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The mutants are not its sphere of application is a primary school of their existence. When you can build a mutant - that means you're doing very well with the economy - a full city is built. And that's it. to move Lucifer to the barracks it is impossible - it is better to make another manufacturing building at the level of the stone workshop - which will include Lucifer and the new normal units fire support.
Here is an excerpt from the topic sentences and ideas.
New fire support workshop units:
I. Rider - just a simple guy on a horse(Yes you may not believe it but the horse in the post-Apocalypse is the surest means of movement) armed with a gun. The cost of 350 gold, 1 man, 3 units of food, 1 iron.
Features: 350 health, armor level 15 %, radius 15, the attack radius of 3.5, speed of 8.5 (Yes he is very fast!), attack damage 6. Attack speed 3.00 Features:
1) fast scout.
2) able to get away from any chase.
3) a moment of nostalgia for the wild West.
4) the Fastest shooter in the wild West.
For its construction will also require - livestock farm.
Livestock farm - studied in a stone workshop. Does not require meadows for its construction. The volume of food production depends on the invested gold:
- buy a sheep 250 gold content 2 gold. Food +15. (you can buy up to 20 units)
- buy a goat 400 gold, the content of 3 gold, Food +17 (you can buy up to 20 units).
- Buy a cow 800 gold, the content of 5 gold food +22, you can buy up to 20 units.
Upgrading scout(Arsenal):
1) Magnum 44 - increases damage +5. Available in the presence of a wooden workshop.
2) Improved power - increases movement speed by +1, health +50.Available with a stone workshop.
3) Activated ability with the recovery time - throw a grenade - the rider throws a grenade causing AoE damage within a radius of 2 cells from the point of hit in 60 units. Recovery time is 80 seconds. Available with a stone workshop
4) Advanced armor scout gains +5 % armor, 50 % poison and fire resistance. Available in the presence of the foundry.
The rider best implements the idea of a fast scout and mobile distracting tank. It is not too expensive, is available in the middle of the game, but it can not be the main unit - because of the low damage. In his role he significantly wins have a mutant - so as cheap, effective and serves those same functions.
II. Airship - is a flying unit, vulnerable only to attacks of poisoned zombies and giants(because of the size).
It is important to note the evolving role of firepower through a series of upgrades. Characteristics of 600 health units. Armor 5 %. Movement speed 1.8. The sight radius of 18. Attack range 15. Attack speed 1.
Can't be hired in a tavern!!!
Initially armed with a ballista (ballista similar to a conventional building).
The price of 1000 gold 40 wood, 40 iron, 8 people, 5 units of food, constantly consumes 5 units of wood per day, gold 15 units. Limit only 1 unit per workshop upgrade level (4 in total).
Deals damage to all in the affected area (zombies, units, buildings)
Upgrade:
1) high-Explosive gun - replaces the ballista gun with AOE attack(deals 75 damage in a radius of 4 cells). Available with wood and stone workshop.
2) Automated charging - increases attack speed by +1.5.Available with wood and stone workshop.
3) Increased shrapnel capacity - increases damage to 110 units within a 9-cell radius. Available in the presence of wood and stone workshop, foundry.
4) Automated charge control - increases the attack radius by +1, attack speed up to 4.00 Available in the presence of wood and stone workshop, foundry and engineering center.
The airship may well be in the post-Apocalypse, at least due to the fact that it is
technologically less expensive in terms of retention in the air. As it is modernized, it becomes a very powerful unit of support, justifying the funds invested in it.
III. Battle tank - in the realities of the post Apocalypse is a relic of the lost Golden age of mankind. Mobile fortress, weapon of destruction. In the game you can build one such unit for 1 fire support workshop(which has all levels of modernization.)
Stats: health 1000, armor 75% (fire immunity, poison resistance 50%), movement speed 2.0. Overview 8, attack distance 15, damage 250 units in a radius of 4 cells, attack speed 1. Price 1000 gold, 50 units of wood, 50 units of stone, 50 units of iron, 50 units of oil.
Constantly consumes its contents 5 units of oil and of iron per day.
Can't be hired in a tavern!!!
