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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Inferno Guide: Advanced strategies.
Thread: Inferno Guide: Advanced strategies. This thread is 2 pages long: 1 2 · «PREV
Izzachar
Izzachar


Adventuring Hero
posted August 19, 2006 05:22 PM
Edited by Izzachar at 10:49, 20 Aug 2006.

..

will add reply here later something came upp have to leave fast

ok edit:

Quote:
izzachar, your the best player ive played so far. (the 2 losses i got were because of me being bored, and doin stupid ass stuff to humor myself. so so far you've done the best of them all  

you we're real close to draining all my mana, (it was dungeon [sinitar] vs inferno) and i think you did GREAT with the amount of units and the amount of cash you had left over. you had like 10000 you didnt spend, and we're still hard as to beat when i was always at 0 cash. man you had more numbers with inferno than id expect from necromancers lol.

and yeah, it totally shows with the amount of effort you put into this strategy guide. well done man, i really look forward to a rematch with you hey. you had me on my toes so much i could barely leave my area hahaha

good work man
scotty-boi


Tnx man that was a nice match. I forgot 50 imps at a hero just picking upp windmill etc It still bothers me


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 19, 2006 05:33 PM

Well, much as I appreciate the idea of writing a guide, I think there is no thing such as one unique "correct" way to do things. To give an example: You say "never gate Nightmares unless you have quick gating". Well, I say always gate Nightmares. First of all, they have excellent initiative meaning they will arrive soon and act again swiftly. Secondly, Nightmare is horrible frail and will nearly always act first (because of the above mentioned excellent initiative), and since you can't afford to send it in as a shock-unit, because they die too easily, you'll nearly always end up waiting with them, to single out an enemy target, so why not gate them instead of waiting? And finally, you will have the gated unit as an excellent unit to take the punchess - send that one in, and make the enemy retaliate on it, and then send in the main unit, and enemy will not retaliate = less losses.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 19, 2006 08:29 PM

Quote:
I am sure you are wrong somewhere in your calculations about dmg / week.
I don't know where, but there is something wrong there!

My calculations would be something like this:

Marksmen
Normal - 12 * (2-8) = 60 avg dmg / week
Frenzied - 12 * (3-9) = 72 avg dmg / week
MAX      - 12 * 8 = 96 max dmg/week
MAX Frenzied - 12 * 9 = 108 max * dmg / week

Nightmare - 3 * (8-16) = 36 avg dmg/week
MAX       - 3 * 16 = 48 max dmg / week

Maybe you use 24 for marksmen , and 7 for nightmares ... Anyway I think the dmg of marksmen is more than impressive, and combined with precise shot it can take your Nightmares down very quick.



seriously, you know nothing about heroes damage formula, so don't even try to calculate that way it's a bit different. You didn't even take attack/def into consideration, lol? for every point of attack higher than the attacked unit's defence, you get +5% damage. For every point of attack below target's defence, your damage decreases by 2% (at least that's how it worked in h3). Because of marksmen' poor attack value, their total damage is always lowered a lot, contrary to nightmares.. I've done all the calculations for all units already, so if you want, I'll post them once more (the topic in which I've written this has been deleted, sadly)

Before you ask: It was a custom to use def value of 10 to determine weekly damage of unit in h3

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TowerLord
TowerLord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted August 19, 2006 11:11 PM

Doomforge you are so funny
Of course I know about the att/def bonus! But that is modified by so many things that I choose to ignore it ... Anyway I always use Dougal and that means +8/9/10 attack and defense for the marksmen, so I think that makes them pretty much a lvl 4, maybe low 5 , att/def wise... Add to that the attack and defense of a knight and you'll see how much damage they can do!

Also you forget that they have precise shot, which meeans at close range they ignore target's defense.

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 20, 2006 09:03 AM
Edited by B0rsuk at 09:07, 20 Aug 2006.

You can't just ignore attack and defence, all creatures have it. The reason vampires were so overpowered in H4 is that they were level3 creature with level4 attack/def (30/30 to be specific).

By the way: this looks like a nice tactic, but it looks fragile. First of all, hellfire drains mana, right ? So you're dependant on mana. You can, for example, easily get owned in a mirror match because familiars drain all your mana.
Second, there are mass damage spells. Gods forbid chain lightning.
Third, it still looks like a one trick pony. Enemy can get high initiative shooters(or flyers), split them into several stacks, and make each of them take out your cerberus.
____________
http://www.youtube.com/watch?v=u5um8QWWRvo RSA Animate - Smile or die

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted August 20, 2006 09:58 AM

Quote:
Doomforge you are so funny


thx ^_^

btw, I'm not saying marksmen are bad (they ain't), just that they're not uncounterable. ;p

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Izzachar
Izzachar


Adventuring Hero
posted August 20, 2006 10:59 AM
Edited by Izzachar at 11:17, 20 Aug 2006.

Quote:
I think there is no thing such as one unique "correct" way to do things.


Off course not I totally agree with you. If I sounded like; "this is the only way to do things with inferno" I would like to point out now that that wasnt my intention, there certainly are more tactics you can use and mine probably isnt the best of them. Every addition from you and other ppl in this thread is greatly appreciated. I primarly made this guide to make ppl see other ways to play inferno then using Deleb, and realize that it can be a very strong faction, and by doing so get more ppl to like, and play it, and maybe develop even better tactics for future guides

There are some factions were you are better off gating and some were you are better of charging. And everyone has their own ways. As an example necropolis, you could rush in and block his liches, also killing some off them, this might be a good choice, but also necros have low initiative units so maybe gating is better. Im gonna test gate the nightmares next time I play.

Quote:
By the way: this looks like a nice tactic, but it looks fragile. First of all, hellfire drains mana, right ? So you're dependant on mana. You can, for example, easily get owned in a mirror match because familiars drain all your mana.


Maybe but you will drain his mana also, in my experience both inferno heroes have sufficient mana left to do whatever they want. Also utilizing hellfire is more of a lv upp thing but you can also use its possibilities for better raids vs the enemy hero. You gotta make good use off consume corpse in every fight aswell to try not to run out of mana.

Quote:
Second, there are mass damage spells. Gods forbid chain lightning.


Yes this is easely the biggest threat to inferno over all, AoE spells.
What I mean you should do is, when raiding the enemy hero, split cerberus in many groups, attack with everyone except the last one (unless you hero is next in turn) then retreat. Theres no way he can get you.

Quote:
Third, it still looks like a one trick pony. Enemy can get high initiative shooters(or flyers), split them into several stacks, and make each of them take out your cerberus.


Theres one faction where raiding like this is difficult, dungeon. Assasins, 12 initiative, blood maidens, 16. However if you hero is attacked at that point you can put ure units in the back and they cant reach them, assasins dont do that much in damage anyway if you would be unlucky to not have your cerberus act first. emerald dragons wont be in play this early. And vs say haven and griffins you can simply put your cerberus in a formation to guard 2 main stacks.

-------
--y----
-x-----
--y----
------- ---> enemy
--y----
-x-----
--y----

Like this, the x stacks are lots of cerberus in, and y stacks 1 cerberus. Off course he can kill the 1 stacks and block your way to his other trooops. But you will still be able to pick off some griffins. The x stacks would still reach his front line, if he dont attack with griffins or dont split them upp so that he only can attack one stack.

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Sanyu
Sanyu


Known Hero
posted August 24, 2006 11:13 AM

How I wish succubus mistress has "unlimited ranged retialiation"...

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