|
|
trav
Tavern Dweller
|
posted June 08, 2010 12:06 AM |
|
|
another addon to what I read about only using beneficial spells!! I've already likely come across as a no it all but it shows a calibre of a player. if you simply used only beneficial spells you WILL loose. you say bad things against conflux yet they almost all out speed most towns. and a clearly inexperienced player like your self will just cast mass haste bless etc (I don't think some towns need bless imo ofc) and that will just be instantly countered with a mass slow or weakness or some other negative opposite effect(which if you didn't no cancels out your effect and adds the negative effect), and then you will see your question answered which I can see now. 'WTF what a noob he has phoenixes goes first and doesn't cast....WHY!' and your immediate reply will be ohhhhh that's why and then you will be at an outrageous disadvantage in comparison as to what you were already at the start, conflux is REALLY REALLY strong and in retrospect not casting at all in fear of this will also put you at an incredible disadvantage as stated 50 phoenixes will muller 25 AAs (these nubers are used based on fair weekly growth and used AA cos its best lv 7 unit 1v1) prolly reducing you to under 10 and your retalions will will most likely not take the phoenixes bellow 45 - 44 ish (as you will most likely not cast resurrection opting for haste which is likely based on your response of magic) and shud you dare attack the retaliation will most likely wipe your best unit, and you can replace these AAs with any mob remember ABs are terribly poor if being attacked first and excellent on the offence, so you pick any unit lv 7 the conflux is incredible and this my friends is just a 'basic' level of thinking speed and magic str in medium to large map will make a world of difference and is why I choose these as the new OP town (necro is too repetitive and boring and very single minded imo and requires little skill, offering little fun)
|
|
trav
Tavern Dweller
|
posted June 08, 2010 12:15 AM |
|
Edited by trav at 00:21, 08 Jun 2010.
|
Quote: The early and late game is very different from multiplayer to single. So are the towns and units. If you are playing single, you will have a lot of fun to make capitol first and start fighting when blacks and Armageddon are ready. If you play multi, it's only a dream. But there are much more single players than multi, thus anyone can express his experiences without being mocked by "experts".
yup i agree is why it was stated that you should play the game that is fun for you either single or multi but!!!.... the issues was missleading newcomers that read this about castle or conflux or watever ever with poor unreliable information, I value this forum as its welcomed me to a an unbelievable game that yet is old but still mainstream in online strategy games and the general idea was to point out that the information was incorrect the reason and the likely result as stated against the 'experts' they would beat you very easily and that adds up to bad game experiences for all those involved and would put others of maybe playing and THAT is what the real shame is.
Without meaning to sound nasty, however it may have come across, this information was designed to help and boost his/ hers and other gamers enjoyment within the game
and however put he was talking in general in 'online' environment yer yer I no he said lan still the same thing, and for double points the castle not only decimates more than any other town if allowed to gather top end stuff on single but is still (what started the argument) incredibly strong in 'expert' online random matches (3rd imo) read a previous post about likely statistics
|
|
RidderLugtepik
Adventuring Hero
|
posted June 08, 2010 12:45 AM |
|
|
The idea of sacrificing imps to get Demons doesn't sound so stupid.
I think I am to try that technique.
But IMHO one of the biggest bonuses by playing inferno is if you play with an ally and you choose both to play as Inferno the Castle Gate.
____________
the future is certain and the end is always near
|
|
liophy
Famous Hero
Bulgarian
|
posted June 08, 2010 10:15 AM |
|
|
Quote: The idea of sacrificing imps to get Demons doesn't sound so stupid.
Yes, its not very stupid indeed
Another not very stupid idea is to sacrifice all 1 and 2 level units from the other villages. Remember - necro, elementals and gargolytes cannot be made into demons. Golems aswell, but they are not 1 or 2 level so you rarely will have them.
I personaly sacrifice gogs and hell hounds aswell. But if you like to use the gogs, maybe you may leave it.
____________
I play Heroes 3 Online at: www.heroes-III.com
|
|
wog_edn
Promising
The Nothingness
|
posted June 08, 2010 10:39 AM |
|
|
Cerberus are great as long as you manage to bless them... mass bless is important for inferno, due to the damage range in their creatures.
