• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

Mummies

harriergirl

Landscape Designer
Joined
Dec 14, 2007
Messages
1,200
Location
Hillsville VA, USA
Change from
Name: Mummy [£25,000]
Unit Type: Undead
Unit Class: LET
Attack type: Kills [m/c]
Targets: LET / INN
Stats: ** / ** / ** / *
ETA: 5
Initiative: 480


to
Name: Mummy [£30,000]
Unit Type: Undead
Unit Class: LET
Attack type: Kills [c]
Targets: ALL
Stats: *** / ** / ** / *
ETA: 5
Initiative: 480


To make them worth buying, I've changed Targetting to ALL and added a some health. To offset the upgrade, changed attack type to close and upped the price a bit. Otherwise they are useless.
 

kyx

Harvester
Joined
Apr 2, 2008
Messages
171
Re: Mummies

Right... Mummies are generally useless, which is why undead players spam gargoyles.

If you think it's useless, dont buy it.

Anyway, lets evaluate the new mummy.

The new targeting makes it a very effective flak killer, giving the route another flak killer to complement the already effective gargoyle.

More health makes the mummies last long enough to fire, although werewolves already are good health flak.

However, the increased price raises a question: Would you pay 30k for a mummy or would you just pay 6.5k more to get a gargoyle?

I don't know, but I think the original price of 25k suits it better.
 

Cyrus

Official Helper
Community Operator
Joined
Dec 14, 2007
Messages
1,346
Location
Nottinghamshire
Re: Mummies

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who cares if that unit dies quickly or whatever... its 25k ffs. and the fact that, that route is ace already doesnt warrant a buff on any of its units

i dont like this suggestion
 

kyx

Harvester
Joined
Apr 2, 2008
Messages
171
Re: Mummies

Ignore cyrus. I bet he buys P-units.

Anyway, undead route is only exceptional if you get vamps, which do balanced armour and health damage at 240 init.

Other than that, all you have are gargoyles, which are weak against Hooligans, Strikers, Harriers, RPGs, and thats only counting the stuff that can fire before gargoyles and take absolutely no losses.

Given that undead route has only one free ranged unit, the whole route is weak against whatever that ranged unit is weak against, and thus the non p-unit undead route has a few more weaknesses than other routes.
 

Cyrus

Official Helper
Community Operator
Joined
Dec 14, 2007
Messages
1,346
Location
Nottinghamshire
Re: Mummies

i dont buy Punits actually.

but i was comparing it p-unit route versus P-unit route

im sorry but you cant use the old this route suck because its crap without P-unit so are most other route without P-unit

i mean any SO route without P-unit, sucks tbf.

Striker - can get flaked and distracted by.

harrier - can be flaked by everyone and pretty much killed by most routes

Protestor route (ex pom side) without the P-unit as issues

terror route - shocking without TL

there now argue your case..vamp route is not really any worse than the rest without P-unit. the thing is you buff it Pre P-unit then its over charged when you got P-unit.

bad suggestion end of.
 

TheNamelessWonder

Tree Surgeon
Joined
Dec 15, 2007
Messages
520
Re: Mummies

How many decent players actually buy any real amount of mummies though? They need some sort of buff for sure.
 

Maxi

Head Gardener
Super Moderator
Community Operator
Joined
Dec 14, 2007
Messages
405
Re: Mummies

Excerpt from our pols including my opinion - :p

Mummies aren't that bad, at all. They're ment as flak versus SO, and they are indeed classed as Undead which means -75% damage. Cheaper than WWs, so you'll have a bigger number around aswell, basically you'll lose close to nothing, even when hitting SO's above your value range. WWs are very tough, and giving this route another 'flak' unit would make it overpowered, Imo. Making it fire just in the close tick doesn't make much sense either, middle would be better, related to vamps' r/c attack.

