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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 ... 113 114 115 116 117 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted January 18, 2016 01:40 AM

Belisarius said:
magnomagus said:
In next version brimstone rain will double up the attack bonus from ammo cart for everyone, also the tent will heal more HP, which requires me to revert it back to 3 shots to balance it.

Quote:
There is much more options for War Machines as skill this way.


..and no there are always exactly the same amount of combo's possible.


Yes. Technically speaking no matter how one reorders perks, there are always the same amount of combinations. Which I believe is pointless to discuss, but also does not says anything about a Skill.

Quote:
Engineering + Catapult + Adv. Catapult;
Engineering + Tent + Adv. Tent.


That being said these combos are pointless.
_____________

They are pointless cause that is how War Machine skill is made now (even with the changes), and until perks are "reordered" they will always stay that way. Which is exactly the point.

To follow my logic, and see if it gets us anywhere, lets divide War Machine to 3 parts, Schools: ballista, catapult and tent. All those three have basic perk and advanced perk, each.

If Ammo Cart benefit (restores ammo cart + double it's hp) is in Engineering. (only there); and If:
Engineering is first in Middle, provided if it also gives equally beneficial things to all 3 schools: catapult, ballista and tent (or gives none to them = also equally); Then:
Once one has Engineering, all three branches would be (equally) allowed to be developed to Advanced perk. (With beneficial things coming from them, put at players choice). Which also gives @magno the option to "reinvent", change, balance, them.

At present it is not even possible to have Engineering (at present it gives +2 initiative to all war machines) with Brimstone Rain, or Engineering with Plague Tent.

This is how I meant that such change would give more options to War Machines. It would give 3 distinctive options to develop the skill, while keeping Engineering (the Ammo Cart benefit + eventual benefit for all 3 schools).
The eventual benefit can be let's say 10% (or other %) to Initiative of tent, catapult and ballista. Then again this benefit can be anything else: whatever is appropriate (doable) and equally beneficial to all 3.

EDIT: On second thought I can't find any logic behind present situation, Engineering being second perk in Ballista branch. It makes the currently strongest branch even stronger, preferable to take; While also making the other two, catapult and tent, even weaker and therefore less desirable.
It gives +2 initiative to all war machines... should be first in middle. Maybe that 2 initiative can be the extra benefit for someone who decides to take Brimstone Rain or Plague Tent. Maybe even without the need to change them as perks.


Yeah, I like this idea from Belisarius.

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Athis
Athis


Adventuring Hero
posted January 18, 2016 01:45 AM


I like that you restored the original main menu artwork
The graphics are quite different; in some ways better, in some not,
but good overall
I am bewildered by the new skills system, but it looks good and I look forward to figuring it out
So far I am really impressed by your mod
Thanks

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matod
matod


Adventuring Hero
posted January 18, 2016 07:59 AM

In next version brimstone rain will double up the attack bonus from ammo cart for everyone, also the tent will heal more HP, which requires me to revert it back to 3 shots to balance it.

I like this magno cause it will make games shorter

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 18, 2016 09:04 AM

matod said:
In next version brimstone rain will double up the attack bonus from ammo cart for everyone, also the tent will heal more HP, which requires me to revert it back to 3 shots to balance it.

I like this magno cause it will make games shorter


Just to add up something for the "discussion" guys .

Engineering for Tent will be pointless as tent will have only 3 casts.
Engineering for Catapult is not that much of help.
Engineering is best fitted with Balista as it has infinite ammo and the initiative increase stack exponentially with the damage increase.
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matod
matod


Adventuring Hero
posted January 18, 2016 09:25 AM

i like they idea of 3x cast little stronger ressurect , it will give some races resucrect against mages and archres creeps on the map who didnt have any other options to defat those.. yes balista is strong but thats ok i think , but the catapult is problem for sure i would like to see it as same as balista but aoe for creeping that would be nice but hard to do i think or not possible

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devilfire
devilfire


Adventuring Hero
posted January 18, 2016 09:41 AM
Edited by devilfire at 09:46, 18 Jan 2016.

@theGryph - actually it was my idea, but whatever, I`m glad that you and Belisarius like it

@dreadknight - while it is true to some extend with the newest changes. the choice right now is forced, you cannot specialize into anything other than Ballista if you want Engineering. With my change it would atleast give a choice, so you can decide if you want:
- to take down siege towers and walls even faster (because of the faster Catapult)
- a faster burst of healing (because of the faster tent)
- triple Ballista, albeit slower, but with First Aid tent
and all of that while keeping the old Ballista -> Engineering -> Triple Ballista absolutely the same.