____________
|
|
liophy
Famous Hero
Bulgarian
|
posted June 08, 2010 10:53 AM |
|
Edited by liophy at 10:56, 08 Jun 2010.
|
Its a matter of prefered game style. I rarely take water magic. And in final fight i prefer to cast first slow/haste and even shield. So by the time i am able to cast bless (if water is present) its already too late.
And there is another reason why i prefer to get rid of the gogs and hell hounds and to make them into demons. This way i free 2 slots for another army. With the imps made into demons, you have 3 free slots. Usually it makes room for wyverns and angels from cons/hives. So unless you get another army from pandoras you have 1 free slot. This free slot is great to use for single fast unit, which can take retaliation in some stage of the battle.
____________
I play Heroes 3 Online at: www.heroes-III.com
|
|
Equivocado
Tavern Dweller
|
posted June 12, 2010 06:42 AM |
|
|
Everyone says Fortress is the weakest. They have a point, but Hydras are good lvl 7 after all... they do need more magic and other units could have more speed. Magic is also a shortcoming and shouldnt be so much in my opinion. The extras like Shyps of Fear and Obelisk of Blood could have been a tad stronger (and maybe more expensive too), like giving +3.
Necropolis is very storong but their Dragons are really weaklings. I think in heroes 5 they are even weaker (but they have a bonus generator that gives +1 per weak, and are cheap).
____________
|
|
buffyscrubs
Tavern Dweller
|
posted June 14, 2010 05:27 AM |
|
Edited by angelito at 13:09, 14 Jun 2010.
|
I dont think it is right to name any castle type the weakest.
I think it has to do with how good you play with it.
Tower could be just as good.
I beat some of the best players with Tower & it was not on luck either.
Some players are just better then others in certain castle types.
____________
|
|
iliecostin
Tavern Dweller
|
posted April 07, 2011 10:19 PM |
|
|
Quote: All I see stated are things blatantly obvious. As an avid player I think it's worth mentioning the more meticulous details that I think would help to better balance the towns; all observations made from years of playing. (using current proper WoG settings with Enhanced Creatures and going from there) They are as follows.
Marksman - Must be set to Piercing Shot setting. Two shots makes Castle slightly overpowered in my view, considering their creatures are relatively cheap and hearty, and nobody messes around with Archangels.
Gremlins - Un-upgraded Gremlins need to also shoot. Master Gremlins should be able to resurrect 'mechanical' creatures. (Gargoyles, Golems, lost War Machines)
Gargoyles - need a little more Attack
Mages - Dwelling costs significantly reduced, no range penalty OR ELSE have offensive spellcasting
Genies - Dwelling costs significantly reduced, needs more Defense, as they are pitiful L5 units
Nagas - Dwelling cost somewhat increased (to somewhat close the gap from my Genie and Mage dwelling cost reductions)
Centaurs - champion distance bonus
Pegasi - No retaliation, attack & return. Cause let's face it; Pegasi are pretty, but they suck.
Unicorns - Should be ridden by more hot elves (merely a graphical improvement)
Skeletons - ALL attributes reduced (near to Pixie quality)
Necromancy - Should have the option of raising Zombies instead of skeletons (based on HP and in equal ratio of skeletons vs zombies, or else develop a system like HoMM5 or something)
Wraiths - Should be able to regenerate a little bit of lost numbers each turn
Vampires - +5 HP (a slight gap closer if skeletons were to be weakened)
Gogs - Magogs 'Fireball" shot should not affect friendly units. Or should just be transformed into Incubi and have a chain hit that also does not hurt or even pass through friendly units; retaliates if shot at.
Harpys - more ATK
Goblins - ALL stats need to be raised, gain some form of special ability
Wolf Riders - a little more Defense
Thunderbirds - need to not die so much in quick combat
Sprite - should be able to cast an offensive spell of some kind
All elementals - should have their automatic self-buffing spells always active respectively. (Haste, Magic Mirror, Fire Shield, etc)
Starbucks - should have their worldwide locations slightly reduced in number
That's not even all I've ever thought of, but these are to me the most pressing ones.
