.
Name: Fanatic [£42,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [close]
Targets: LET / INN
Stats: **** / * / ***** / *
ETA: 4
Initiative: 234
Route(s): Protestor
Almost exactly the same as the current Fanatic unit. Damage wise, it should kill Secret Agents about 1:1.4.
Thug Changes
Change to Bikers coupled with the Pom change:
Name: Biker [£38,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [all]
Targets: NLD
Stats: ** / *** / ** / ***
ETA: 4
Initiative: 195
Route(s): Thug
This change prevents very small Biker players constantly rushing big Pom players and taking no losses. This should not be happening in the game and is one of the biggest unit/route flaws, imo. However, with Poms reduced AD and Bikers increased AR, Bikers will still be able to take on Poms fairly easily (even Poms bigger than them). Bikers also won't be as squishy as they currently are.
Change to TLs to give the route slightly more target potential:
Name: Terrorist Leader [£40,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/m]
Targets: LET / INN
Stats: *** / ** / ** / ***
ETA: 4 {reveal eta 2}
Initiative: 320
Stealth.
Route(s): Thug
This change is two-fold. An increase to TL's AD opens up much more targets for all Thug routes. They will be able to take on all Military routes much more effectively. It also increases the Striker route's enemies. As mentioned, Strikers are currently too hard to kill and this opens up a new way to kill them. (Note: Other stats and/or cost may need to be taken into consideration to ensure the unit isn't overpowered.)
PB
No subroute changes.
Dogs
Nutters and Attack Dogs should be switched in the tech tree (along with a slight reduction in Attack Dogs damage). This will allow Dogs to be used as a early flak killer along with Petrols and thus provide more variety in the Thug route people play. I also suggest a change to Nutters are they're utterly pointless at the moment:
Name: Nutter [£10,000]
Unit Type: Living
Unit Class: NLT
Attack type: Disables [close]
Targets: LET / ALL
Stats: * / *** / * / **
ETA: 2
Initiative: 350
Route(s): Thug
This unit is basically a close range only version of a Hooligan. I'm sure everyone can see the benefits of that so I won't write a load of crap explaining why it's good.
Thief
Replacement for Arsonists which are, quite frankly, rubbish:
Name: Arsonist [£30,000]
Unit Type: Living
Unit Class: NLT
Attack type: Disables [all]
Targets: NLD / ALL
Stats: ** / * / ** / ****
ETA: 3
Initiative: 179
Route(s): Thug
Thief isn't supposed to be a strong LET route, hence the introduction of a new NLT unit. This unit provides many bonuses to the Thief sub-route. It allows ETA 3 attacks on prots again (which now isn't possible with ETA 4 Bikers). It provides a decent early counter to Gurus as well as providing a unit to stop NLD before they fire (as Bikers would fire after NLD again). It also means that the Thief route is useful to an alliance before Terrorists come out and means the route can survive as a solo slightly easier early on. Also, it provides an anti-Biker rush unit (not quite as necessary now, but useful nonetheless).
Military Changes
Striker
Overall, the Striker sub-route is one of the, if not the, strongest LET routes in the game. It has both huge survivability and high fire-power. The previously posted changes to TLs should help to address this problem.
RPG
No changes.
Ranger
The Harrier route is a bit of a jack of all traders, master of none. Harriers are decent AD and Rangers are decent HD but, overall, you'd be much better off with pretty much any other route in an alliance. All the units in the route are very squishy too. The EMP unit should be removed, this has been mentioned so many times and I really cba to write out reasons, it's just an awful unit. Thus, the following change to Paratroopers and Harriers:
Name: Paratrooper [£32,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [all]
Targets: NLT / LET / ALL
Stats: * / *** / * / ***
ETA: 3
Initiative: 680
Route(s): Military
Basically a decent LET flak unit for Harriers to make up for Harriers' lack of armour as well as a decent NLT killer to counter some of the newly introduced units.
