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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Imbue Ballista and First Aid Tents
Thread: Imbue Ballista and First Aid Tents
Gidoza
Gidoza


Famous Hero
posted August 19, 2015 08:50 PM

Imbue Ballista and First Aid Tents

Hello all!  Before making any kind of suggestions in the modding forum, I wanted to run by these couple observations here in case I've been missing something.

First off, I've noticed that when Imbue Ballista is used and the Ballista attacks, the Hero ends up losing his/her initiative entirely and misses a turn, but only sometimes.  I'm wondering what the point of the ability is supposed to be if it consequently prevents the Hero from doing anything or otherwise forces the player to skip the Ballista's turn in order to take the Hero's turn.  This seems counter-intuitive to an ability, and to the beat of my knowledge, none of the other abilities are like this.  Is this a bug in the ability?



Secondly, I've noticed that First Aid Tents only have 3 shots to them.  First Aid and Tents in general sucked i n Heroes 3, but a First Aid tent with only 3 shots sucks even more, even if it does have more healing punch to it.  Without First Aid as a skill, the tent automatically picks lane targets most of the time and wipes out its healing ability during combat, leaving it as a worthless she'll,, and furthermore, Plague Tent thus becomes so limited that I don't see the point of choosing it as a skill except for getting other skills.  Have I missed something here?  Responses much appreciated.

Thank you,
-Gidoza

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 19, 2015 09:13 PM

With current system, I doubt it. If infinite shots and resurrection ability was given, first aid tent would be too overpowering.

I do like what WoG did - after battle, if the hero has the first aid tent, he/she can revive some troops. Of course, if they won.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 19, 2015 11:08 PM

First Aid, as an understanding you could consider, could minimize certain damage inflicted on a chosen unit. Although first aid is used after regarding a past event, first aid could be cast before, as a preemptive move, focusing and aiding a chosen stack, diminishing damage taken (which is, in contrast, an analogy to a curing and resurrecting tool, IF that unit is attacked). The buff could last a turn, or perhaps two, and protect against one attack only. Number of charges could vary based on levels and only one buff would be active per time.

The buff cannot be dispelled, given it's not a spell. The only way to do such thing, would be by sabotaging. Then, Plaguing Tent would imply opposite effect over the buff. So, both tents would, then, work as opposites and the means to buff and debuff that effect.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 20, 2015 02:50 PM

Gidoza said:

First off, I've noticed that when Imbue Ballista is used and the Ballista attacks, the Hero ends up losing his/her initiative entirely and misses a turn, but only sometimes.  I'm wondering what the point of the ability is supposed to be if it consequently prevents the Hero from doing anything or otherwise forces the player to skip the Ballista's turn in order to take the Hero's turn.  This seems counter-intuitive to an ability, and to the beat of my knowledge, none of the other abilities are like this.  Is this a bug in the ability?

Yep, its a bug.
Gidoza said:

Secondly, I've noticed that First Aid Tents only have 3 shots to them.  First Aid and Tents in general sucked i n Heroes 3, but a First Aid tent with only 3 shots sucks even more, even if it does have more healing punch to it.  Without First Aid as a skill, the tent automatically picks lane targets most of the time and wipes out its healing ability during combat, leaving it as a worthless she'll,, and furthermore, Plague Tent thus becomes so limited that I don't see the point of choosing it as a skill except for getting other skills.  Have I missed something here?  Responses much appreciated.


1st aid tent perk is actually very strong in tote 3.1, as it allows might towns to take on ranged neutrals early in the game. In fact heroes that start with warmashines are often banned in multiplayer games, because they allow a super fast opening that easily snowballs on most of the maps. There is also the memory mentor adventure map building that allows to remove the lategame-not-so-usefull warmashine skill and perks and replace them with some better lategame skills/perks.

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Gidoza
Gidoza


Famous Hero
posted August 20, 2015 03:41 PM

With regard to the First Aid comments - makes more sense to me now; mostly just seems like bad game design.  E.G., things like infinite Resurrection could be limited by letting the Resurrection be used 3 times any time during combat, and otherwise the tent is normal for the remainder of combat with infinite shots; and with regard to starting with a tent or other war machines, I've never thought this to be a good idea and it just makes sense for me for all Heroes to start on an equal platform - namely, with no war machines.  But anyways, I'm thinking bottom-line that a Hero with no First Aid and no War Machines skill ought to get more out of a First Aid Tent than three measley shots.

As for the skill reassignment building - why does this even exist in the game?  :/   I've seen it before, and just refuse to play maps that have it.  One more brilliant way to ruin a strategy and logistics game - rather than picking balanced options and accepting them throughout the game, now I can reassign things as needed to remain consistently powerful at all times.  This is just lame.



Thanks for the responses, guys.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 20, 2015 04:02 PM
Edited by Lexxan at 16:05, 20 Aug 2015.

First Aid is fairly useful in creeping as it helps you conserve losses. More useful than giving the Catapult an extra shot anyway. both it and the catapult need a boost imo (the tent should ressurrect fallen troops and catapults should help boost the fire power of your ranged troops like the ammo cart already does)

Initiative loss due to Imbuing (or other active hero abilities) has been fixed in TotE.

