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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Inferno Faction
Thread: Heroes 5 Strategy: Playing Inferno Faction This thread is 30 pages long: 1 2 3 4 5 ... 10 20 ... 26 27 28 29 30 · «PREV / NEXT»
Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted January 05, 2007 05:33 PM

Are there any other tips on playing Inferno town? Maybe on how to develop your bildings or advanced battle/game tactics? Coz it seems a must to have Deleb and go for Aid Tent + Balista + Exp War Machines. Very nice is to have 1-2 heroes runnng around her ang gathering resources and so on. My building tactic is to reach Devils (and a Castle if possible) on day 14 - sometimes by skipping building Pit Lords dwelling (if i lack mercury).
I count especially on the Doomforge in matter of tips and strategies coz it seems like he became kinda Inferno-specialist here

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 05, 2007 08:04 PM
Edited by Doomforge at 20:57, 05 Jan 2007.

lol thanks I am currently experimenting with necropolis, though. Zoltan + puppet master/frenzy has a LOT of potential.

Well, the strategy depends on your opponent and the city he took.

Here are some tips:

Haven: Most ppl are dougal abusers. Search for secnd castle, or even third. Get tons of familiars. Even with artifacts, the knight's manapoints will be low. Low enough to drain him totally with boosted horde of familiars, so he's at your mercy! Don't rely on confusion too much, though - I'd rather go strictly for frenzy and puppet. In the battle, do everything it takes to kill every single paladin, than puppet the marksmen and blow everything away with pierce shots, than kill the marksmen with a massive focus fire. Doing damage doesn't destroy the mind spells, so you can whack the helpless fools while controlling them completely.

Dungeon: Same as above - get familiars. It's easier here, though - dungeon has no way of cleansing. So, spells like weakness+suffering will cripple his army heavily! Don't let him go too far from his castle. Wander around, watch out for the hero. If he gets too powerful, he may lose the battle, rehire, return and blow you away in the second one thanks to his powerful spells! Scouting is very important here, you may want to know where your enemy exactly is. frenzy totally owns dungeon, so once the problem with destructive is away, you can safely own your enemy and he really can't do much against your army (increased via gating) when all his creatures are slowed, confused and fighting each other.

Sylvan: Sylvan is a town that develops slowly, while your town develops quickly. Use it to your advantage. If the map is small, rush your enemy, it's not a hard thing(focus on getting nightmares and pitlords/devils fast, it's impossible for him to have them as favored enemy). If the map is big, it can be tricky to fight this faction. Forget the familiars, sylvan heroes have huge knowledge, cleanser at level 1 and are light-magic orientated. You still need it, but to counter the enemy's light magic rather than use it offensively. Focus on master hunters, of course. Against treants, the best is to spam weakness on them with your 4-6 stacks of pitlords & kill them last, when their defense is brought down to 0. Emeralds are unlikely to appear in his army, cuz they require a ton of resources with sylvan's poor creeping, but if they do, mark of the damned paired with excruciating strike totally owns them. Just kill the hunters and everything will be ok.

Academy: Forget manadrain, the mana of their heroes is bottomless, and the archmages are cleansers, plus their town is light-magic alligned. I usually skip magic completely here for a good reason: a lot of their units is totally immune to your best dark spells. Try to get leadership or defense instead of darkmagic. The academy guys love to focus on titans, since they are easy to get, so use a perfect counter: excruciating strike and vorpal swords of your pitlords. Start with two stacks, gate for 4. Titans will be gone in no time. First unit to kill is djinn - fast and dangerous, so use massive focus fire. Ah yes, you're totally protected against summon phoenix spell, cuz vorpal sword makes phoenix dead soon after being summoned. Academy may be dangerous if focused on darkmagic or destructive magic+implosion spell, but you can't really counter that, you have to rely on gating heavily. Ah yes, don't rush this town. You will rarely succed.

Fortress: Like the elves, the dwarves can make things bad if allowed to expand freely. If you cut their mines, they will be hopeless, though, since they need TONS of gems and sulfur. Feel free to raid the territory of fortress player, but forget about attacking the town - guard post hurts. Constant pressure + resource stealing and you're the winner.

Necropolis: your worst nightmare. They creep at least as good as you (after 2-3 weeks even better!!), and they are also dark-magic users. But they have a great advantage: Their units are mindproof. Your aren't. You can't counter mass confusion, frenzy, puppet and so on. A massive dark-magic offensive will make even your gated army weak! So, the only way is to get literally a TON of familiars. While necro clears the map, focus heavily on getting those little bastards in huge ammounts. It's not over, though. A smart necro player will put a mark of necromancer on skellies, which you HAVE to attack, or they will punish all your army, and therafore regain massive mana points while you are dealing with them. You can't really feel comfortable against this town. It's unrushable, creeps faster than you and can punish you with dark magic. Playing vs a good necro player requires great skill.

