Vampire Discussion!

Saints

Harvester
Joined
Dec 14, 2007
Messages
199
Location
USA
Re: Vampire Discussion!

well they havent been fixed my friend just got hurt by vamps also
 

Saints

Harvester
Joined
Dec 14, 2007
Messages
199
Location
USA
Re: Vampire Discussion!

id also like to thank everyone for the flaming i got for a big bug... and thx bw for the back up ;)
 

BeakY

Harvester
Joined
Dec 14, 2007
Messages
118
Location
Buckinghamshire, England, Earth, Milky Way
Re: Vampire Discussion!

Chewie said:
pinpower said:
yes, vamps need to be changed....it is utterly stupid that azzer hasnt changed it yet



and on a side note, can we just give BlackWolf back his "Forum Whiner" name or w/e it was...because its obvious he's just going to go around and complain/moan and be a fool until he gets it back


;p

Blackwolf wasnt whining for a change he was pointing out the general ignorance of others.

Harriers can be controlled by PA's Cheese. just a thought ;)

The vampire unit is amazing at killing SO's possible the best unit on the game for being a specialised killer. its overpoewered in terms of SA killing but the injury thing takes the piss in all fairness especially with the ease it destroys SO's.

get a robo to kick their ass then
i've had my asss handed to me all round by robos, and apaches too
the vamp route is so easily killed by them
the vamp is my only way to get some revenge
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: Vampire Discussion!

Fixing vamps are important, as all other units that "permakill" are per definition slow (except scrap bots which are unwieldy nevertheless), rather weak, and really expensive.

Vamps are fast and strong... so they can in effect zero a number of routes.

But given that Vamp convertion is based on a percentage of total kills they make, having the same rate removed from all staff before calculating injured staff shouldn't be taht difficult?
I.e. if 12,5% of the kills are converted, thus the normal injury rate is multiplied by 0,875.

Now I think that in due time, maybe all routes should have one branch with at least one bribing/converting unit.

Already:
Protest (Hypnos)
SO (Cloners, Pol.Bribers, Puppetmasters)
Robo (Scrap bots)
Military (Recruitment Officers)
Fantasy (Zombies, Vamps)

Needs:
Thug
I would propose to drop Arsonists and substitute with something like this:
Instigator Let (bribes)- ***/* **/** [range/medium] INN/NLT/All 42,000 ETA 4 Init 825
You wanna start a riot? These orators can turn a crowd of peaceful spectators into a vicious mob in a heartbeat with choice words appealing to the baser instincts. Not to overpowered for what they do I think?
 

BeakY

Harvester
Joined
Dec 14, 2007
Messages
118
Location
Buckinghamshire, England, Earth, Milky Way
Re: Vampire Discussion!

Enrico said:
Vamps are fast and strong... so they can in effect zero a number of routes.

name a route that doesnt have a super unit that kills other branches so easy...
plus vamp cant kill a whole route on its own
vamps are not overpowered, hit a vamp with strikers/any LET robot and u will anhilate it with no loss
u take away its ability to sneak up or to kill a few SO and ur killing the whole route, the conversion sucks and LVamps do jack diddly squat. the rest of the route dies so easyily that vamps are all u really have (yeah wolves and gargs do some but not enough to call the route "balanced")
 

Enrico

Tree Surgeon
Joined
Dec 14, 2007
Messages
518
Re: Vampire Discussion!

BeakY said:
Enrico said:
Vamps are fast and strong... so they can in effect zero a number of routes.

name a route that doesnt have a super unit that kills other branches so easy...
plus vamp cant kill a whole route on its own
vamps are not overpowered, hit a vamp with strikers/any LET robot and u will anhilate it with no loss
u take away its ability to sneak up or to kill a few SO and ur killing the whole route, the conversion sucks and LVamps do jack diddly squat. the rest of the route dies so easyily that vamps are all u really have (yeah wolves and gargs do some but not enough to call the route "balanced")

Vampires ZERO other routes, all other routes KILL, thus gives you diminishing returns in the form of injured troops.

A Vamps fire first first tick vs a number of other routes, and can thus shift the total outcome of the battle.

And yes, Robos and RPG/Striker kan kill a Vamp, but thats no consillation for a SA player who looses 1 trill in staff and get 0% in injuries...

Fix Vamps so only what the raise is removed from injuries, and the problem is solved.
 

Alcibiades

Plant Geneticist
Joined
Dec 13, 2007
Messages
4,267
Location
Canada
Re: Vampire Discussion!

I believe Enrico, that Azzer coded a change midway through the round that altered the Vamps zeroing capabilities. I could just be mistaken tho.
 

BeakY

Harvester
Joined
Dec 14, 2007
Messages
118
Location
Buckinghamshire, England, Earth, Milky Way
Re: Vampire Discussion!

well some1 should have told me at the start of the round to hit SO, cos i never went near them as they pwned me b4 i got vamps
as did most ppl, the only way i survived was to stay away from robots and to mass vamps to get bounties on ppl

if u want to avoid being raped by vamps, dont go SO, go PA/CW and u'll cream them
 

Saints

Harvester
Joined
Dec 14, 2007
Messages
199
Location
USA
Re: Vampire Discussion!

im 99.99% positive they are fixed or id been complaining all round :\ thats both a good and a bad thing
 

Souls

Official Helper
Joined
Dec 14, 2007
Messages
837
Re: Vampire Discussion!

* "Convert" units now grant injury (dependant on how much they converted and how much they killed). The injury rate will be based on the difference of the total units the "convert" unit hits, minus the total value of units the "convert" successfully converts to their own side... effectively the actual "dead", non-converted units. This should be a fair system of injury for all convert attacks.

Quoth the Portal, evermore. ;)
 
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