TotE - Dwarves

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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Mirez
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Unread postby Mirez » 12 Oct 2007, 20:44

true, after looking at all factions I allready see some units I won't use, or units that I will use in the beginning but will change in lategame
pixie's for example, in the start they might be usefull as wasping the first mines but after I'll save them up to heal treants
same goes for goblins, in the start trappers will be more usefull in cobination with centaurs, in lategame it won't have so much effect and I'd rather have bigger chance to resist enemy magic
treants are dendrosexual 0_o

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Mnc
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Unread postby Mnc » 15 Oct 2007, 15:47

Guess this is my guestions topic, was wondering myself now when there came AFTERWORDS Fortress and Stronghold are they even bit more overpowered that those who came out in origional homm5, doesnt really mather to me only thinking wise. Love the game series , love the feeling of playing the game. ;)
Making maps is Art and true beuty lies in them..

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Mirez
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Unread postby Mirez » 15 Oct 2007, 21:28

strangely I mostly loose duel's when I'm using a fortress heroew
and I still don't know if they fixed the, "paw strike an opponent on a firetrap" bug, and I still need to test the "paw strike an opponent on a firewall" or harpoon the opponent in a fire trap/wall
treants are dendrosexual 0_o

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PhoenixReborn
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Unread postby PhoenixReborn » 24 Oct 2007, 03:40

haloswift wrote: and I still don't know if they fixed the, "paw strike an opponent on a firetrap" bug, and I still need to test the "paw strike an opponent on a firewall" or harpoon the opponent in a fire trap/wall
Please report back! I know that harpoon works with the lava dragon flames.

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Ascetic
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Unread postby Ascetic » 20 Dec 2007, 09:37

Omega_Destroyer wrote:Look at the Centaur Nomads and Marauders. If you look at the stats and abilities, there really isn't any excuse to use the Nomads.
The Nomads' retreating ability can be really useful against slow moving stacks - in theory at least. Marauders have the edge on stats though.

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Mlai
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Unread postby Mlai » 20 Dec 2007, 13:57

That's not that great when compared to +1 hit points, +2 Defense, and +1 speed the Marauders have up on them. Plus No Melee Penalty is superior to Manuever.
+2 DEF doesn't mean much in late game when the heroes' stats overshadow anything the low-tier creatures themselves contribute, and spells are used to thin the herds. Speed means nothing as Centaurs should be shooting. So the thing is +1 HP vs +1 DMG, and Manuever can be better than NMP - it frees up the Nomads on the next turn.

In my private mod I also gave the Nomads an additional point of INIT. That's all it takes to make them equivalent to Marauders.

Most upgrades do have perks that make them not clearly worse/better, and only need small tweaks in later patches. But a few of them are indeed hare-brained. Firehound and Arc Archers for instance.

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infael
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Unread postby infael » 20 Dec 2007, 17:52

Look at it this way. Berserkers have no armor, and are well-known and -reputed for devastation. Therefore it makes sense to kill them quickly. Its the same as my trying to kill off spellcasters and arbalesters quickly. Genies are spellcasters as well.
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Tensho
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Unread postby Tensho » 20 Dec 2007, 19:38

Dwarfs rule in HoF...
and they rule even more in ToE,i love playing with them
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parcaleste
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Unread postby parcaleste » 21 Dec 2007, 07:40

infael wrote:... and are well-known and -reputed for devastation. Therefore it makes sense to kill them quickly...
Actually no, as far as I remember from scandinavian mythology :) There was this hero wich goes berserk in some battle on two ships, he was wounded a couple of times. but in the end everyone were afraid to come close to him, cause he were like invincible for enemy weapons, so at the end, an hero from the opposite army defeated him by throwing... a smithy on his head, lol :-D

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Unread postby Saurus » 26 Dec 2007, 23:24

Jolly Joker wrote:The number of guard post defenders has been halved from
10*townlevel*month to 5*townlevel*month.
If the number of guard post defenders has been reduced in the latest patch, then I don´t even want to know what it used to be.

Based on my experience, the guard post still feels very unbalanced and still needs to be nerfed down heavily.

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Unread postby Sir John » 01 Jan 2008, 14:13

More importantly when is stronghold going to get a boost to make it competitive? That's what we really need here. :|


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