@magnomagus - that means that Brimstone will give +6 Attack to everyone. While this is good for any race, Necropolis will be totally overpowered when you couple this with the +6 Attack from Leadership. 12 Attack just for 8 skill slots.

Maybe Leadership can give them +3 Attack and +3 Defence instead of +6, so its good all around without being sooo good with Brimstone?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 18, 2016 10:45 AM
Edited by magnomagus at 10:52, 18 Jan 2016.

tent+plague+ballista and catapult+brimstone+ballista are more useful combos than the ones I mentioned.

also ballista+triple ballista+tent is too good, people will mostly go for that one, therefore branching is good as it is.

Quote:
@magnomagus - that means that Brimstone will give +6 Attack to everyone. While this is good for any race, Necropolis will be totally overpowered when you couple this with the +6 Attack from Leadership. 12 Attack just for 8 skill slots.


No only shooters can get +6 attack, the others +3. When balancing the skill system always think in terms of power per slot invested. one slot is worth ~ 2 primary skills, so 8 slots could give 16 primary skills if they had no further effects.
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thGryphn
thGryphn


Promising
Famous Hero
posted January 18, 2016 11:37 AM

devilfire said:
@theGryph - actually it was my idea, but whatever, I`m glad that you and Belisarius like it



Oops, my bad, sorry.

But it seems like Nordos suggested something very similar back in August:

Nordos said:

BTW, what about exchanging Ballista and Engineering? Currently, you can't aquire Engineering and Plague Tent or Brimstone Rain...



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devilfire
devilfire


Adventuring Hero
posted January 18, 2016 11:53 AM
Edited by devilfire at 11:56, 18 Jan 2016.

@thGryph - its similar, but different, no problem anyway

@magnomagus - do you think 3 Attack for 2 slots (because only the Brimstone is giving bonus) is going to be enough to warrant a place over Engineer and Triple Ballista ?

Both of the Catapult perks are used only in 5 % of the battles (because sieges are something rare), while you can use the Ballista in every single battle (especially useful when creeping), so you are left only with +3 attack for two perk slots the other 95 % of the time.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 18, 2016 12:08 PM

Yes, because catapult and attack rating does not get less useful in late game, while ballista does.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 18, 2016 01:13 PM

Still, for Stronghold the best combo was ballista, adv. ballista and tent for reducing loses, because except Tent, they can't have ressuction warcry.

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Belisarius
Belisarius


Promising
Known Hero
posted January 18, 2016 03:05 PM

dredknight said:
____________________
Engineering for Tent will be pointless as tent will have only 3 casts.
______________________

Eng. for Tent will be Made pointless... (with changes coming)
But if Instead of reverting to 3 shots for tent, with greater healing power; Putting Eng. in first middle, will give Tent and Plague Tent greater Initiative.
______________________
Engineering for Catapult is not that much of help.
______________________

Brimstone Rain will also get some boost with changes from magno. Instead of those changes Brimstone Rain can have an option of greater Initiative with Eng. first in middle.
____________________
Engineering is best fitted with Balista as it has infinite ammo and the initiative increase stack exponentially with the damage increase.
____________________

At present Eng. can only be combined with triple ballista. ("One and only" best fitted ) But, Catapult has also infinite ammo like Ballista does...
And Tent can have more shots with greater Ini and less healing power, instead of 3 shots with greater Healing p. but slower (less Ini.)

About triple ballista and basic tent combined, being too strong:
If Eng. is put first instead of basic ballista (swap) then problem is solved for this one. No way one can take triple ballista with basic tent.

Initiative is helpful for all war machines. (at present, without changes to perks).
But Eng. can be also made something else, that would be equally useful for all 3 war machines (schools). Maybe even it can be made the only place one get the Ammo cart benefit (restore after battle and double hp).
Making Eng "universal" (to be used with Brimstone and Plague) will make 3ple ballista less "overpowered" compared to other two adv. perks.

