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Heroes Community > Library of Enlightenment > Thread: Heroes 3 Town Rating -INFERNO-
Thread: Heroes 3 Town Rating -INFERNO- This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
TNT_Addict
TNT_Addict


Honorable
Supreme Hero
Beautiful Liar
posted June 01, 2006 10:58 AM

Where does it say that you could give wrong examples just in order to give an example?

I was deeply offended by your reply and thinking seriously about quiting a forum that is full of bullies like you!

I don't know that much about demon farming, haven't used it in my online games but I was doing fine with inferno even without it. I like playing towns with only 1 archer like fortress too, it might be hard at the start but once you get efreet and upgrade them (hopefully day 4) you do not need your slow archers and they just take you down.

Plus when it comes to the final battle when you are full of magic, range units are only small flies compared to the melee units. The cerberi is a great fast and cheap unit that could give you some double or triple strikes at his archers and their defenders. If your devils get morale in the first round you are one step closer to a win.    
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 01, 2006 05:27 PM
Edited by Gnoll_Mage at 17:27, 01 Jun 2006.

It seems many have their own list of towns, why not combine the values and see what comes where, as was suggested at the start? Either you order the towns one to nine, or give them a score out of a certain number...
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Ecoris
Ecoris


Promising
Supreme Hero
posted June 02, 2006 01:53 PM

Quote:
Disadvantages
--------------
Some things need to many resources.
The speed of most of the units is quite poor.
That's not right. The speed of Inferno units is among the highest if you look at all levels: 7, 6, 8, 6, 7, 13, 17. I guess only Conflux beats them.

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted June 02, 2006 05:49 PM
Edited by russ at 17:50, 02 Jun 2006.

Quote:
The speed of Inferno units is among the highest if you look at all levels: 7, 6, 8, 6, 7, 13, 17. I guess only Conflux beats them.
And that ultimate ability allows them to charge towards their death much faster!

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God2
God2


Adventuring Hero
Your benevolent deity
posted June 03, 2006 04:05 AM
Edited by God2 at 06:44, 03 Jun 2006.

The Inferno town is very good at building up a solid early army due to their loose tech tree, as well as having not to rely as much on upgrades as some other factions. (like castle)

Pit Lords are weak with only 45 hit points. The only really thing about them is their demon summoning spell, which will require tactics and planning to make good use of most of the time. If done properly, you can get a lot of demons though. I gained around 20 demons after one siege battle (towers aim for imps) and one battle with wandering monsters.
Also take note that the Pit Fiends structure only costs 3000 gold, and no resources, so you can quickly build up your ranks.

Demons are also quite weak. They have decent hitpoints, but otherwise unimpressive stats.
On the other hand, they are extremely cheap for a level 4, allowing the Inferno town a head start. Only 250/275 gold.

I think Devils and Archdevils should be faster than Angels and Archangels and have 28/26 instead of 26/28. They can teleport you know.. But do not listen to me, as I am obviously being biased.



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M4Carbine
M4Carbine


Hired Hero
posted June 03, 2006 07:49 AM

When I played with Inferno, I thought they were quite weak, they really dont have any good units(well none which are best on their level).

arch devil's cost is third expensive (4500 and 2m), and have the poorest damage (30-40) and hit point (200), I think its a rip off.
Efreets are good but still not eough hp.
Pit lords are weak and they are usually the first stack to die( before they can summon anyting.
Demons are cheap but not very strong.
Hell hounds are good for level, but look at its growth (13 with cages), thats too low.
Gogs just kill your army with its fire damage.
Imps just die.

Inferno really have to rely on magic to destory the enemy army.


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God2
God2


Adventuring Hero
Your benevolent deity
posted June 03, 2006 08:06 AM

Quote:
When I played with Inferno, I thought they were quite weak, they really dont have any good units(well none which are best on their level).

arch devil's cost is third expensive (4500 and 2m), and have the poorest damage (30-40) and hit point (200), I think its a rip off.
Efreets are good but still not eough hp.
Pit lords are weak and they are usually the first stack to die( before they can summon anyting.
Demons are cheap but not very strong.
Hell hounds are good for level, but look at its growth (13 with cages), thats too low.
Gogs just kill your army with its fire damage.
Imps just die.

