Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Warfare skill
Thread: Warfare skill This thread is 2 pages long: 1 2 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 22, 2015 08:58 PM

Why should warmachines be entirely useless unless you get warfare? Being able to target isn't a big deal. If anything it would make them passable for untrained heroes.

I mean even spells are useful under might heroes, why should warmachines be crappy?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ChrisD1
ChrisD1


Supreme Hero
posted October 22, 2015 09:46 PM

Elvin said:
Why should warmachines be entirely useless unless you get warfare? Being able to target isn't a big deal. If anything it would make them passable for untrained heroes.

I mean even spells are useful under might heroes, why should warmachines be crappy?

not exactly but there aren't many options for a whole skill with 7 perks and 3 ranks. why take two out?
also in my opinion there is a charm to random ballista and catapult.
and their usefulness depends on the numbers not if they can be controlled or not.
as for numbers i think it's possible for those units to be smth nice when you don't have warfare and be even better with warfare.
it's about tweaking in the end really.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 23, 2015 08:54 AM

Between ballista, tent, arrow towers and catapult there are plenty of possible abilities. I'd even remove the arrow towers from the skill, this has nothing to do with warmachines..
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Steyn
Steyn


Supreme Hero
posted October 23, 2015 08:59 AM
Edited by Steyn at 12:08, 23 Oct 2015.

And in H6 there were also some interesting warfare abilities they could('ve) use(d):

The catapult damaging units behind the point of impact would be a nice upgrade, as well as make sense with all that hubris debris flying around.

The usefulness of poisoned wells depends on damage it inflicts, but with those armies deprived of flyers it could be a viable tactic to get the defenders out of the castle.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ChrisD1
ChrisD1


Supreme Hero
posted October 23, 2015 10:48 AM

Steyn said:
And in H6 there were also some interesting warfare abilities they could('ve) use(d):

The catapult damaging units behind the point of impact would be a nice upgrade, as well as make sense with all that hubris flying around.

The usefulness of poisoned wells depends on damage it inflicts, but with those armies deprived of flyers it could be a viable tactic to get the defenders out of the castle.

Yeap we could use perks related to siege. And these were good ideas.
Btw it's "debris", not "hubris"
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Steyn
Steyn


Supreme Hero
posted October 23, 2015 12:09 PM
Edited by Steyn at 12:17, 23 Oct 2015.

Whoops

How about the control ability becomes part of the novice warfare skill and we have the following abilities?

Novice
- catapult ability that is now expert
- initiative ability
- tower upgrade

Expert
- extra shot for offensive warfare unit
- catapult deals damage to units behind the wall section hit

Master
- Poisoned wells: defenders receive earth damage each turn

GM
- All warfare units get an extra "shot"

The two catapult abilities could be switched if that is better for balance.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 23, 2015 02:07 PM

I miss the old days when warmachines would unlock ballista, first aid and catapult, making it possible to specialize or mix and match.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0194 seconds