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ChaosDragon
ChaosDragon


Famous Hero
posted April 01, 2007 07:25 PM
Edited by ChaosDragon at 19:26, 01 Apr 2007.

i am a big fan of this hellish faction, but IMHO it's the hardest faction to play especially in difficulty higher than normal

without deleb, inferno can only rely on hellfire, but those strategy is to costly, especially in hard mode

cerberus and hellfire is cheap strategy but it is too risky vs shooters, and only work with tactic, so any other creeping strategy beside mistress+hellfire?




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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 01, 2007 07:37 PM
Edited by Doomforge at 19:40, 01 Apr 2007.

I haven't played inferno for ages.. I can't help you much now (the things above refer to earlier patches and are not valid for 1.41).

I'd try the Nebiros hero, though. Free tactics is always nice for creeping. Grok also has a lot of strong points, and he may be even better for many reasons: free teleport (helpful at start, the reduced costs help with tele-assault too), and ultra-easy access to swift gating.

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ChaosDragon
ChaosDragon


Famous Hero
posted April 01, 2007 08:54 PM

yeah, maybe grok is the only one in inferno that close to deleb, i mean the cost for creeping, not the speed of creeping, nebiros also good, almost keep up with grok. Without hellfire those two still great.

but, is there a strategy that can be aplied to all inferno heroes (except deleb of course, she doesn't need any new tactic), and that strategy must not too costly, hellfire+mistress decrease your gold like crazy (in difficulty higher than normal), sometimes this tactic also has mana problem (even with consume corpse)

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 01, 2007 10:16 PM

That leads to the "Deleb problem".

Inferno has simply nothing to rely on while creeping.

Quite a while has passed since the discovery that magic creeping of any kind beats creeping with creatures totally, hands down. And we all know inferno has no magic to rely on: Dark magic is not very good for creeping actually, and destructive sucks for inferno since they have no damage-boosting skill and their SP is extremely poor (why the heck developers gave them destructive? ~~ no clue..). Creeping with creatures  is slower than magical, more risky (you can't lose anything aside mana when creeping with magic, while creeping with creatures sometimes brings casualties) and MUCH less effective. There was a guy called 86wyp here who could beat 40 titans with spells only, almost without loses, 4th week. There is no such possibility for might hero to kill 40 titans in 4th week. simple.

So, it all leads to the "third method" of creeping: warmachines, which obiviously FORCES the player to take Deleb, unless they want to get a horrible resource problem.. Inferno is also extremely weak against any kind of magical rushes without Deleb.

To sum up: Inferno needs a major re-balance. That's perhaps why I quit it: while Deleb makes inferno a good faction, it's quite boring to be tied to the same "kill XXX neutrals with ballista and rush" each game.

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 01, 2007 10:55 PM

Perfectly said Doomforge.
Although there have been invented some creeping strategies for inferno and sylvan(which dont include war machines) they still cant match other towns creeping abilities which is serious disadvantage.
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ChaosDragon
ChaosDragon


Famous Hero
posted April 01, 2007 11:00 PM

And those new invented strategy cost like crazy.

i agree, inferno need re-balance

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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted April 01, 2007 11:05 PM
Edited by feluniozbunio at 23:13, 01 Apr 2007.

I don't really know much about those strategies, im no inferno specialist ask Destro23 about them , he wrote something in my Dungeon topic (sorry i don't know how to post a link and im too lazy to learn)

To be honest i still think that inferno have prime skill attack and secondary knowledge not without purpose.Id take Deleb even if he didn't have this fireball effect at all because their ballista deals much damage on its own.

Ill tell something more. Perhaps its wrong topic for this but what a hell. I think that it's unfair for inferno that they got only 2% chances for Enlightenment. This skill rocks. On lvl 20 (you can get it in most of maps) you gat +10 stat points for 3 skills thats above 3 points per skill, not including % effect. I think this is quite a lot above average skill strength and they can't get it. Maybe i'm just used to enlightenment and overestimate a little bit it but thats the way i feel about this ability.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 01, 2007 11:09 PM

Destro23 gave a bit of good tips, although it would be nice if he wrote a bit more than a few words about his creeping method.