These are very interesting ideas you have. Do you think you can make like a mod that covers all of these.
|
|
The_Polyglot
Promising
Supreme Hero
Nuttier than squirrel poo
|
posted April 09, 2011 11:47 PM |
|
|
First off, I am and forever will be a n00b, due to not being able to play against human opponents-on or offline - technical problems with first option, no decent candidates for second(/nice-I can take a beating, but the only ones I had access to couldn't behave themselves, lacking respect absolutely(One day I might rant about it in the Wastelands... Oh, the stories...), so I quit multi a long time ago.
My list is therefore backed up by experience gained only on SP, normal water, everything else(towns and heroes too) random maps, with 130% as difficulty setting
1.-2. Necro/Flux, take your pick, Necro for skellies, vlords. Ringwraiths dread knights, GDs, Flux for numbers, sprites, cost, heroes(NO bad starters=>might=instawin, magic=instarush)
3.-4.Rampart/Stronghold Rampart is great in early/midgame(Grand Elves, Centaurs, Pegasi), decent in endgame(Dragons), can be built up fairly quickly(at the very least on larger maps), though it's expensive, and some heroes are less-than-perfect(Looking at You, Ufretin), while Stronghold is one of the fastest(buildup-wise) towns, in some cases dirt-cheap, ideal for S/M maps, boasting some of the best heroes and creatures(ABs),but keep in mind that acquiring Cyclopses is near-impossible
From there, I can't really rank them further, because all have their strong points, and each one can hold its own against any other fairly well, so circumstances would have to be taken into account.(One time, for example, I was insanely lucky-got Dungeon, Gunnar, L, 2 Harpy dwellings, 1 opponent,(Necro) He didn't have a prayer...) The only reason I could single out Rampart and Stronghold, aside from the obvious Necro/Flux duo, is that my playing style suits them best, but they are by no means "better" and "worse" towns,(Necro/Flux being the exceptions, ofc) only towns that are marginally easier to play with than others.(From whence my starting settings)
Also, could someone give me a few pointers regarding Inferno? I always try to do my best, but 7 times out of 10, even the comp beats me. I know, I know, "Demon farming" "Offensive play" "arma" etc, but it's d@mn hard to implement(IMHO). Due to these difficulties, I somewhat dislike playing with it, but I'm still not calling it the worst town just because I can't play it right.
Pre-Conflux Homm3 is one of the most well-balanced games I have ever had the opportunity to play.
____________
Sanity through drugs. Order yours today!
|
|
Peterlerock
Adventuring Hero
|
posted April 12, 2011 01:42 PM |
|
|
With Inferno, I usually do one of the following strats against the AI:
1) "Dynamic Duo": Rush Efreet and Devils, and destroy everything with them. They usually are more than enough to take out any AI army (especially if you have mass slow).
Pyre would be my favorite hero here, but any orc or lizard might hero works as well, of course...
The rest of the creatures can be left in castle, on another hero and/or wasted during your creeping.
2) "Midlevel Creatures": Dogs, Demons, Pit Lords, Castle week1, in week 2 a lot of Demon Farming. Try not to waste your imps/gogs in week 1, they will be transformed to demons. Marius is a nice hero for this.
If your dog numbers get to low (AI always aims for them), you have even more demons.
Marius should get ballistics or water/wisdom/teleport to have success with this.
Once you have your main army rolling, build efreet and Devils and get a secondary main hero to roam the map as well.
Both ways are not too difficult, imho.
---
@Topic
My personal rating:
1) Conflux (way too powerful)
2) Castle/Necro/Stronghold (easy to play, great units)
3) Fortress/Rampart/Inferno
4) Tower/Dungeon (expensive buildings and creatures, never have enough resources to get them all)
____________
|
|
malpka
Tavern Dweller
|
posted April 16, 2011 06:00 AM |
|
|
My first post here. Hi all
Didnt play much pvp but pleayed some (only hot seats with living room)
however used to play, king, random xl maps and strongest monsters.