Name: Harrier [£80,000]
Unit Type: Machine/Vehicle
Unit Class: LET
Attack type: Kills [all]
Targets: LET / ALL
Stats: * / *** / ** / ***** (up their health slightly so that they're more likely to fire after RPGs/Striker)
ETA: 3
Initiative: 266
Route(s): Military
Init changed to before Assassins so the route isn't so weak against Spec Ops if you aren't mass Rangers. This changed definitely needs to be considered a lot as Harriers would fire before Hools and thus allow more successful rushes on Robots. May need to change their ETA to 4, also change Hools' init or just not implement this change.
Robotics Changes
Everyone knows CDs are crap. Originally they killed flak but TDs killed flak better so they were useless then. Now they kill Tractors but CWs kill Tractors reasonably well as well as kill LET so it's just not worth justifying buying CDs over CWs. Thus, I'm going to suggest the following change to CDs:
Name: Crazed Droid [£65,000]
Unit Type: Robotic
Unit Class: LET
Attack type: Kills [close]
Targets: ALL
Stats: * / *****(*) / ** / *(*)
ETA: 4
Initiative: 176
This new unit will be very similar to PA's in stats but fire at close and target all instead. It is mainly designed to give Shields and Stunbots an early firing unit that they miss out on not having PA's.
PA
No changes.
Shields
Overall, Shields are not worth losing PA for. PA are awesome early on and great all round for killing most health based units before they fire. The increase to Shields' AR was a decent idea to make the route better, but there's still one major advantage of PA over Shields. Their ETA. ETA 5 units are very rarely used on a large scale. With Shields being ETA 5, it makes the route quite weak in defence for an alliance. Often you don't want to send defence till incoming is ETA 3 so you can see what's needed where etc. Thus, I suggest making Shields ETA 4 and reducing their AR slightly (although still stronger than they were a couple of rounds back). This will make them much more useful. Also, their targetting could be changed to ALL (or LET/ALL) rather than LET to provide a (not-so-effective) sweeper for the subroute which will make them slightly easier to play as a solo.
Stuns
The swap of Stunbots to the second tier of developments was great and has made this sub-route much more useable. Nanobots do seem better this round but a lot of people still prefered CS. So, I'm suggesting players get a choice between CS and Nanobots like the choice between Stealth Thieves and Spikes etc.
Special Ops Changes
A replacement for Chemical Sprayers isn't necessarily needed because Spike Traps and Stealth Thieves are fine as they are, but making them useful would allow more variety in what unit Special Ops players pick:
Name: Stealth Gardener [£10,000]
Unit Type: Living
Unit Class: INN
Attack type: Gardens [close]
Stats: * / * / 1000 plants.
ETA: 5 {reveal eta 2}
Initiative: 890
Stealth.
Route(s): Special Operations
The flakking effectiveness of this unit would need to be very low (ie. only have 2-3 times the strength of a normal gardener) because they would allow for a vast amount of tactics for Special Ops players, especially early on.
Bunkers
I would suggest that both Bunkers and Sentries have their cost and all stats halved. They are currently too hard to kill, especially in the hands of a good player.
SAs
No changes.
Puppets
Imo, in an alliance, Puppets don't really have any advantage over using a Pom player with mass Hypnos. Hypnos fire earlier than Puppets, are eta 4 and have the benefit of also having Gurus and Poms in the route. Puppets are only better because they fire all 3 ticks and target ALL/LET (although a Hypno player can use Poms to block INN anyway). Puppets are good as a solo due to SGT and Steel Walls, although this is only in defence. Thus, I'd suggest the following changes to Steel Walls and Puppets:
Name: Steel Wall [£35,000]
Unit Type: Machine/Vehicle
Unit Class: LET
Attack type: Kills [close]
Targets: ALL
Stats: * / ***** / * / *
ETA: 4
Initiative: 40
Route(s): Special Operations
This puts them in the same vein as Jeeps, Humvees and Shields. They will be able to more effectively bribe in attacks, as well as provide a solid armoured flak unit in an alliance. Their initiative and damage may need to be reconsidered too though.
Name: Puppet Master [£90,000]
Unit Type: Living
Unit Class: LET
Attack type: Bribes [all]
Targets: ALL / LET
Stats: *** / ** / *** / ***
ETA: 5
Initiative: 665
Route(s): Special Operations
The improved initiative makes them slightly more effective, especially against some of the “early” round units.
