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Thread: Bah! | This thread is pages long: 1 2 · «PREV |
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AndiAngelsla...
Disgraceful
Famous Hero
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posted April 05, 2002 03:39 AM |
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yeah u are right, i got beaten by dd and arma too often, whined my eyes out and now i dont want them anymore...tosser
guess your level just aint high enuf to understand that some things are no fun, oh well
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Mad_Unicorn
Famous Hero
I am a mean person shame on me
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posted April 05, 2002 03:48 AM |
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ever noticed.....
DD/Fly are banned on all but a few toh closed maps... but the ones that do have them on give an extreme advantage... duelists is one of those maps yes both players can get it but then it makes the map to a race who can get dd/fly and kyre with knowledge to launch the ever wonderfull attacks across the mountains.
Now DD/Fly offer the same things on MEDIUM open maps it makes it down right pointless to play anything but tower if dd/fly are enabled or (any castle really with the ability to make lvl 5 spells i just never get it with any other castle ) Again it becomes a race A game is won by 1 spell is what I and most map makers fear whether it be dd/fly/implosion/arma whatever it makes the game imballanced in favor of towns that can actually get those spells over others... even on LARGE maps can a game be determined by dd/fly.
As for the undirected whining comment I will just say i have won games with fly/dd when my opponent didn't have it or had fortress/strong/castle mixes and vice versa. As usual this game was not intended for multiplayer so map makers ballance this out by rendering such "game winners" out.
Bleh
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Lews_Therin
Promising
Famous Hero
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posted April 05, 2002 04:16 AM |
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Yeah, my level at Heroes-modified-to-Andiīs-advantage is probably not high enough. But Iīm rather good at Heroes of Might and Magic 3.
Mad, do these wise mapmakers also ban gamewinners like Recanterīs or Orb of Inhibition?
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jb239
Famous Hero
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posted April 05, 2002 04:41 AM |
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Quote:
Mad, do these wise mapmakers also ban gamewinners like Recanterīs or Orb of Inhibition?
hehe, in almost all the maps I made...if fly/dd/arma is out. orb of inhibition is out. Provided, recanters remains in, because Implosion, Ressurect, Meteor Shower, etc remain. in a sense, it limits might heroes slightly and magic heroes slightly.
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I will not lose.
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rychenroller
Promising
Supreme Hero
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posted April 05, 2002 04:56 AM |
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Well, D/D and fly is so ridiculously overpowered on random maps, to me it makes sense to ban them, if you wish to have a good long fun game with big battles. I dont enjoy watching my opponent fly d/d over to relics that are now for all intents and purposes, unguarded. Where is the point in that? Got lucky with an all air box, now the game is over.
Just my opinion.
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Myctteakyshd
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wiggy_wam
Promising
Famous Hero
local pirate
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posted April 05, 2002 05:01 AM |
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Quote: Well, D/D and fly is so ridiculously overpowered on random maps, to me it makes sense to ban them, if you wish to have a good long fun game with big battles. I dont enjoy watching my opponent fly d/d over to relics that are now for all intents and purposes, unguarded. Where is the point in that? Got lucky with an all air box, now the game is over.
Just my opinion.
100% agreed. On randoms I would usually propose a no DD/fly rule (unless one is enclosed inside mountains)
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Mad_Unicorn
Famous Hero
I am a mean person shame on me
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posted April 05, 2002 06:20 AM |
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whoopee
back to the good old might vrs magic debates but not with moc this time
If I were to make an xl map(yeah right only made 1 and this is what i did) I would include everything making every option possible to the player. Include 20 relics on each side(making sure they repeat) a few utopias (also a repeating relic thing to do) ALL savage creatures (diplomacy is good for surrendoring not convincing creatures they like you dammit) 4-8 towns each side(hopefully) giving each player a chance for a town they "prefer" but i hate xl maps so dont make em anymore. This way both might and magic heroes are ballanced I am not saying a magic hero will beat a might hero or vice versa but you will hopefully not have 1 main hero ... (played this once with rous, got about 3 hours into the map looked at the time and saved but never got back to playing it)
Xl maps are the only real way to tell ballance where as medium and even large are too fast pace to notice. If you were to try this on a large map a might hero will prevail as there is not enough room for a magic hero to get strong enough with spells and with the orb and recanters both on map makes magic persons day into a nightmare
My personal oppinion:
Might is right for heroes 3 (as it stands anyway)recanters/orb of inhibition but no magic relic. To those that say theres lots of em .. all are negated by orb or recanters
Magic is better for heroes 2(as it was)no power spells but might was very outclassed.
I never played heroes 1 via modem so i dunno really...
I always liked might heroes ever since i was taught a big bad lesson by someone usin one vrs my soly when i was still a baby just entering toh.
NOTHING can beat a lvl 30 neela/tazar/meph/craig/gun with an orb other than their own counterpart with better arts. Well only their own stupidity can ... forgetting to wear such an art... playing with a heavy hit/runner can make short work of em.
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Pure_Chaos
Bad-mannered
Known Hero
Destroyer of Morons
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posted April 05, 2002 07:32 AM |
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Quote: By the way you speak you sound like you are the best player ever
I never claimed to be the best or even experienced, all I said I didn't like when mapmakers limited my gameplay by taking those spells out. I thought you could at least read my post properly before replying, apparently I was wrong.
yeah players that dont understand why arma, dd and fly suck dont know what heroes is about
Thanks for showing you ignorance in such eloquent manner. Normally I would elaborate on this, but I think this quote is quite enough.
