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Heroes Community > Tournament of Honor > Thread: Hit and ran?
Thread: Hit and ran? This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV
maretti
maretti


Responsible
Supreme Hero
posted January 14, 2008 05:45 PM

I understand your point but the hero disapears from the tavern at the beginning of a new week, so you cant recruit him after one week. Besides missing your main for a full week is a sure gameloser. Losing him for one day would be more appropriate but I still find my rule good enough to deal with the problem.

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mklthrkngl
mklthrkngl


Known Hero
posted January 15, 2008 01:49 AM

chaining not really an issue anymore

chaining more difficult now in homm5 with escalating hero costs and such. there's also more options for moving troops now that the caravans are back.  woops wrong post, Anyways, hit and run not such a big deally in homm5. can be a minor annoyance but much more difficult to do and way more expensive now. and with only 2 heroes a week with troops on em very hard to make an impact. not sayin it cann't be used to do some damage, just not as much as in earlier homms is all
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OK!! So i cann't spell well! So shoot me!!

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rychenroller
rychenroller


Promising
Supreme Hero
posted January 15, 2008 01:49 AM
Edited by rychenroller at 01:50, 15 Jan 2008.

And dont you love it when he appears in your tavern!

Ahhh...HOMM3

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted January 15, 2008 01:56 AM

Since heroes 4 Chaining has not really been an issue at all.
I dont think People knew about chaining when Heroes 3 was made.
(Never played online heroes 2)
I am guessing there was many complaints from noobs about Chaining.
How it takes so long & how they can not cope with expert players chaining.
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Dreaming of a Better World

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morgan_le_fey
morgan_le_fey


Famous Hero
posted January 15, 2008 06:21 AM

knowing how to chain effectively was the part of the game that took the most skill perhaps. unfortunately it made the turns rather long sometime.

pretty easy to understand why inexperienced players didnt like chaining....it caused them to spent a long time getting a negative result(a loss).

morgan le fey.


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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted January 20, 2008 04:51 PM
Edited by madmartigan at 16:54, 20 Jan 2008.

Quote:
I am still alive!!!  And Yes I still SAY  Hit and RUN is stupid and should be abolished as a possibility in any game.

Hit and run is exactly same thing as 1 Sprite killing 1,000,000 Golems. Its a tricky strat.  Koodos to the ones who figured it out.. but its retarded and not realistic.  

Ahh that was refreshing... brought back memories!!  

The Good ol' Days


golems have magical resistance.. so it would be impossible to wipe out a million golems pfft...

muhahaha... oh yeah... talk about good old days and bringing back memories

edit: why am I not surprised to see Acu with 7 yellow stars?
edit2: I still have a really long floodprotect memories
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Jinxer
Jinxer


Legendary Hero
*****
posted January 21, 2008 04:25 AM

Sprites dont have to use there magic... just run up and hit ( with no retaliation) and run into corner.... or in H5 all you gotta do is shoot with hero and run sprite around battle field avoiding the golems.  So there magic resistance offeres nothing
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madmartigan
madmartigan


Bad-mannered
Famous Hero
who will never walk alone
posted January 30, 2008 01:21 PM

Well, I could as well split them golems in different slots and cover all the area so they cannot run

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Strider_HL
Strider_HL


Famous Hero
posted March 16, 2008 01:46 PM

Yaiks... this discussion of hit'n'run is a perpetum mobile of heroes

IMO, it's all part of strategy and as such it's perfectly fine though nasty for opponent. During my TOH career I've never used hit'n'run but, if forced, I would not shun it. And contrary, if opponent used it on me I'd definetely feel frustrated but never offended.

As Ves pointed out, developers have tried to balance out hit'n'run throughtout heroes series to accomodate many complains by fans. In H5 you CAN FIND remedy I suppose, that when facing dungeon you should build your strategy from day 1 to prevent it from using this nasty thing. In other words, hit'n'run is a natural part of dungeon (and to lesser extent some other races) and its only YOUR responsibility to neutralize it.

For those who feel it to be unfair - figure out how fair are dungeon's chances against sylvan on week 6! It's heroes of MIGHT and MAGICIt's just plain obstinacy to demand dungeon to face you in one final battle at the point where MIGHT part is so superior to MAGIC...

Anyway, if you play random then there are several pairs where it's almost sure loss from beginning if you dont use creativity and employ less straightforward strategy... Should we ban those pairs as well?!

To summarise, this discussion is quite pointless. I can give you example of people who have done more than just whining - in Heroesleague.ru they have developed a complete game mod Tournament Edition (like Equilibiris in H4) that includes ~100 changes!!!

Some food for thought - IMO the easiness of getting flaming arrows in 3.0 is sooo stupid idea It has wasted all balance and games where one opponent has easy access to them are ridiculous in creeping

Why do I mention it??? Well, just to point out where all this "rules setting" may lead you.... ban this and that, bla bla...

Play the game as it is (unless both agree on specific rules), wait for patch and hope for better And dont forget that every rule limits diversity of game scenario!

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sq79
sq79


Famous Hero
posted March 16, 2008 08:25 PM

Quote:
Sprites dont have to use there magic... just run up and hit ( with no retaliation) and run into corner.... or in H5 all you gotta do is shoot with hero and run sprite around battle field avoiding the golems.  So there magic resistance offeres nothing


Here's a real life scenario, u get chase by 100 robots who has no mind of their own, but u'r supposed to destroy them to get your payroll their month.
Obviously u run faster than them, but u can't take them on all at once
What would u do

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okrane
okrane


Famous Hero
posted March 16, 2008 11:10 PM

Quote:
YTo summarise, this discussion is quite pointless. I can give you example of people who have done more than just whining - in Heroesleague.ru they have developed a complete game mod Tournament Edition (like Equilibiris in H4) that includes ~100 changes!!!



So What changes are there? Shouldn't we think about using this?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 16, 2008 11:19 PM

There doesn't seem to be a problem to resort to that. For one people know that such tactics are shunned for earlygame. Then there are counters where the previous games having the fastest unit was enough to guarantee a successful hit&run over and over.
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morgan_le_fey
morgan_le_fey


Famous Hero
posted April 01, 2008 09:53 PM

lurking somewhere in the back of my mind was the thought that any tactic that caused me to lose a game of heroes was a dishonorable tactic.

morgan le fey


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SAG
SAG


Promising
Supreme Hero
WCL owner
posted April 02, 2008 07:51 AM

Maretti's definition is still one of the best. However in homm3 TE version  there is common setting "no magical h'n'r in round 1" (you can't retreat/surrender in round 1 if you used offensive magic); i played 10-15 games with this setting and i can say that no one tried to retreat/surrender in round 2 after imploding me in round 1, or make mighty h'n'r...perhaps it's more difficult to do when Town Portal is in Fire school? or perhaps both h'n'r versions are ok to use

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maretti
maretti


Responsible
Supreme Hero
posted April 05, 2008 04:27 PM

@Sag: The only reson that defenition works is because people choose not to use hit and run.
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Crag rules, Orrin and Ivor suck

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted August 21, 2008 07:03 PM

so thats my opinion on hit and run in few words. any action that involves a hero attacking another with purpose of dealing damage and not staying till the end of the battle

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