First of all everything depends on the map no question about that, with some luck you can have completed artifact for necro in first week and that will obviously end the game, same goes for any castle which compleate artifact with 50 turn slow on begining of the battle, and so on. Still there are favourites which will go like that:
1 - Flux - on even settings u wont beat this guy - I know about twice the number tier 7 creatures (fastest in the game and cant be slowed if I remember correctly), but it is not worst of it. Real problem is in heroes and storm eles, seriously 3 knowledge 3 SP? wisdom+ earth/air to start with( or Ciele/ Firewall thingy) plus magic uniwersity? Then Storm ele - tier 2 - 25 hp 8 speed - damage 2-8! and 9 speed no ret pixies fo cover,that is sick and ridicoulusly fast available.
2 - Necro/ Warlock/ Castle
Necro - all he needs is big map and loads of low tier numerous monsters, plus he can get artifacts early and start with Galthran (skele hero if I remember corectly) +1 speed on skeles beat anything ather heroes have - even necromancy - especially that he seems to have very nice skills gain.
Warlock - all this one need is evil eye or dragon dweling in 1-2 week time from start and then summoning portal = GG
Castle - general all around, he doesnt really needs anything but cheap good units, griffin conserwatory, and optional silly +2 speed hero make it second add 1 life to marksmen and it is right on top with Flux.
Rest is pretty much levelled with exception of tower if you play restoration of erathia only, then it replace Flux ( seriously 1k shooters in week one??)
Rest is preety much even with exception of rampart, which is my favourite( well second to necro, still no other can beat that), on map settings I play - Jenova + couple of elves(maybe) = good time
____________
|
|
18w4531g00
Tavern Dweller
|
posted April 19, 2011 05:45 PM |
|
|
Second post on here I play H3 since 2000.
Weakest town - definitely Inferno, I find them useless especially on hard/impossible maps. Demon farming is nice but demons are weak even under Marius. Imps are useless ( well you can farm demons with them ), gogs are slow when unupgraded, when upgraded are useless once your creatures engage in hand-to-hand combat ( unless you throw the fireball at a large creature ) and rudiculously expensive for what you get, i use them for demons. Cerberi are better than average 3rd level ( unless cursed ), demons are amongst the weakest 4th levels, pit lords - high damage but weak in hp and easy to kill, expensive but they pay off when you farm demons, efreeti - i would put them below average, devils - average in strenght, too expensive for what you get ( I would put them at 4000/1mercury or 3500/2 mercury instead ).
The Tower would be the next, only good creatures are Titans, Nagas and Magi. Gremlins are helpful in the beginning of the game.
Strongest - Rampart, Castle, Dungeon and Fortress. I saw many people saying the Fortress is weak, I don`t think so.
When in a bigger battle - the Gorgons need 1-2 strikes to down enemy 7th level ( depending on the map ad numbers ). This leaves you with a big advantage over your foe in the second round. Hydras are average but if you have teleport - they become quite good. With a hero like Tazar and a fast unit instead of the gnolls to get first spell, I find them to be a very strong opponent. Rudiculous maps like Pestilence lake are a kids game for the Fortress while with others its a big challenge.
____________
|
|
yann
Adventuring Hero
|
posted May 05, 2011 10:48 PM |
|
|
1. Conflux - excellent early game w sprites/air elementals, double lvl 7 growth, magic university, mostly great creatures all around, not horribly expensive. Mid-Late game on par or better than anyone
2. Castle - Great units all around. Pikemen are decent 1s. marksmen/crusaders double hit/shot. Royal Griffins are flyers with unlimited retaliation. Champions and Archangels are very strong despite the price. Somewhat expensive but powerful throughout the game
3. Necro - Necromancy, skelies are very good 1, vamp lords, liches w area effect, and of course, dread knights. Early game is good w skellies, not horribly expensive. Mid-Late game can be great despite weak lvl 7s with necromancy and vamp lords
4. Rampart - Early game sets this one apart. centaurs, dwarves and elves are all very good early units that will allow for early expansion. treants that are hasted can be an excellent late game force. Unicorns have blind and dragons are decent lvl 7s. Early game is superior to all others. IMO what you do early will dictate success later despite average late game
5. Stronghold - Cheap, offensive. Wolf raiders w double strike, thunderbirds great lvl 5s, cyclopes difficult to get but great units, excellent lvl 7. Get tactics + haste = success.
