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Thread: What do you prefer: Small or large maps? | This thread is pages long: 1 2 3 · «PREV |
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Cleave
Promising
Famous Hero
Raging Blood
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posted February 29, 2008 10:56 AM |
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Quote: oh and big neutral army, they are nice to try things (currently with a friend, we are playing a map where the strongest neutrals are only level 4, it's quite annoying...)
Try making you own template to create random maps: http://heroescommunity.com/viewthread.php3?TID=24002&pagenumber=1
If you change the values you can make maps with large powerful stacks of tier 6 and 7. That's fun.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted March 01, 2008 07:42 PM |
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I prefer large maps for sure, but can't really play them. They took ages to load and passing tur mean over one minute lost... that's probably because of my insuficient 512MB RAM
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The future of Heroes 3 is here!
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nosfe
Adventuring Hero
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posted March 01, 2008 07:45 PM |
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i like it how most of you guys say that you like larger maps yet when talking about strats you act like the only thing important is rushing/anti-rushing
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akaihane
Hired Hero
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posted March 02, 2008 08:17 AM |
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IMO , rushing in homm means trying to reach the opponent as early as possible. Breaking in week 3-4 in certain maps is considered rushing.
Be it a large or small map , rushing for certain race is important. Plus on most 1v1 maps , there's always goodies in the middle of map between the 2 break points so its an advantage if you break before your enemy. Hence the point of rushing is important even in large maps.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted March 02, 2008 10:41 AM |
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Quote: large maps give you a longer game, which is richer in various aspects, mainly heroes abilities, spells and strategies.
and increasing imbalance.
Quote: Something interesting about those is that the chance the enemy's strong heroe has to attack you main castle is bigger, since the map is large so your main heroe might be farther (so logistics, town portal and instant travel are, most of times, essencial), of course the same chance applies to you. If you get to long to attack and destroy the enemy(ies), there's something, in my opinion, that really sucks: suppose the game has taken several months and now you have about 56 archangels, 124 paladins, zounds... of brutes, throngs of crossbowmen, hordes of griffins and inquisitors, what effectivness will, ie. ressucetion have upon your units, the answer: none. Does it matter for you to spend a heroe's turn to cast implosion on 124 knights? Or to cast meteor shower or anything the like? Some spells rock in late game (like divine veangeange and the buffing ones), but others should really be renewed in order to make them useful everytime. What do you guys think about it?
that uber late game should be avoided at all costs. It does not give more options, but kills some instead. That's why nobody wants to play with noobs, they try to reach the uberlate "1337" state of having huge army every time, turtle a lot and whine when you attack them early, complaining that "they had no time to prepare". Uhh, yeah. ofc.
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ebbafan
Promising
Famous Hero
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posted March 03, 2008 07:08 PM |
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who wants to see lvl 10-15 characters duking it out? i'd rather see a helmar with absolute protection, all four pieces of the dwarven armor set dueling it out with a hyper-pumped nymus with all the gating abilities. those kinds of battles would be really cool. unfortunately, most battles end too early for max potential to be reached and are not very interesting.
may as well watch a shieldguard beat up a peasant.
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nosfe
Adventuring Hero
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posted March 03, 2008 07:49 PM |
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what you're suggesting is imo overkill, i mean, what can a destruction magic user to do against that many units? or how could you beat a haven player with paladins in the triple digit number? lvl21-23 in enough
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ebbafan
Promising
Famous Hero
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posted March 03, 2008 09:04 PM |
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there will be imbalances to some degree, of course, but look at the examples you gave me...dungeon should have a mentor to train additional warlocks; you can imagine how eight powerful warlocks with stalkers can do against even huge armies...hit and run baby. As for haven and their paladins, definitely scary, but lets say you are inferno: your imps suck away all the knights mana: puppet master time; if they have two stacks, use blind or something else, there are some workable solutions
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