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Thread: Best level 1 creature? | This thread is pages long: 1 2 · NEXT» |
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dD_ShockTroop
Hired Hero
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posted July 26, 2011 02:03 PM |
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Best level 1 creature?
I was inspired by the best level 2 creature thread to make this. What, in your opinion is the best level 1 creature?
Mine is the centaur, because it became OP if you managed to find a way to cast precision on it, or if you put it on a tower. A close second is the bandit, for its useful adventure map ability.
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Fauch
Responsible
Undefeatable Hero
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posted July 26, 2011 03:01 PM |
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thief for stealing ressources
troglodytes and crossbowmen in combat
imps as scouts, and for the mana drain ability, especially since you can prevent some creatures to cast or allow your own to cast more.
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Gauldoth_IV
Adventuring Hero
nobody
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posted July 26, 2011 04:22 PM |
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For me
Berserker and ORC are good at combat
IMP and Thieves are good scout and resource collector
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TheUnknown
Known Hero
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posted July 26, 2011 11:11 PM |
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Best level 1 creature
With no spells and no tactics:
- on slow terrain crossbowman is the best overall (only problem flyers and maybe skeletons)
- on grassy or other fast terrains, I chose wolves (decent speed, movement, attack ...)
With spells and tactics on every terrain I would go troglodytes (is a very tough choice, many great candidates)
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PinkFlamingo
Adventuring Hero
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posted July 27, 2011 01:08 AM |
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For combat, Crossbowmen. For adventure, Bandits.
Centaurs are great and all but they have low growth and are expensive. They also only have 4 shots and have crappy range.
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Augenis
Tavern Dweller
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posted July 29, 2011 12:23 PM |
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dwarwes are good vs magic (magic resistance)
sprites are good when fight vs few soldiers (fast and no retaliate)
P.S. there are no thieves in HOMM4, only bandits
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Osmin
Hired Hero
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posted August 01, 2011 09:46 PM |
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As a creature on its own, I believe Crossbowmen are the best ones.
As a part of an army, my favourite are Halflings. Precision makes them killers in the early game, while Dwarves and Gold Golems provide protection sufficient to make the Halflings a practically unreachable attacking force.
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Hiro
Tavern Dweller
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posted August 05, 2011 09:47 AM |
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Edited by Hiro at 09:54, 05 Aug 2011.
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Bandits are invaluable on larger maps - they can steal the almost every treasure I stand next to your opponent and he does not see me, good fun
As for the fight, well for mermaids + wolves. Of the two I prefer wolves, otherwise mermaids irritatingly flap their wings...
Quote: Centaurs are great and all but they have low growth and are expensive. They also only have 4 shots and have crappy range.
Yes, I agree with You, but... If You have a mage hero or - big, big lucky - barbarian with the order magic, centaurs with accuracy (precision) proved to be very effective
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B0rsuk
Promising
Famous Hero
DooM prophet
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posted August 11, 2011 11:20 AM |
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Osmin
Hired Hero
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posted August 11, 2011 04:55 PM |
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Edited by Osmin at 16:56, 11 Aug 2011.
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Quote: I like the fact there are so many different answers. Makes you think level 1 balance is pretty good.
Now, what I wonder about is what would happen if you took a six-player map like "Wheel of Misfortune", set the level cap to level 1 for the heroes, and disabled all level 2 dwellings so that only level 1 creatures could be used.
Would this be balanced? And if not, who would dominate the game?
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Fauch
Responsible
Undefeatable Hero
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posted August 11, 2011 05:03 PM |
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preserve maybe. not because of the creatures, I think they might be the weakest, but the heroes. combat + summoning.
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PinkFlamingo
Adventuring Hero
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posted August 11, 2011 06:41 PM |
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Quote: preserve maybe. not because of the creatures, I think they might be the weakest, but the heroes. combat + summoning.
I disagree. Order has Precision with Halflings and since Nature has no healing spells, they are at a disadvantage. Life also has healing spells and knights making them a tough opponent. Barbarians, Necromancers, and Sorcerers (block line of sight) shouldn't be too much of a problem.
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Fauch
Responsible
Undefeatable Hero
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posted August 11, 2011 07:16 PM |
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knights won't give a significant bonus. I didn't think about healing heroes. would be good yes. but on tier 1 units it's not very useful.
don't think that chaos would perform very that well either. though their troops are good, even the thiefs, thanks to their large numbers, but heroes are quite useless once they run out of mana. same thing for academy. though halflings might be deadly indeed.
barbarians could be good but lack magic support, and they aren't rangers unlike the preserve hero.
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Osmin
Hired Hero
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posted August 11, 2011 07:37 PM |
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My thoughts (which I must admit are mostly speculations) are that the armies will consist of a few heroes and lots and lots of level 1 creatures. As the heroes are relatively weak, they will be useful only as support for the creatures. Healing, summoning and direct damage will be next to useless compared to blessings and curses, as the latter two are centered around strengthening or weakening troops through multiplicaton/division mechanics, while the former three are centered around doing the same with addition and subtraction. The faction with the most useful blessings and curses will have an advantage.
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Fauch
Responsible
Undefeatable Hero
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posted August 11, 2011 08:32 PM |
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any number of level 1? I was thinking about a day 1 army.
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Osmin
Hired Hero
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posted August 11, 2011 09:19 PM |
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Also, bandits will be completely invisible.
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PinkFlamingo
Adventuring Hero
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posted August 11, 2011 09:23 PM |
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Quote: knights won't give a significant bonus. I didn't think about healing heroes. would be good yes. but on tier 1 units it's not very useful.
don't think that chaos would perform very that well either. though their troops are good, even the thiefs, thanks to their large numbers, but heroes are quite useless once they run out of mana. same thing for academy. though halflings might be deadly indeed.
barbarians could be good but lack magic support, and they aren't rangers unlike the preserve hero.
Well, you're supposed to use both Priests and Knights. The added Defense bonus is nice.
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Osmin
Hired Hero
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posted August 11, 2011 09:30 PM |
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Quote: any number of level 1? I was thinking about a day 1 army.
They start with a day 1 army, of course, but then you often have a week's worth of troops waiting in town, and then another week's growth to recruit in your dwellings. On top of this, the Tavern is ususally pre-built, which means another hero. In the case of Order, a total of 69 Halflings, 54 Dwarves and two level 1 heroes. I'd say the creatures have a greater influence than the heroes, who are mainly supporting the creatures in this scenario. One should also consider that the number of creatures will increase steadily if losses are avoided or kept at a minimum, and a stack of creatures has no maximum number limit, while a hero takes up the space of a whole stack. A typical endgame army would probably consist of 3-5 supporting spellcasters of non-conflicting alignments, and 2-4 large stacks of level 1 creatures, depending on how many creatures you're taking from other towns.
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Fauch
Responsible
Undefeatable Hero
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posted August 11, 2011 10:34 PM |
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Edited by Fauch at 22:34, 11 Aug 2011.
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err... are neutrals creatures allowed? chaos would gain a good advantage from a large stack of troglodytes. use haste + bloodlust.
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Bones_xa
Known Hero
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posted August 31, 2011 03:49 PM |
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From all my experience, the berserkers have always seemed to be the most devastating, especially when a fair number of them. I think they also seem tougher than most other level 1s.
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