Changes to Brimstone and Tent may Not be needed in case Eng. is first in middle. (may also give something other than Ini. but equally benefiting all 3)

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Dunadd
Dunadd


Hired Hero
posted January 18, 2016 03:16 PM

(just posting so i can tick the box to stop getting email notifications of every post in the thread - please ignore this post)

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strigvir
strigvir


Adventuring Hero
posted January 18, 2016 04:08 PM

Catapult not getting less useful later in game? At the last boss fight of necro ToE campaign the enemy ballista took out ~600 skeletons of mine on the first turn. It isn't super great, because I had the stack of 3k, but still I would like to see a comparable performance from a fully invested tent/catapult. Besides, with large enough army a catapult can be taken out very easily without even leaving a castle, while ballista assists greatly in every single fight before that.

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matod
matod


Adventuring Hero
posted January 18, 2016 04:18 PM

well yeah cataputl sux hard for brimstone i would put +2 speed for all units and descripitons say : units are being catapulted towards the enemy

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 18, 2016 04:22 PM

@Magno,

Here is a PvP battle Barb VS Fortress.

Map large + U, Very strong monsters, this time we played no save/load and PVP rules.

https://www.dropbox.com/s/wp5rah88zfvrbo2/ONE.sav?dl=0

I think runes are quite powerful now when the battle lasts longer.
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Belisarius
Belisarius


Promising
Known Hero
posted January 18, 2016 08:54 PM
Edited by Belisarius at 03:42, 23 Jan 2016.

Ty @dredknight (&friends) for this wonderful PvP battle: Blood Rage vs Runes PvP (It is 2 x speed, because its long battle and big file. Normal speed coming later)

EDIT: normal speed: Blood Rage vs Runes PvP 18 minutes

EDIT 2: Second iteration of this battle: Blood Rage vs Runes 2 PvP

@magno Another suggestion for the upcoming changes:
Since there is some relevant feedback about Dark Magic's high level spells being too decisive in battles (some PvP matches are played without Puppet Master etc. also in battlegrounds it can be very useful, compared to other magic schools etc.) let's consider two things:

- make Dark Magic high level spell efficiency more dependent on mastery level, so it can be countered with Shatter Dark. Especially 5th level Puppet Master and Vampirism.
- lower the efficiency on those spells particularly for high level heroes (high spell power) in such way that it won't be too easy to Puppet Master high level creatures (6th or 7th level)

here I think PM lasts too long:
Gabrielle vs Talanar If not being that long lasting, maybe the enemy can have the option to "ignore" it and cast other spells. Like Divine Vengeance for expl.
DV was already rightfully nerfed by the way.

Off course there will always be ways to minimize the casualties in battlegrounds, and in PvP. And players will find them and use them. Puppet Master and Vampirism will always be good choice for this. But for now it seems like PM lasts a little bit too long:
I had another fight when my hero had expert Shatter Dark, with 16 sp. On the other side there was magic hero with expert Occultism and Dark, with 33 spell power.
Magic hero casts Puppet Master on 61 Paladins, and it lasts for 3.5 turns.
This battle was anyhow lost for my hero, and that is why I didn't upload it. Sheer numbers were decisively on enemy side. Only wanted to test my hero's Shatter Dark against a warlock's PM, and turns out I was surprised by how ineffective it was.
So the way to solve this may be to make Puppet Master more mastery-level-dependent:
-expert Dark PM = a little bit nerfed
-advanced Dark PM = half way nerfed
-basic Dark PM = nerfed

As for Vamipirism the case for nerfing is less proving, although it may be considered. At least to be made more mastery-level-dependent (for PvP)

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Dunadd
Dunadd


Hired Hero
posted January 18, 2016 09:07 PM

How do i stop getting email updates for every post in this thread? I've tried making a new post and unticking the "Email notification" box , but that doesn't work, and there's no link in the emails for unsubscribing either.

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Athis
Athis


Adventuring Hero
posted January 18, 2016 09:19 PM

Dunadd said:
How do i stop getting email updates for every post in this thread? I've tried making a new post and unticking the "Email notification" box , but that doesn't work, and there's no link in the emails for unsubscribing either.


Ditto
I would like to unsubscribe too
I dont need to follow the technical discussion you guys are having
it's way beyond my ken

By the way I really like the mod

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Belisarius
Belisarius


Promising
Known Hero
posted January 18, 2016 09:29 PM
Edited by Belisarius at 21:35, 18 Jan 2016.

I'll try to help:
At the very top of this page there is link to Profile (with small letters):
Good Evening "username"!! Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile | HC Messenger | Log Out
Click on Profile. After that you submit your user/pass, and then go to your profile. At the bottom of your profile form, in section Forum Preferences, you will find "Enable email notification for all new posts/replies?" with check boxes for yes/no.

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