Imbue Ballista is, self-explanatorily, awesome even without a high skill level in Destructive Magic. It's not always worth it as you may be stuck with a crappy guild and it's only a 2% skill among a plethora of more common skills that are also useful for a ranger (including: logistics, enlightement, light magic, attack, leadership, luck, etc). Its best use imo comes with offensive ranger builds (which also have Attack with either Power of Speed or Flaming Arrows) and the Vulnerability spell, obliterating the defense of enemy tanks you otherwise would hate to hit in melee such as Hydras, Lava Dragons, Steel Golems, Warmongers and Treants.
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Gidoza
Gidoza


Famous Hero
posted August 20, 2015 09:36 PM

I have TotE 3.1 - the initiative loss for imbuing the Ballista is definitely NOT fixed!

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 20, 2015 09:39 PM

[quote name=Gidoza
As for the skill reassignment building - why does this even exist in the game?  :/   I've seen it before, and just refuse to play maps that have it.  One more brilliant way to ruin a strategy and logistics game - rather than picking balanced options and accepting them throughout the game, now I can reassign things as needed to remain consistently powerful at all times.  This is just lame.
Thanks for the responses, guys.


I also think its lame, there is no going back in super mario, yet in a heroes game you can go back and change all your skills with the mentoring building. A common way to exploit it, is to start with a warmashine hero, then pick logistics + warpath and clear all map in no time. Then go to mentor building and remove the warmashines and logistics skills. It should charge you about 20-30 k gold, but thats the selling price of just 3-4 relic artifacts. On rich rmg maps warmashines + warpath is the winning combo.
Ive a ton of replays on rmg and ubi maps where i own opponents using this tactic. I cant upload some here so you can see its power.

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Gidoza
Gidoza


Famous Hero
posted August 20, 2015 10:05 PM

Yes I understand the tactic - no need to explain/show it to me, I get the idea.  But as long as I'm playing with computers anyways, I will avoid using cheese and just accept what I get.

Next on my list is the total elimination of Dimension Door, Town Portal, and Summon Creatures (or Fly for H3) from the Heroes series.  These also make the game lame.

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zaio-baio
zaio-baio


Promising
Famous Hero
posted August 21, 2015 12:42 AM

Gidoza said:

Next on my list is the total elimination of Dimension Door, Town Portal, and Summon Creatures (or Fly for H3) from the Heroes series.  These also make the game lame.


Well, sometimes they are needed. Recently i played a multiplayer game on Rmg impossible size. Opponent was playing necro and was planning to get 3-4 towns and abuse the Shrine of the netherworld building to transform all army from all castles to necro and have ridiculously big army. The map was so big that going to his main zone and attacking within 1-2 months was impossible without Instant travel ( dimension door). Anyways, i was playing academy, got a secondary knight hero early in the game and visited all stats boosters + 1-2 witch huts with him. Then i visited memory mentor and transformed the useless skills from witch huts into something more useful. Then i mentored him with my main academy hero and used Instant travel to attack my opponent week 9.
Hereis repay. Its good to see as it shows another imbalanced strategy - creating huge mini artifacts with academy hero and using a knight for main hero. The result is an army with huge might stats and insane initiative, that works great with empathy.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 21, 2015 08:15 PM

Quote:
Next on my list is the total elimination of Dimension Door, Town Portal, and Summon Creatures (or Fly for H3) from the Heroes series.  These also make the game lame.


No, what makes the game lame is walking around for hours to kill all stupid weak AI heroes on a 6P XL map.
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Gidoza
Gidoza


Famous Hero
posted August 22, 2015 01:03 AM

I won't deny that walking around for weeks to kill AIs on a huge map is lame - but using D-Door and the like is hardly any less lame; what you've both just described are situations where the map is too big and you're banging your head against the wall, want it to end, and thus the only solution to the problem is a kind of cheese.  In any realistically balanced and decently-sized map, D-Door is a sorry sight to see as it takes all the fun of maneuvering and planning out of the game.

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Dredknight
Dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 22, 2015 04:46 PM

There should be some understanding between the players before s game begins. Just point out which spells, artifacts,units,factions and patches are not allowed and get on with the game.

AI do not uses a adventure spells so I bet it is a PvP issue
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Gidoza
Gidoza


Famous Hero
posted August 24, 2015 05:08 PM

That's not true - I've seen the AI use the H5 DDoor on a multiplicity of occasions.

In any case, in H3 one spell I never minded was Water Walk:  this spell will let you get to other locations more quickly - even much more quickly - but it wouldn't let you get anywhere you couldn't already get to by summoning a boat.  Time saved is a couple turns.  This is OK, saving time.  Much different than either teleporting across the map or jumping over mountains.

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 25, 2015 11:39 PM

Still Town Portal and Dimension Door are nerfed comparing to Expert Town Portal and Dimension Door from H3.

They are handy but not neccesary like in H3. Also Caravans can supply an army from Town/Dwelling to target town.

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