So yeah, Mummies aren't *that* good, but they have their uses, and having used the route for two rounds I don't think it's 'underpowered' either. ;)
I don't think the route is underpowered..
Just at the moment Mummies don't do anything that can't be done just as well or better by another unit.. IMHO
That means you want to change serfs, privates, emps, officers, apprentices, witches, iron golems, heavy weapons, chem sprayers, etc aswell? :p
no not necessarily ... but I don't know many vamp players who use mummies at all.. I know people who use all of the other units listed..
Because they didn't 'specialise' in SO hunting. :p Have your ever tried to use Mass mummies instead of WWs yet? They do pretty well vs health based routes and protect your Vamps better. (again, depending on target)

But yeah, not a lot of people use them!
i've never massed them but I have used them in the past..
and tbh they didnt' seem to make that much of a difference =P
I like mummies... a load of noobs gets fooled by the numbers game
 

Turnip2k

Harvester
Joined
Dec 16, 2007
Messages
236
Location
Cambridge, UK
Re: Mummies

The flakking use of mummies goes completely when you have a decent number of lesser vamps. If you want to hit SO, just go out and farm some lesser vamps from small players at 30-40% that wont do any damage to you back. Lower score value, free and are great for clearing out SGT's and prots / hools when hitting terror players. In most cases you automatically replace your losses in lessers during the attack too.

Mummies are there to give the person who wouldn't buy a punit some more flexibilty with attacking / defending options at the moment. Once you get vampires, mummies become pretty much obsolete. Indeed there should be more to them, they should add somthing more to the route - not necessarily overpower it, but just give it some more dimensionality. As it stands to attack with the route there are two units which give you offensive power in various ratios :

Slightly more gargoyles than vampires - for hitting moderately terrorist heavy players, sorcs and SA heavy players
Slightly more vampires than gargoyles - for hitting assassin heavy players, sorcs, rangers (preferably as few harriers as possible) and moderately TL heavy players
Mass gargoyles - for hitting sorcs, very SA heavy players and terror players, also useful to break deadlocks in ally wars by rushing.
Mass vampires - for hitting sorcs, very assassin heavy, TL heavy players and rangers. Can do mass SA, but it still stings a fair bit - more than it has to.

All the other units in the route are effectively defensive in nature and don't come into the game much (except for the odd few WW to clear out spike traps and lingering jeeps). All let flak you need is proved free from vamp hits (which you should carry out regularly to keep topped up). Once you start farming lesser vamps, you can drop more of the gargoyles in your setup, but I would recommend keeping them for inn targeting and middle tick let killing. In this sense, mummies are obsolete for flak. Mummies need to have a role other than simple let flak.

Both of the two new routes need work doing on them - undead is reasonably ok but sorcs need a load of tweaking. With all the other gameplay changes coming in, I fear that the issues with unit balance in these routes will never be addressed.
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: Mummies

Compare:
Mummy LET Kills [m/c] LET INN 480 5 £25,000 ** ** ** *



with:


Terrorist Leader LET Kills [r/m] LET INN 330 4 {2} £40,000 S *** ** ** **


or


Shock Trooper LET Kills [all] ALL 600 3 £41,000 ** ** ** **


or

Ninja LET Kills [r/m] LET ALL 530 4 {2} £35,000 S ** * ** *


TLs are stronger and faster, have stealth, but can't target NLD/NLT and cannot last tick, they are also a P-unit
Shoxs target indiscriminately, but fire all three ticks, and do more armour damage. They have a lower eta, but are slower on init though.
Ninjas have stealth, but they have a higher init, even though the eta is a bit lower. They have less armour, and they still cost 20% more.

Now. People might say the mummies have no special strenght in a Vamp setup, but their strength is their versatility. They add strength in the mid tick better than gargoyles, and unlike gargoyles last ticking is not an option. Lesser vampires are useless for all offensive purposes (they are flak), and they have atrocious initiative.

The point is that people see mummies come so late in the tech tree they compare them to other units that come as late in other routes tech trees.

I think mummies are just fine the way they are.
 

harriergirl

Landscape Designer
Joined
Dec 14, 2007
Messages
1,200
Location
Hillsville VA, USA
Re: Mummies

Turnip2k said:
The flakking use of mummies goes completely when you have a decent number of lesser vamps. If you want to hit SO, just go out and farm some lesser vamps from small players at 30-40% that wont do any damage to you back. Lower score value, free and are great for clearing out SGT's and prots / hools when hitting terror players. In most cases you automatically replace your losses in lessers during the attack too.

Mummies need to have a role other than simple let flak.

Thank you Turnip !

Damn I took alot of guff for this post. It's not that I think Vamps are underpowered or I want to tweak out an already good route. I should have explained better why I made the changes I did. I do understand now why the changes I made wouldn't work but that doesn't mean something shouldn't or couldn't be done to flesh out the unit.
 
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