Inferno really have to rely on magic to destory the enemy army.



Or rather, rely on their cheap and easy to get dwellings to get an early advantage. Also, remember that Devils are amongst the fastest creatures in the game.

I consider the Efreet Sultan to be one of the very best level 6 creatures though. Especially with Armageddon. (yes, I know I say this in EVERY single of my posts )
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M4Carbine
M4Carbine


Hired Hero
posted June 04, 2006 07:32 AM

Yes Devils are fast, and that includes dying fast. any level 7 deal is better that that of the devil, look at the phenix less than half its price and faster and has rebirth.

As for efreets, I said they are good but they are stuck with a crap town, too bad.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 06, 2006 05:34 PM

Quote:
I think Devils and Archdevils should be faster than Angels and Archangels and have 28/26 instead of 26/28. They can teleport you know.. But do not listen to me, as I am obviously being biased.


I agree, it makes sense that the Devil is the fastest as it has instant travel effectively; plus I'd think the Demons would be attack based rather than defence, although I'm sure there's a reason why Devils are like that (can't think what it would be though).

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted June 19, 2006 09:46 PM
Edited by JoonasTo at 21:56, 19 Jun 2006.

Advantages:
-Demon farming
-Free tech tree
-Demoniacs over all
-Level 5 Mage guild
-Good offencive

Disadvantages:
-Heretics(not countig Zydar)
-Ammo Cart
-Cost/hp ratio
-No artifact sacrifice

Heroes:
-Pyre has log and ballista, as should inferno!
-Zydar with armageddon just can't lose
-Xeron with devil special so they will reach AA's speed(special one though)

-Hack with this town can deal huge amount of damage
-Tazar can also be very helpful for keeping them alive
-Warlocks or witches with their spellpower really help this spell reliable town

Worst unit:
Imp/Familiar is just too weak but that just helps to get it killed and
raised as demons

Best unit:
AD. They can take down almost any 7th level and without retaliation they can be used to kill lots of neutrals and cleean the map

Castle gate is good but who can affor 10000 for each castle?
Order of fire ok

Good on very poor or very rich maps
On mediocre it just tends to be to expensive on resources

5th one on town ranks (Stronghold, Castle, Rampart and Dungeon ahead)
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Rhodan
Rhodan


Adventuring Hero
from Holland
posted June 21, 2006 01:18 PM

Quote:
heres my spin on unit value from 1 to 10


1. imps 1 they just plain suck
2. gogs 3 mass blast can end up doing more harm than good
3 cerebri 8 good speed lots of damage multi attack bad news is if 2 builds to start you gotta opt for devils week1
4. demons 7 good power slow no special but can be farmed using pit lords
5. pit fiends 7 good hps good special (demon farming)
6. efreet 7 good speed average special fire immune useful for armageddon somewhat low hps
7 devils 4 low hps very good speed dont fare well against most other 7th


My vision:

1. imps 8 they are great cannon fodder
2. gogs 8 great mass attacker while defending siege
3. cerberi 7 mass attacker after waiting
4. demons 8 great defenders during siege
5. pit fiends 10 worth it after practicing
6. efreet 10 quickly gained
7. devils 7 bad luck does affect when you don't want it, anti-counter

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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted June 21, 2006 01:21 PM

Imps aren't that bad at all because they channel magic from the enemy magic pool.
They are also good when they have Haste cast on them and the stack contains about 500 Imps, and in that case then you should better watch out.
But usually the stack would be bigger maybe in the 1000's maybe more
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted June 21, 2006 01:25 PM

William...your problem is, you play too long on 1 scenario. Who would ever get 500 imps in a game?
Or 100 Hydras in Heroes 2?
You should try to beat your opponent faster, coz it is more challenging to kill an overpowered (but poor skilled) Computer player (or human player) instead of killing an equal (but poor skilled) Computer player (or human player).