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Sanyu
Sanyu


Known Hero
posted April 02, 2007 10:18 AM

Actually Inferno is extremely easy to use once you get the hang of it.
I dont know why everyone is saying that creeping with Inferno is hard without Deleb but IMO, it is quite easy.
Week 1 and 2, which are usually difficult times for other armies (dungeon & sylvan- too little troops, necropolis and dwarven- troops deal dreadful damage, academy- lacks decent low-level creature) is easy for Inferno. Make it a point to upgrade imps asap and you'll get a high-damage dealer, capable of going beyond 100+. Gating simplifies even the toughest battle so long as you arrange your troops correctly.
The rough patch which every Inferno player would have to go through is once you start building Lvl 4 and beyond structures. Sulfur costs are immense and Inferno players will be forced to attack stronger creeps guarding sulfur piles, hence incurring some loss.
Therefore I would advise buying creature structure in this order:
Lvl 1
Lvl 1 upgrade
Lvl 2
Lvl 3
Lvl 3 upgrade
Lvl 4
Lvl 5
Lvl 4 upgrade
Lvl 6

The rest depends on your own preference. By the way, does anyone know what hellfire damage depends on?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 02, 2007 10:22 AM

On demonlord's SP. It's not high, so hellfire damage ain't high too, but it's quite nice with multiple attacks (cerberi, succubi) when rushing in early-to-mid game.

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Sanyu
Sanyu


Known Hero
posted April 02, 2007 10:26 AM

The game developers are purposely restricting the skill. Cant they put knowledge for hellfire instead? Or give us a better set of skills for Sorcery, light magic and dark magic? (soulfire, fire resistance, dark renewal)

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 02, 2007 10:30 AM
Edited by Doomforge at 10:30, 02 Apr 2007.

Well, Nival hates inferno, apparently.

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ChaosDragon
ChaosDragon


Famous Hero
posted April 02, 2007 12:49 PM
Edited by ChaosDragon at 12:51, 02 Apr 2007.

@Doomforge: yeah, you're right

@Sanyu: inferno main problem in early creeping is not the sulfur cost, its main problem are when inferno facing neutral caster (archmage, druid), or insane neutral shooter (crossbowman, master hunter) in hard mode or higher, the only way is to use hellfire+mistress which is too damn costly in higher diff, sure you can use cerberus, but you also need tactic before lv 5, and the only hero that has easy access to this is nebiros, another way is to use grok, this guy still okay without tactic and hellfire+mistress because he has that teleport spell and also easy way to TA, imps and demons are enough for this guy. Other inferno heroes are crap (no deleb please), nymus is one of inferno's late game hero, but his early life is too damn hard.

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Sanyu
Sanyu


Known Hero
posted April 03, 2007 11:02 AM

Quote:
@Doomforge: yeah, you're right

@Sanyu: inferno main problem in early creeping is not the sulfur cost, its main problem are when inferno facing neutral caster (archmage, druid), or insane neutral shooter (crossbowman, master hunter) in hard mode or higher, the only way is to use hellfire+mistress which is too damn costly in higher diff, sure you can use cerberus, but you also need tactic before lv 5, and the only hero that has easy access to this is nebiros, another way is to use grok, this guy still okay without tactic and hellfire+mistress because he has that teleport spell and also easy way to TA, imps and demons are enough for this guy. Other inferno heroes are crap (no deleb please), nymus is one of inferno's late game hero, but his early life is too damn hard.


Okay, I so have to agree with that. I can hardly remember how many times when I'm forced to load the saved game 2 or 3 times, just to score a perfect no-loss fighting archmage/druid elder. But logically speaking, there is no need to fight those creatures. In fact, in most games early on, I will only need to have such battles once (that is considering if I'm unlucky enough to get those creeps guarding mercury/sulfur mines).

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ChaosDragon
ChaosDragon


Famous Hero
posted April 04, 2007 04:56 PM

But some maps are totally imba, ex: wind rose valley, creeps that guard almost all mines are mage, archmage, druid or druid elder.

It's inferno doomsday

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ChaosDragon
ChaosDragon


Famous Hero
posted April 13, 2007 03:11 PM
Edited by ChaosDragon at 15:12, 13 Apr 2007.

Inferno expert, i must ask all of you, what creatures that must be upgraded asap (week 1 untill week 2? (this is completely no deleb)

imho, imps and cerberus must be upg asap for all heroes, however with grok, horned overseer also impressive (teleport cover their weakness>slow speed), but upgrading horned overseer will delay cerberi upgrade to cerberus (lack of wood). I've tried that with imps and cerberus, if there are no lv 3 shooter or lv 4 caster guarding any important mines, inferno can creep well (hard difficulty), and of course gating should become advanced or expert asap, if gating doesn't offered, atk>>battle frenzy also impressive. But, rushes still a problem, although hellfire+mistress can do well againts it, it's too costly, cerberus+hellfire also can do well, but they need tactic.

So, what is your opinion?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted April 13, 2007 03:16 PM

I'm trying to invent something.
I'll soon post some things..

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sdfx
sdfx


Famous Hero
posted April 15, 2007 11:55 AM

Well, the best thing about inferno(excluding gating of course) is definitely their sky high attack stat. For example, creeps will attack a war machine or a gated stack instead of main imp/familiar stack as long as their retaliation kills at least 1(or more, I dunno exacly) attacking creatures.

This means that the upgrades that greatly increase inferno troops' damage(Familiar, Cerberi) will also greatly increase their survivability.
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