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Thread: Total Tactics | This thread is pages long: 1 2 3 4 5 · «PREV |
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Frank
Promising
Known Hero
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posted June 26, 2001 10:48 AM |
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No RuleZ
Each time you make a rule you make the game`s enjoyability more vulnerable to the 2nd best tactic...
You hate to lose to h&r, then you hate to lose to diplomacy, then you hate to lose to resurect, then you hate to lose to an hero you can never catch...face it, you hate to lose period. That`s ok. We are all like that. Those who don`t hate to lose really don`t need to play against other human. They can play against the comps. The fun part of playing against other humans is that you face much greater adversity that way. You didn`t like the way you lost the game? Why not? Your opponent is teaching you something...You are becomming a better player!
So now you`ve forbiden h&r, no level 4, no diplo, no logistic, you are playing on a closed map so you have plenty of time to build and there you are... You`ve built a better hero and you have more troops, should you win the game? If you got useless spells in your magic guild and your opponent got implosion, resurect, chain lighting... You still lose the game but the game has been more enjoyable!?
Making as less rules as possible is essential to keep the game interesting. Remember that luck as no favored players.
Everything else depends on your ingenuity!
BTW don`t be fooled by what is being written about h&r. To get to point where you can actually win a game by it isn`t easy at all.
Frank
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zedrin
Known Hero
Ping pong goes the gong
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posted June 26, 2001 11:12 PM |
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do you know that saying:
"cheaters always prosper?" there is some truth in it as far as i can tell...
take it anyway you wish.
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"Blow wind! Come wrack
At least we die with harness on our back" - Shakespeare, Macbeth
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Ichon
Responsible
Famous Hero
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posted June 27, 2001 12:58 AM |
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Re-phrase it-
Uncaught cheaters always prosper would be a better saying. It's probably true, but that is like gambling, sometimes you win, and sometimes you lose, but the more times you win, the better the odds that you will eventually lose.
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mklthrkngl
Known Hero
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posted July 14, 2001 09:00 PM |
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crazy
anybody ever played a map in sod or AB where you get one of the big drag dwellings? i.e. azure, crystal, etc. ? One of my fav. maps for that is showdown the original AB version great map, could say it was a real trend setter Anytime you get one of these scenarios the most powerful towns are dungeon, PORTAL of SUMMONING, and surprisingly Fortress! i luv fort on that map!! One of my fav. tactics is to build nothing but mighty cows as fast as you can, forget rest a town dwellings and then week 2 go grab those nasty drag dwellings then burn into middle week 3 with your 2 crystals and even more cows and grab the azure!! YOU SHOULD SEE THE LOOK ON OPPS FACES!! coming thru week 4 with 3 crysstals and 2 azures and they thought they had an advantage cause you were fort and they a cool town like castle or dungeon
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Frank
Promising
Known Hero
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posted July 16, 2001 02:25 AM |
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Total dwelling flaging tactic
Every now and then I like to share some of my knowledge with you. I`m a generous guy.
There is a very efficient way to open a monk dwelling. As you all know level 5 dwelling are guarded by 9 units. Monks have 30 hit points. So if you have those easily obtained minimum requirements:
if your magic arrow does 60 of damage (only 5 sp required) and you have either 25 + mana points, or if you have one basic element school & 20 mana points, or if you have advanced element school with 4 sp & 20 mana, or if you have expert element school with 3 sp & 20 mana.
Then you can flag the monk dwelling with only 6 imps. I suggest you bring 7 though... Monk can have high moral !
Losing only 6 level 1 units to open a level 5 dwelling is very cost effective. You can apply that technic to all level 5 and up shooter dwellings.
Total tactic is very interesting and so I shall set up a special section on it on my HOMM dedicated homepage.
PS of course there is other possible minimum requirements involving less mana and more sp. Just a total tactic teaser for you: what would be needed to lower your mana minimum requirements without changing your sp? Remember no might involved. 2 ways: http://pages.infinit.net/jnfrank/Oracle/record.htm
under total tactic link.
- Frank
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zedrin
Known Hero
Ping pong goes the gong
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posted July 16, 2001 02:44 AM |
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Frank, i took a look at that secondary skill chart and i must say that it is quite inaccurate...
Let's take water magic... I've never gotten water on a demoniac... I couldn't even buy it from university. Only way i learned it was from witchhuts.
Same with necromancy, i only got it on necro heroes... on the other hand, perhaps that chart was written for a previous version of heroes?
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"Blow wind! Come wrack
At least we die with harness on our back" - Shakespeare, Macbeth
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Frank
Promising
Known Hero
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posted July 16, 2001 06:48 AM |
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Secondary Skills
Zedrin: Demoniac can have water and warlock can have necromancy.