Can't shoot through walls!!
Deals damage to all in the affected area (zombies, units, buildings).
Very Important - has a maximum attack range of 15 units and a minimum attack range of 5 units. All units which are closer than 5 units to the Tank - can't be attacked for them!!! Modernization (available only in the construction of a wooden and stone workshop. Foundry. barracks and engineering shop. Miracle - victorious!!!):
1) Dual gun - increases the rate of fire to 2.5.
2) Improved engine -increases movement speed to 3.
3) Intelligent ammo - no longer damages when attacking units and player buildings.
4) Experienced crew - reduces the minimum range to 3
Thus, in the case of a powerful economy and having a worthy goal - a battle tank can provide the player with crushing firepower, but he can not hope to stand against a Horde of zombies, as they can surround and destroy him - because of the minimum radius of attack!!!
the time your soldiers get overrun by harpies it will be near impossible retreating with some if you cant hold for maybe 10 sec with the ''frontline'' or they get aggroed next.
anyway as i said soldiers vs mutan is a comparsion which doesent work cause they have completly different cost and usage. cant compare snipers to rangers either cause they take 2 completly different roles. a titan is a high end oil upkeep with similar tasks as a mutant so you can compare their costs/efficiency. a soldier spam of course can at one point overwhelm mutants/titans but so can ranger or snipers..but you dont needto let soldeirs fight mutants or titans.. you fight beside them each doign their role and a mutant and titan role is to hold the line. a soldier can hold a line too but its more optimal using real tank units to hold the line.
i simple say you cant compare snipers to rangers is cause they have completly different tasks and its not fair comparing a ranger to as sniper in basic paper stats, its about how god they do their ''main target'' and snipers simple are here to deal with harpies and spittters in endgame waves while rangers are your early game scouts which lure almost no zombies. neither fair to compare a titan to lucifers by raw stats.. a titan always even in combat perform better as lucifer apart of small narrow passes without elites in which the lucifer with hes small aoe can do potentialy more dps.
omly cause a certain mass of any unit can potentialy do everything it doesnet mean you can compare them in a fair way. TAB units are all having their own role and tend to be the best in this category but perform worse in others so you dont just use 2000 soldiers when you could use 50 titans if its not for giving yourself a challange but that isnt efficient playing.
snipers are here to deal with elites from far range that they dont even hit your defenses.
soldiers to hold a line to give the snipers time to deal the damage ad themself do good damage.
thanatos are asolutely bad in clearing maps but do great in defense.
lucifers are rly bad agaisnt big swarms but narrow swarm attacks without elites is their ''speciality.
titans and mutants are here to hold your most frontline and protect your weaker protected units and both can retreat fast to quick regen hp. and titans also have high range dps and can somewhat do the job of snipers too.
rangers are simple quiet scout troops doing some clearing and scouting till you can risk sending out snipers/soldiers whatsoever and dealwith the incoming aggro
now you can potentialy use each of them in every task(and compare them) with enough but were not talking about can but about whats best and so we use each unit for their given task if theres no good reason not to.. like soldiers are your early/midgame titans but later could get reinforced with them.
you reinforce your defense lines in the endgame with multiple different units for best ''all around protection''.. for example snipers titans executors maybe 1 or 2 shock towers a line and some soldiers to hold tjhe line with titans once they break trough. using 1k soldiers and nothing else works but its potentialy more expensive, more difficult in the given time to recruit, not as ef ficient and so forth. and if you use 1k soldiers instead of a f ew hundred your worker and especialy food counter gonna suffer far more as if you used in compasrsion better performing units like a titan with lower food cost and worker cost
your fun fact once again makes no sense cause mutant do aoe damage and soldier high single target so of course with 3k less health as behemoth mutants and aoe damage rather then high single target it will lose. thats not how you use a mutant, then again you could tank the behemoth with one and let the others deal the damage.
