H3; What Are a Creature's Most Significant Feature
H3; What Are a Creature's Most Significant Feature
What are, according to you, the most important feature of a given creature?
Of course, Nucleon understands that strategical factors dictates that a given army must have specialists in about every of them, but if you would design a creature, what will be its edge?
Of course, Nucleon understands that strategical factors dictates that a given army must have specialists in about every of them, but if you would design a creature, what will be its edge?
(Translated from Silent Speak)
I vote attack and defense. When making an attack, I want to make sure (if possible) that the creature is doing at least full damage. The actual damage value is less important.
If I could make a second vote, I'd go with speed. The really slow troops often get left behind in town to keep my heroes' adventure map movement up.
If I could make a second vote, I'd go with speed. The really slow troops often get left behind in town to keep my heroes' adventure map movement up.
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- DaemianLucifer
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I will go with special abilites. Enchanters or Master Genies are great example for what I favour, albeit Harpy Hags and Mighty Gorgons are, however, too
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PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet
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- Gaidal Cain
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Speed baby!
Great for all HOMM games - especially HOMM4.
If your army can move further and faster every turn you can expand the empire more quickly and then gain extra mines, towns, dwellings, etc.
Everything else should be considered and almost every creature has a purpose at some point, but eventually you want to be mobile and deadly, so speed beats out everything else in my book.
Look at Nature (Preserve) in HOMM4...
Mantis, Phoenix, F. Dragons, Griffins, Air Elementals and Sprites have the most movement points and can take over a battlefield on the first move. White Tigers and Unicorns are the middle movers (24-25) so while they won't slow you down as much as the others (see below), they are not as welcomed as the fast units (listed above). Wolves, Leprachauns, Satyrs, Elves and the other Elementals all move at 20 or below so keeping them in the army all the time will slow down expansion. Waspworts will kill your mobility all together so they are only worth summoning.
In HOMM3 you can also see a difference in the expansion with a slow army. In the Rampart, bring the trees and dwarves and you're sacraficing movement points every turn. Go with Pegasi, Unicorns and Gold Dragons and you're expanding very quickly. Go Champs, ArchAngels and Griffens in the Castle for the expansion power. Surround yourself with master Genies and a stack of Titans and your using the Tower's speed to your advantage.
In HOMM2, when you're a warlock with Black Dragons, Minotaur Kings and gargoyles you'll fly... Take the Hydras at the expense of speed.
Great for all HOMM games - especially HOMM4.
If your army can move further and faster every turn you can expand the empire more quickly and then gain extra mines, towns, dwellings, etc.
Everything else should be considered and almost every creature has a purpose at some point, but eventually you want to be mobile and deadly, so speed beats out everything else in my book.
Look at Nature (Preserve) in HOMM4...
Mantis, Phoenix, F. Dragons, Griffins, Air Elementals and Sprites have the most movement points and can take over a battlefield on the first move. White Tigers and Unicorns are the middle movers (24-25) so while they won't slow you down as much as the others (see below), they are not as welcomed as the fast units (listed above). Wolves, Leprachauns, Satyrs, Elves and the other Elementals all move at 20 or below so keeping them in the army all the time will slow down expansion. Waspworts will kill your mobility all together so they are only worth summoning.
In HOMM3 you can also see a difference in the expansion with a slow army. In the Rampart, bring the trees and dwarves and you're sacraficing movement points every turn. Go with Pegasi, Unicorns and Gold Dragons and you're expanding very quickly. Go Champs, ArchAngels and Griffens in the Castle for the expansion power. Surround yourself with master Genies and a stack of Titans and your using the Tower's speed to your advantage.
In HOMM2, when you're a warlock with Black Dragons, Minotaur Kings and gargoyles you'll fly... Take the Hydras at the expense of speed.
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If I were a flower, I'd be a really big flame-throwing flower with five heads.
If I were a flower, I'd be a really big flame-throwing flower with five heads.
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Very interesting poll
Difficult to answer... All above factors are vital, and only balancig them can make the unit really good.
lot's of HP but few att/def doesn't make creature strong supporter. Simmilar to Dmg but few HP- kamikaze won't survive many battles.
Special Ability is as well important as the cost and growth.
But IMO speed is the most essencial, A/D ma be improved by hero's stats, HP and dmg enhanced by magic, BUT fast units give huge advantage, allow cast spells & attack as first, let alone adv. or combat mov.
My choice is SPEED
Difficult to answer... All above factors are vital, and only balancig them can make the unit really good.
lot's of HP but few att/def doesn't make creature strong supporter. Simmilar to Dmg but few HP- kamikaze won't survive many battles.
Special Ability is as well important as the cost and growth.
But IMO speed is the most essencial, A/D ma be improved by hero's stats, HP and dmg enhanced by magic, BUT fast units give huge advantage, allow cast spells & attack as first, let alone adv. or combat mov.
My choice is SPEED
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