6. Tower - three shooters, great magic potential with mage guild 5 plus library, somewhat expensive, somewhat slow. Good early game w master grems, average mid game, decent late game.
7. Dungeon - Pretty good units all around but expensive. Dragons and minotaurs get the cake.
8. Fortress - Quick to expand and great at all things defense. Problem? Not all that much offense. Gorgons are great but all other lvl creatures are mediocre.
9. Inferno - somewhat expensive. one shooter which is awful. demon farming can be useful. castle gate a powerful assett if multiple infernos. devils, pit lords the best creatures. lvl 4 and 6 are very average.
|
|
revolut1oN
Famous Hero
|
posted May 07, 2011 07:09 PM |
|
|
Inferno is imo very strong castle due to demon farming, great Tier 6 and superb tier 7 with no retaliation. Demoniacs are very good heroes with high chance of getting fire magic, which can be used to berserk/sacrifice/whatever and own everything.
Fortress is also very good, because of super strong tier 5, super fast tier 6 (can be build day 2 even on poor maps) and good tier 7, which - if combined with teleport and bless (and beastmasters/witches have huge chance for magic water and teleport/bless in the guild) can be really dangerous. And of course Tazar, who is my favourite hero.
|
|
coldphoenix12
Tavern Dweller
|
posted May 12, 2011 03:43 AM |
|
|
It really depends on your strengths.
I believe the Tower is the best, but it costs an arm and a leg to build up. If you got good resources, you will destroy people.
The Rampart is a good "long term" castle, as the treasury can do wonders for long battles.
The Fortress and Stronghold are very solid.
Overall, the Conflux might be the best.
As for the worst, that's gotta be Inferno. The Necropolis isn't very good either.
____________
|
|
Bersaglio
Hired Hero
|
posted May 18, 2011 10:38 PM |
|
|
Conflux is overpower and cheater's town - must be banned.
Dungeon is my favorite town in original HoMM3: The Restoration of Erathia. Tower is good and slightly overpower but it takes much resources to build up. Good choice for Impossible difficulty play
|
|
Duke_Falcon
Disgraceful
Supreme Hero
|
posted May 18, 2011 11:31 PM |
|
|
Dungeon, almost always. Second best for me is Inferno. Archdevils are the bests if someone learn how to use them... They made a real slaughter...
The weakest? Barbarians are pretty useless in AI's hand but under another human player... Brrrrrr...
I found so far the Castle as the most useless town... Hate them, they so lame IMO (sorry if someone feel it as an offend but it's my opinion).
____________
|
|
heroforhirerob
Tavern Dweller
|
posted May 22, 2011 03:37 AM |
|
|
The towns are pretty well balanced overall, but I'd give an edge to the Conflux and Necropolis. Not a HUGE edge, but an edge nonetheless.
Inferno seems the weakest..its creatures generally being weak in terms of hit points...it only really starts to shine at level 6 and 7. Imps are basically there to die...Gogs are average shooters...cerebri are good on offense, but they die in droves when attacked. Demons are meh...no matter how many one "farms" and the same could be said of Pit Lords....just too many marginal monsters for my tastes. Necro has some duds...like Zombies and wraiths....but their strengths are really strong...skeletons...vampire lords...dread knights. Inferno doesn't seem able to compete until mid late game...and by then..other towns are sporting their own tough level 6 and 7s...with a better support army to boot.
|
|
ledger
Tavern Dweller
|
posted May 24, 2011 11:23 AM |
|
|
Don't think one can narrow down the balance talks to town vs town discussion. The problem, as I see it, lies with the random skill system for heroes. Most towns need a very specific set of skills to make them strong.
Think of Fortress with Expert Water/Earth for porting hydras, mass Prayer and Shield. Or Inferno with luck and morale capped and Expert Fire for Frenzy/Blind/Berzerk.
Then you might be unlucky and get the right skills, but not the spells. Or get the right spells, but not the skills. (;
I like the MMH6 design, where some of that randomness is replaced with choice. You can tailor heroes to support certain groups of units better.
____________
|
|
|
|