Arsonists

Steve_God

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"OMG! WHY CAN'T I BEATZ ZE BIKERS WHEN I AM PROTESTORZ!!!!111!1!11!11!1!one!1!11!1!!!"

That's all I'm hearing in this thread...

Rock... Paper... Scissors... is how the game works, some scenarios it just won't happen as you'll be on the back foot due to the route you've gone... other times you can adjust your mobs/route setup/etc... to make the best use of the targetting system to win an attack/defence.

I hear your initial point around changing it's targetting, but that sub route is designed as it is for a reason, and that's to screw with Prots. As a side product, it also blocks lethals, but only in the same way that Military units kills PoMs as a side product.

Also, by adding INN into its targetting would vastly overpower that side routes blocking ability of INN, as due to it's large Armour damage, it would strip the Armour from flak, allowing the health killing Terrors that fire after, to tear flak to bits better than they do already.


Nice idea in theory, but it would upset the routes balance too much.
 

Dax

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"OMG! WHY CAN'T I BEATZ ZE BIKERS WHEN I AM PROTESTORZ!!!!111!1!11!11!1!one!1!11!1!!!"

That's all I'm hearing in this thread...

Well, it's more "WHY CAN'T I BEAT THE OTHER THUG GUY WITH MY PB?!?! /tear"

But yes, on the whole I'm being obtuse. For no reason whatsoever. I still see no example BR's, though.
 

CFalcon

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Also, by adding INN into its targetting would vastly overpower that side routes blocking ability of INN, as due to it's large Armour damage, it would strip the Armour from flak, allowing the health killing Terrors that fire after, to tear flak to bits better than they do already.

There's only one unit in the game which benefits from armour stripping gards, and it isn't terrorists.

But that aside, I do agree Arsonists aren't OP at all. Any INN flak and they're useless on LET, and why should a unit only be in any way useful on it's primary intended target?
 

Steve_God

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Also, by adding INN into its targetting would vastly overpower that side routes blocking ability of INN, as due to it's large Armour damage, it would strip the Armour from flak, allowing the health killing Terrors that fire after, to tear flak to bits better than they do already.

There's only one unit in the game which benefits from armour stripping gards, and it isn't terrorists.

But that aside, I do agree Arsonists aren't OP at all. Any INN flak and they're useless on LET, and why should a unit only be in any way useful on it's primary intended target?

Well you could say that as it armour strips, it would help any health damaging route that fires after, but I was purely looking at the route on it's own.

As for your second comment, we've got Dax questionning "Far too useful for anti-LET purposes?" at the start of the thread - surely that points out that it does have more of a use than its primary intended target... (albeit, variable depending on any given scenario)
 

willymchilybily

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lol the round willy kept massing arsonists/thiefs/gardies to try and land on cid eta 3 rushing when we were solo was such a pain. They OWN pom/guru 1:1 :p I had to analyze their stats quite in depth so we could make sure we always blocked him.

they're a bit of a random unit though, so the opportunity cost generally isn't all that worth it.

although you posted this in gripes rather than suggestions so im not sure how serious of a suggestion this is.

tried it tested it. hooligans and aronsists en mass. and despite the millions of recalls i had to do the one or two battles showed that no even without that much flak thier. they dont do great.

they have a suprising amount of fire power. which shows me just how hard the nlds really are for thier stars. but no they do no help at all well enough in defence/attacks to be worth while or considered overpowered. they get like 1: 2-3 on flak even with id say 70% flak 30% lethals. being targeted with the *all* component in this one.

[range] 420,722 allied Arsonist attacked, disabling 821,681 hostile staff.

very poor. if you consider thats like 2.5 innocents stopped per aronist. and 3-4 arsonists to stop 1 lethal (it was a mix of units armour health etc etc but it shows a good average)


and here again this is recent. and they were innnocent flacked

[close] 21,241,526 allied Hippy attacked, distracting 19,237,084 hostile staff.
[close] 987,492 hostile Hippy attacked, distracting 1,048,740 allied staff.
[[close] 500,000 allied Crazed Droid attacked, killing 2,393,266 hostile staff.
[close] 149,370,856 hostile Arsonist attacked, disabling 338,635,570 allied staff.
[[close] 14,238,738 allied Assassin attacked, killing 11,033,686 hostile staff.
[close] 34,915,152 allied Harrier attacked, killing 58,824,721 hostile staff.
[close] 9,047,238 allied Yob attacked, disabling 13,650,475 hostile staff.
[close] 8,908,468 hostile Yob attacked, disabling 12,173,105 allied staff.
[[close] 4,794,333 allied Dragon breathed fire on and melted 35,905,386 hostile staff.
[close] 12,295,650 allied Apache Longbow attacked, killing 159,272,181 hostile staff.
[close] 14,257,457 allied HQ Attack Dog attacked, killing 34,740,860 hostile staff.
[close] 1,874,617 allied Shock Trooper attacked, killing 7,589,026 hostile staff.
[close] 466,857 allied Humvee attacked, killing 132,076 hostile staff.
[close] 609,877 allied White Knight attacked, slaying 8,455,308 hostile staff.
[close] 19,160,491 allied Tyrant Drone attacked, killing 167,642,762 hostile staff.
[close] 59 allied Private attacked, killing 8 hostile staff.
[close] 63 allied Officer attacked, killing 9 hostile staff.
[close] 29,569,508 allied Shield Android attacked, killing 2,162,752 hostile staff.
[close] 748,926 allied HQ Challenger 2 attacked, killing 3,750,449 hostile staff.
[close] 383,085 hostile Thief stole 380 land. [98] tree. [204] bush. [46] flower. [32] grass. [0] uncultivated.