20 harpies on 1 mutant though hum... lets say it that way he most likely kills them if no reinforcment comes in before he dies but he will take quite a while to be back on full hp so rather dont do that..not as if mutant is a great unit apart of speed and hp pool(which recover too slow, 8 hp on 800 titan and only 10 on 2k mutant.. way too small)
well i said in last post was that i estimate he survives 20 harpies in the edit...but most likely drops really low(and will take ages to replenish hp). not bothering about giants.. well in open fiel d i feel more secure having 1 tank such as a titan just in case your soldiers ♥♥♥♥ up. their dps is enough but i rather play save^^
by now i still didnt buy the thanatos for campaign though, even though its in my favorite defense unit during survival. if you do NOT go for enginner workshop which works you can fully buff inn and get those untis that way. getting all my thanatos that way
Fair point about armour, and yes Titans are a better investment, however it is still my opinion that this mutant is OP, and the primary reason for that is speed combined with health advantage. (even though I did not demonstrate it well :) )
With Titans I do feel that I can (and I did) lose them when not paying attention, when triggering mini-hordes. With mutants, it does not seem to happen.
Titans are a much better investment, when both are used optimally, and I cannot argue that point, but that does not take away that as currently constructed mutant is OP. Perhaps if they took the speed down to 5 from 6, or introduce a weakness to something so it has to be attended
at least a little bit, but than again there would be even less reason to build them with current cost structure.
1). Finally to determine the role of the movable tank. Leave a high level of health. Armor increase to 45%. Leave high speed movement.
2) Remove the consumption of oil from the daily consumption - even if it is expensive and requires oil for construction, but will not consume it in the daily content.
3) to make adequate AOE attack in front of him with a radius of 2.5 cells and raise the damage to 40.
In this capacity, it will be a tank that will support other units standing in the breach.
Number two is two much If any iron tier unit has that happen to only makes sense for luci when he’s dropped to stone tech like a few have suggested for him.
Oil consumption drop is made to limit iron tier allowing them to be powerful beasts removing that makes your other two suggestions to much to the point he should be nerfed. As if he dosent reduce oil produce there is no limit to them and yes you could make 1000 than witch enough time. Even if weak dps 1000 would be op. Witch is why a limiter is needed to keep them in check allowing for them to be powerful units. While making his reason to exist only after you got titans to oil limit to dump funds as you can just turn your oil loss so you gain oil and oil upkeep is slightly after making them at no oil cost as you won’t have oil for the upkeep than. That’s not a good place for a unit better him to stand on.
Number 1 alone would make him viable but not good would need a life regen buff at the same time to be about 1.5x titans regen. While the ehp boost is to little should at least match titans 60 percent Armor to make him wortg the 2.5x titans costs. Ideally with 3k hp to make him a better tank with worse dps. A tank should have lower dps than a hybrid like titans. And lower dps than a pure like Thanatos in a fair cost to cost comp. we don’t need another titan that just costs more that’s a step up in every way but melee vs range he should have his own clear role as a tank.
The damage increase don’t think he needs as a tank. His damage thou low is fine if he has good tankabilty as his damage comes from support. We don’t need a unit that is a jack of all trades like titan to compete for the same spot in the army but only melee. Mutant should stand on its own in his role as a tank without trying to replace another unit. A slight bump up I can see as his a bit on the low side but not really as a radii jump. If he gets a radii jump his damage really should go down as stacking units with large radiis even with low dps gets redic fast. 2.5 vs 2 radii is quite big jump in dps as much as it dosent appear to be.
Of the three only doing one would make sense not all 3. If you meant doing only one should make that clear as right now your post reads as doing all 3. Really only number 1 makes sense to maintain him as a tank. His dps is already ok for a tank his flaw is survivabilty via low ehp and regen.
They were the only units I had who could go head to head with a horde of zombie in open ground, push them back, and wipe them out.
Some advice: if you decide to use them offensively, I'd avoid using Mutants alone versus an entire horde. For offensive use, they work best in groups, as their AOE damage will kill melee enemies before they can hit back, which makes them extremely tanky against large groups of melee zombies. (edit: and I wouldn't use the mutant offensively against ranged spitters, but against most zombies, he's great)
While he isn't good at everything, in that last mission, on the final wave, my 6 mutants completely outperformed my 30 titans, several who got swarmed and died.