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Ichon
Responsible
Famous Hero
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posted April 05, 2002 09:20 AM |
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wish recanters only banned 5th level spells
Game would be much more fun if a relic existed which banned only 5th level spells. That way no Implosion. CL and Meteor only other spells do alot of damage- well, besides Arm(but the another story) but might hero usually have resistance so then it balances out. Might hero tries to kill enough magic before magic has time to deploy spells and resurrection etc. Much closer battles then. Right now might rules so much because L1-L2 spell caster is a might hero. Who gonna make a magic hero that can't use over 50% of his strength. Talk about fightin with one hand behind your back...
And a might hero could still get res concievably, maybe not high power one, but just enough to finish killing magic hero... of course, water magic would be needed to guard a might from sorrow, beserk, blind, mass slow, mass haste- etc.
Hope more people start talkin about H4 though- new game out, understand if people don't have it yet or don't know it well enough to argue about it, but... learn it so you can! ;-)
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madmartigan
Bad-mannered
Famous Hero
who will never walk alone
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posted April 05, 2002 02:33 PM |
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Try "The Arena". It is a cool XL map with very few relics, and no spells banned.
And DD or Fly does not give you the game/win on this map. Yup, it gives a huge advantage, but not the game. Not as on duellers as Mad Unicorn tells it above.
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Titan_888
Known Hero
Wind of Change
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posted April 05, 2002 03:31 PM |
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inferno is not weak at all... man.. play hourglass with inferno and summon deamons from the creature you get as joiners... end week 3 you should have probably 100 horned deamons ... so??? i forgot... its the map hourglass that sucks....!!! lool
another thing... we all where schooled in play the rules you guys make... we all are schooled in the maps you guys make... what if TOH was a none-rule thing ... all games is to be played as RANDOM castles... and the game is to be played as the game was created...(with all included) maybe then we had learned to addapt to the none-rules.
i played other day on boomerang (damn good map) (ohh sorry i forgot, its a suck suck map)
we played random castles ... and you guess what..
Opponent=Dungeon
Me=stronghold
no chance i say for stronghold??
nevertheless... i pulled 2 nagasqueens from camp.. and stormed to middle with my main hero...
as i arrived middle with 2 nagas/ballista/firstaid, day 5 week1 (me red) skills 8-1-1-1 adv. resistance and adv. off. O)
my opponent attacked me his day 5 with malekith... 5 power and a magic arrow doin 72 damage....
on army he had split centaur captains... 2 stacks with 4 each... so his plan was simple.... BUT
GUESS WHO WON )
i could have lost hero, but i took the chance and my 1 nagas killed his cent. so now he had 2 groups back... and 2 spells... my nagas=90 health left.
he casted and nagas down to 18 health... then he casts again... but resist
he fleed...
guess what... i controlled now the middle (dungeon town) and got the orb air )
so resistance saved my ...
great game... as unfortunately not finished cause bad lag in end of game.
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Thunder
Responsible
Famous Hero
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posted April 05, 2002 07:40 PM |
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Tower isn't that weak either without DD/Fly/Implo. Sure if you try it with magic hero and without those spells, chances are that you end up screwed. Neela or Thorgrim are good choices for heroes. Former because of it's Armorer and latter for his Tactics. Fafner isn't bad either. Overlords and Rangers can serve Tower well too. Overlords have the best chances for getting Tactics and Rangers have the best chances for getting Archery (and good enough chances for getting Tactics and Resistance).
Tactics advantage is propably best for Tower. Shielding your Titans and Arch Magi with Gargoyles and Golems will pay. If you need third guard use Gremlins. Not having Naga as a guard will partly ensure that they will be safe from attacks. After all, who would attack those Nagas and leave their troops inside the shooting range of Titans and Magi. Same applies for Genies too.
Having Golems as a guards will ensure that your troops will take considerably less damage from Meteor Shower. But that can also mean that opponent is magically oriented, so you will deploy offensively!
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cadavre
Adventuring Hero
from time immemorial
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posted April 10, 2002 02:41 PM |
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HOMM4 now has armageddon and chain lighting + most powerful spell(I forgot its name) for Chaos magic, I'm impressed much with "sanctuary" spell for Life magic, more impressed with the spell that reduces unit's quantity by removing its number(I forgot the name again ). Summon devils and manties + faerie dragons - the spells are valuable for Nature magic. My hero (level 31) summoned about 18 devils. And why those black dragons have 400 hp?! Not fair.
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And on the eight day God created... hmm... beer?!
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wiggy_wam
Promising
Famous Hero
local pirate
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posted April 10, 2002 08:44 PM |
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Quote: inferno is not weak at all... man.. play hourglass with inferno and summon deamons from the creature you get as joiners... end week 3 you should have probably 100 horned deamons ... so??? i forgot... its the map hourglass that sucks....!!! lool
only 100 horned demons on 3 weeks of hourglass?? bah humbug! Try 175 - 215 after 3 weeks (my 3 week average for hourglass).
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- wiggy ... who has a crush on Rob's models. Well ... the ones his age (18-26)
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Pure_Chaos
Bad-mannered
Known Hero
Destroyer of Morons
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posted April 11, 2002 12:36 PM |
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Quote: only 100 horned demons on 3 weeks of hourglass?? bah humbug! Try 175 - 215 after 3 weeks (my 3 week average for hourglass).
Umm how? Did you get a free join or something? 175 demons oon week 3 is not right.
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wiggy_wam
Promising
Famous Hero
local pirate
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posted April 11, 2002 01:25 PM |
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hehe, ask those I played against as inferno on hg. Once I got 218 after 3 weeks, once 196, and once 176.
And yeah, the diplomacy (joiners) make up about half of these numbers
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- wiggy ... who has a crush on Rob's models. Well ... the ones his age (18-26)
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