Distracted: 19,237,084 [£62,521,715,200] enemies distracted. 1,048,740 [£3,257,573,000] friendlies distracted.
Disabled: 13,650,475 [£35,593,368,400] enemies disabled. 350,808,675 [£1,362,443,077,400] friendlies disabled.
Died: 491,902,490 [£1,591,767,890,200] enemies dead.

You gained 14,042 effectiveness.
You gained 0.02 fame.
You gained 0.08 honour.


i believe it was 40m harrier present, 15m attack dogs HQ, 20m tyrants, 15m assassins, 5m dragons, 30m shields, 50m rpg + flak, and i think some guru/poms may have even been present.

and with the flak present they do jack **** to anything else. even though yeah i cant remeber how much flak and hence cant be sure how they would do on pur lethals when i played them last round it wasnt that awsome from memory.


stick them with some f117s and who knows maybe they may be worth something. feel free to test f117s and arsonists till your hearts content.

if you consider what they hit, (including a few poms.) cost for cost. hitting stuff that isnt nld...150mil arsonists cost £3,000,000,000,000 they did £1,362,443,077,400 in disables on everything else. even with some protestors present. its not a contendor for being Over Powered in my opinion.

but id happily make it target 100% pure NLD, or even go NLD:NLT that wud be sweet. hell id even take NLD:INN as the route can be flakked if you do try to go too arsonist heavy and not enough tl/terrors.

anything but NLD:ALL would improve the unit imo.
 

willymchilybily

Landscape Designer
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also thiefs. part of that route, as you can see form the last battle report. well over priced. i deved thief before geo big mistake. they are weak. and if you use them in place of geos the amount you need to send in flak wars makes it impossible to land on a solo pretty much. i would land and steal 85 acres because so few get through for the amount u need.....or i would trigger. i was literately playing at the limit of what i could send every time. epic fail.

the route isnt that overpowered has no truely epic units and you play in one play style it kinda counteracts the other plays style. do i go arsonist biker heavy or do i go tl. you cant rush as well as you expect, and if you get tl's you only have one other lethal to flak them with. all in all i was under whelmed. i had planned to use them and rush with sa's and even all three of our sa players had stealth thief.. they are just too weak and the route as a whole isnt that great the ability to rush is always overestimated because you dont kill you go for land. and if you send eta 3. end of tick. they still have a good few ticks to get units thier to last tick you. as you appear eta 2 so as long as last tick defence can be sent same tick at eta 4. of the following tick at eta 3. you will get hurt. (aka as long as a nap or friend has golems/tyrants/apaches or blocked sd/stuns).

id just ignore the arsonist unit personally. and use the route for the thiefs, id get some arsonist nd bikers. to put off and hurt poms if they try to block your attacks. but id focus on using the tls and geos. with thief present just to add an extra 3% to the land you take.
 

Dax

Hydroponics Developer
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Apr 22, 2009
Messages
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Location
Northants, UK
[range] 31,847,977 hostile Arsonist attacked, disabling 52,438,057 allied staff.
[range] 1,288,580 hostile Hooligan attacked, disabling 710,481 allied staff.
[range] 3,899,887 allied Hooligan attacked, disabling 2,500,278 hostile staff.
[range] 12,951,575 allied Petrol Bomber lobbed Molotov Cocktails and killed 48,340,748 hostile staff.

Disabled: 53,148,538 [£298,760,745,000] friendlies disabled. 2,500,278 [£22,216,453,300] enemies disabled.
Died: 48,340,748 [£205,350,105,700] enemies dead.

---

[middle] 28,771,628 hostile Arsonist attacked, disabling 51,263,656 allied staff.
[middle] 1,081,843 hostile Hooligan attacked, disabling 589,772 allied staff.
[middle] 4,016,818 allied Hooligan attacked, disabling 1,259,939 hostile staff.
[middle] 14,129,754 allied Petrol Bomber lobbed Molotov Cocktails and killed 11,746,610 hostile staff.

Disabled: 51,853,428 [£266,374,126,000] friendlies disabled. 1,259,939 [£22,328,686,500] enemies disabled.
Died: 11,746,610 [£230,118,971,900] enemies dead.

Gotcha.
 
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