Fantasy Changes
The Fantasy route introduced us to a lot of the new features in the battle engine, including the new ranges. However, this introduced a route with no units that fire every tick. I feel this is something that the route misses out on although I can't exactly explain why...
Vamps
The Vampire route is good but with 2 major drawbacks. Its ETA and its range:
Name: Vampire [£75,000]
Unit Type: Undead
Unit Class: LET
Attack type: Converts [all]
Converts Unit Type(s): Living
Converts To: Lesser Vampire
Targets: LET / ALL
Stats: *** / * / *** / **
ETA: 5 {reveal eta 3}
Initiative: 240
Stealth.
Route(s): Fantasy
Firing all ticks removes the unnecessary disadvantage that the route has. Increased cost compensates for the range change.
Name: Mummy [£25,000]
Unit Type: Undead
Unit Class: LET
Attack type: Kills [all]
Targets: LET / INN
Stats: ** / ** / ** / *
ETA: 3
Initiative: 480
Route(s): Fantasy
The Mummy unit is never used currently. Werewolves provide more usable damage as well as a lower ETA. The change to their ETA makes the whole route much more useful to an alliance. The change to their range helps to removes the unnecessary disadvantage that the route has as well as make the unit more useful early on before Vamps are out.
Sorcs
The Sorcerer subroute is pretty useless as it is. It also feels far too “Thugish” and doesn't have its own identity. Thus, I'd suggest changing the majority of the subroutes units to be armour based but with a bit of health. This is a niche that no route currently fills (we have armour based, health based and health based with a bit of armour atm). Bunker Busters are also a horrible unit (as with EMPs) and should be removed.
Apprentices are currently armoured and as such fit in with my proposal for the route.
Name: Witch [£35,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [m/c]
Targets: LET / NLT
Stats: **** / ** / *** / *
ETA: 4
Initiative: 290
Route(s): Fantasy
Witches provide health flak to a route that will be predominantly armoured. The change to their range also makes them more useful as they can last tick Thugs. Their unnecessary bonuses should be removed.
Name: Sorcerer [£60,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/m]
Targets: ALL
Stats: ** / **** / ** / ****
ETA: 4
Initiative: 340
Route(s): Fantasy
This unit is exceptionally good against non-LET units. Coupled with Iron Golems for flak and damage last tick, these units provide a great anti-prot combination.
Name: Iron Golem [£30,000]
Unit Type: Robotic
Unit Class: LET
Attack type: Kills [all]
Targets: ALL
Stats: *(*) / **** / * / *
ETA: 3
Initiative: 360
Route(s): Fantasy
This unit provides armoured flak for the route. Its range change to all provides the route with a unit that actually fires all ticks.
Name: Siren [£50,000]
Unit Type: Living
Unit Class: LET
Attack type: Stuns [r/m]
Targets: LET
Stats: ** / *** / **** / **
ETA: 3
Initiative: 260
Route(s): Fantasy
This unit will now actually be useful for the route as they won't just die as soon as anything fires at them.
Name: Dragon [£90,000]
Unit Type: Living
Unit Class: LET
Attack type: Kills [r/c]
Targets: LET / ALL
Stats: ** / ***** / ***** / *****
ETA: 5
Initiative: 490
Route(s): Fantasy
Changes stats to match the new niche for this route. Pointless bonuses should be removed.
Generic Changes
New research: Packet Analysing available after Airfield
ETA: 60
Cost: £5,000,000,000
:: Enables Intelligence 'Packet Analysis'.
'Packet Analysis' is effectively a spy report, but it cuts off any news which occurred more than x ticks ago (where x is around 2-3). A Packet Analysis does not reveal sender IDs. This provides a much earlier ability to “spy” so that it will be not so risky (suicidal if you trigger SAS) to send lethals out on attacks before Spy School is finished. This will allow wars to be waged earlier on as well as lethals to be used in normal attacks. Note: This is a research, as is Hacking, so players would need to make the choice whether to do Hacking and then Spy School or this early on, allowing more flexibility in playstyle.
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