The last time i saw a stack of 500 imps was on the cool H3 XL map "To Kill for Power"..
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william
william


Responsible
Undefeatable Hero
LummoxLewis
posted June 21, 2006 01:28 PM

Yeah you would get 500 imps in XL maps, I forgot to say that sorry.
Or if your skilled enough you can get alot of themm way quicker than that.
And as for HOMM2, I got that many in a game before, heaps of times, it is plausible and I like to sneak to my opponents, and then attack them with the fury of my armies.
Or sometimes like to wait before most of the AI has been taken out, or go for the AI which is the weakest then build my way up from there.
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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted June 21, 2006 05:43 PM

Ok, I can soooort of see how having 500 imps is possible when you have the grail (banned in most multiplayer games) on an XXXXXXXXXL map, but aren't you supposed to win when you have the grail, anyways?

Oh, and FYI, william: the best use for those 500 imps would be to get converted to demons (preferably when you have a few +health artifacts).

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Rhodan
Rhodan


Adventuring Hero
from Holland
posted June 21, 2006 07:53 PM
Edited by Rhodan at 20:03, 21 Jun 2006.

Maximized you can get 38 imps out of the Inferno per week. But I'll bet there's an Imp Crucible near, giving 16 extra imps per week (you know, 15 for the Crucible, +1 in the Inferno). This means over 50 Imps a week if you use a secondary hero to keep the streaming there. Better yet, many heroes of the Inferno bring around 30 imps with them.

With 100 Familiars and the Haste spell, you can own in minor melee fights throughout the entire map. If you keep the same secondary hero for this tactic, just remember to focus on Attack and Knowledge with that one, top maximize the chance of instant stack killing.

This completely excludes the Grail structure, which I personally don't find worthy building inside the Inferno as I hate the Week of the Imp... Stronger wandering monsters help strengthening my secondary heroes more.

Should you come at a point where you really want to battle the faster unupgraded wandering stacks, ignore the following when you have Tactics: make 2 stacks of Familiars with */1 where * signifies the rest of the Familiars. This allows a possible upgraded wandering stack to not reach your Imps. Should you estimate the speed of the wandering stack higher then create additional stacks of 1, however keep the 'remaining' stack at the top. Taking away a counter using this technique is what I call in Holland, 'voor de hand liggend', laying before the hand.

If you consider Inferno, do practice a lot with Pit Lords, Demons, and Familiars. Precise your estimation when you're going to bash into wandering melee stacks. Estimation of how much Familiars will be needed to critically dash into the creatures, but still so that all Familiars die, lets you master one of the hard-to-get advantages of the Inferno. The better your success, the easier the endgame.

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darthgeeku
darthgeeku

Tavern Dweller
posted August 21, 2006 02:55 PM

Hmm Inferno is starting to interest me as it is one of the towns i always give a miss I like the idea of demon farming and one of my favourite tactic is Isra and legions of skellies hehe. What do experts think or Nymus, expert diplomacy and let free useless units who join you get wasted to raise demons? Also with a weak shooter unit do u guys think getting ballistics as a secondary skill? Maybe with tactics and mass haste?? Wish to explore Inferno more....

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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted August 23, 2006 07:39 PM

Quote:
What do experts think or Nymus, expert diplomacy and let free useless units who join you get wasted to raise demons? Also with a weak shooter unit do u guys think getting ballistics as a secondary skill? Maybe with tactics and mass haste?? Wish to explore Inferno more....
Expert diplomacy, eh? It doesn't really matter which hero you have. If he has diplomacy, he is almost guaranteed to win. This is why you'll notice that diplomacy is banned in most multiplayer games.

Since you are asking about ballistics, I assume that you are talking about the single player. It is a useless skill in multiplayer

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Gorak
Gorak

Tavern Dweller
posted August 24, 2006 10:33 PM

I hate the inferno.  The imps are garbage, as are the gogs.  The demons and pitlords are also weak.  You can get the high level creature fairly easily but the rest of the creatures suck.  Every other town is better.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted August 24, 2006 10:44 PM

Quote:
...The demons ......are also weak...

Skeleton as single unit is also weak....it's the number which makes them so strong.
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