For necromancy the odds are from vers 1.0 otherwise the chart is very accurate for 1.4 Do some test. Apologies accepted.
- Frank
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Ichon
Responsible
Famous Hero
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posted July 16, 2001 10:02 AM |
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Yeah...
I've had water on Demonaic's many times. It can be very effective since it's almsot the lasat magic school an opponent would suspect. Besides, have you ever seen an Inferno army with masas bless, or even better expert prayer? And speaking of that, Arch Devils with clone... not bad at all. Also- besides learning necro in witchhut or from scholar, warlocks can get it, I have been offered it very rarely, but I can recall three games where I was Dungeon and had army of skeletons. The best thing was, my opponent thought it was joined skeletons and didn't pay attention to the numbers... I had about 800 by the final battle.
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Re-Animator
Adventuring Hero
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posted July 16, 2001 08:31 PM |
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Quote: Zedrin: Demoniac can have water and warlock can have necromancy.
For necromancy the odds are from vers 1.0 otherwise the chart is very accurate for 1.4 Do some test. Apologies accepted.
- Frank
Frank, I hate to break it to you, but at least for the patched versions of Shadow of Death ONLY Necromancers and Death Knights can learn Necromancy (not counting witch huts or scholars). No other hero, Warlocks included, will be offered the skill upon level increases. They can't even purchase it from universities.
I have tested this in the past and I re-tested it right now. I made a few maps and one in particular that only allowed seven skills to develop. No one but the Necro ever learned the skill even if it meant that by level 23 one of the hero's skill slots was empty. If you got your skill chart percentages from the strategy guide that came out a few years ago it was wrong - it even had the demoniac and heretics switched
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Frank
Promising
Known Hero
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posted July 17, 2001 12:04 AM |
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SOD, Complete, AB, HOMM3 - May they have different stats? Those are for 1.4 and 1 min testing is enough to see that warlock can have necro.
Let`s ask 3D0 !
- Frank
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Ichon
Responsible
Famous Hero
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posted July 18, 2001 06:12 AM |
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1.4
Yes, this is for 1.4 of normal H3- I don't have SoD, but I think it might not work there. I've heard that before. I haven't tested it for Ab myself though, either of you know if warlocaks can recieve it in AB?
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valkyrica
Supreme Hero
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posted April 07, 2003 02:33 AM |
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a Zud classic looking for cheese in the early days
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I'm Guybrush Threepwood, mighty pirate
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notmytohhandle
Known Hero
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posted April 07, 2003 10:21 AM |
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Quote: Andi, first you give us the example of the archangel h/r. reanimator explains to you what to do, then you extrapolate on another different tactics, like what happens if he brings the whole army behind. Well, it happens that you will do what you like best, bring your whole army and fight till death as you seems to enjoy Of course, after eliminating the "pain" with one archangel.
I would be interested to read each example when "top" players killed you with the perfect hit and run. It becames perfect only when opponent is not able to anticipate it, beeing not agresive.
It's not about educating anyone , but....how many h/r players can say the lost a game because of it? Mocara? Reanimator? Frank? I am waiting your complains
I lost lots of games to hit and run. so many i decided not to play vs players who used the tactic and andi is right, only noobs dont bring army behind on a scout. 1 game in particular i got hit more than 10 times by implo i lost even tho i had 3 dungeons vs 1 castle. dident have a chance and i know every tactic in the book even a few not listed
sometimes u just cant counter h/r thats a fact but if it should be banned or not is to be decided by each player / game
Archie.
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haile73
Promising
Famous Hero
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posted April 07, 2003 10:45 AM |
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hehe, nice thread... spent 30 minutes of reading it, although I've been reading it already when it was "fresh" 2 years ago. Good old times *sigh*
A short note on H&R... in the last games I played, almost all my opponents wanted to play w/o it, which is fine with me. I usually ask them for their definition of H&R, and if you ask 10 people, you get 10 different answers, lol.
Would be cool if some mod could move this one to the MaH section.
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maximus
Famous Hero
Bronzed God
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posted April 08, 2003 08:35 PM |
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nice thread
sorry i'm about 2 years late loool
but, just replying ta this because i'm still within my 1st year online and stuff like this helps.
This i encountered just last nite infact in a game.
And what a rules means and how that rule plays out can infact change from player to player i have found, especially players who have been involved with homm series or online for 4,5 or more years.
Think as far as rules and tactics go, best and only indesputable way is "no rules". If the game allows it, be aware that it maybe used agaisnt you and take as many measures u can to difuse the enemy tactics.
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Frost. Sometimes it makes the blade stick !
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tigris
Supreme Hero
Supreme Noobolator
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posted February 24, 2005 12:59 PM |
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*bump*
Cool stuff right here!
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