I suggest discussing this topic-)
Of course, I'm not a professional (since I limited myself to playing with acquaintances/LAN etc.), but in most cases, I wipe out opponents playing as Rampart/Necromancers and other strong castles (even with all banned heroes, skills, horrors of necromancy, and vampire-lord-ism permitted).
I probably haven't played for the last 5 years,
but if anyone wants to play against an Inferno player on impossible in SOD 3.2 - hit me up at 300109800.
in my experience - this is one of the weakest towns. here is the opinion on the creatures:
imps are trash. they play no particular role due to their weakness.
Moreover, the starting number of imps is lowered in SOD (fixed in TE). What can 1 hero with say 17 imps and 4 gogs repel? =)
magogs don't have the best stats, and upgraded ones are even doubtful because of their ability to hit their own.
Their upgrade is expensive and... absolutely pointless.
cerberus are a strong unit! good growth, hit hard, many times and without answer.
demons are ordinary walking meat without any particular pluses.
Pit lords - low health, they don't fly, special ability is doubtful in my opinion (one piece of meat resurrects another piece of meat-)))
ifreets are good guys! they can be put in the top three strongest 6th level along with nagas and death knights (I consider cavalry weaker, but that's IMHO)
Pluses - fast (very fast when upgraded),
relatively small construction requirements (3-4 buildings from the start of the game), immune to fire magic (not hit by arrows and... Armageddon muahaha - the latter sometimes becomes a key feature in the endgame, when other troops and faster seventh-level units are taken only for the right of first move...).
Efreet sultans - companions of a mobile battle mage on the map - a mage with logistics moves no worse than fighters. )
Devils are decent fighters, but health is a bit low in my opinion...
Inferno heroes don't stand out as anything special, but I repeat - I'm not a fan of this town and perhaps I just don't know much-))))
But how conveniently demons develop, and especially heretics. Sort of offensive battle mages (my playstyle).
With decent chances to get any secondary skill.
Added after 11 minutes
Ha-ha! The only disbalance in HOMM3 is probably the extreme weakness of the Inferno town! For example, playing online I wouldn't dare choose this castle. :) No bonuses save it.
Not a single normal hero.
I have never met a person who seriously played as this castle.
Ideologically and visually it is perfectly thought out, but for me it remains a secret what kind of tactic can help Inferno.
It would be very interesting and curious to find someone in this thread who loves playing as Inferno! Where are you?
300109800.
Added after 9 minutes
there was almost no talk about balance violation -))
the town is just weak...
question: how to make it stronger using your head and opportunities-))
rush and hack - that's an option... but what about a more prolonged game given the distance between players??
but if my main hero is allowed to develop, by the 3rd-4th week and beyond, Rampart has fewer chances, even considering all its HP zerg of dendroids, dwarves, upgraded centaurs etc... =)
Added after 2 minutes
I also disagree that Inferno is weak, it's just hard to develop on impossible.
Added after 3 minutes
So again, a proven tactic in online battles:
I start with Inferno, with a useless player (7 gogs and 25 imps), only an imp pit nearby, I buy a second guy (8 gog 23 imps),
Added after 4 minutes
I start with Inferno, with a useless player (7 gogs and 25 imps), only an imp pit nearby, I buy a second guy (8 gog 23 imps), bought out gogs and imps in the town, transferred everything to one hero and got... 23 gogs and 79 imps, with this army I went to slaughter everyone, while building up the town; at the start of the week I again bought imps and gogs and while the main hero was leveling, I built the whole town in 2 weeks, and on the 3rd week with a 2-week growth, I moved further ... conclusion: won the map on the 6th week.
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Either on the second week or even on the first... By the second, Inferno will have cerberus and they aren't weak either ))
Added after 4 minutes
The army is normal - I'm not saying anything!
ADD: Only now did I notice that I was replying to posts in the thread dated back to 2007-2008. =)
Added after 37 minutes
Sorcery does not "very well" increase magic damage. only by 15%..
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In Inferno it is IMPOSSIBLE to learn blessing
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Archdevils in a 100 vs 100 fight, all other things being equal, lose only to archangels... they win against everyone else.. :D
Added after 56 minutes
Well, getting efreets on the first week only works at 130%)))
That's why for me it's only interesting to play on impossible, without starting resources - that's where building efreets on the first week (without a stronghold - there still won't be enough money to buy so many efreets immediately)
depends not only on colored resources and a large number of "stones" (ore), but also on money, which may simply not be on the respawn (terrain specifics with an absence of buildings like mills or leprechauns)... But it's still feasible.
Added after 13 minutes
Regarding a certain tactic for Inferno, it was suggested to build efreets immediately and go with them. That's where the uncertainty lies. These are level 6 units and they are built one by one; you can't build them like swamp wyverns. From this comes the conclusion: it's not always advisable to bet on efreets. And what if you are on a small map? Or resource-poor? If, for example, we play as Castle or Rampart, then the tactic may come down to building archers and clearing the territory with this small army, which ensures the capture of mines and resources almost without losses. In Inferno, shooters are weak, and you can only pass without losses using efreets, as was noted. But to build them, you need different resources and five levels of creatures built, except for dogs probably.
to be built; you can do without a sawmill (by picking up 10 wood somewhere), only one stone mine - demons and musthave first-level magic guild (efreet upgrade doesn't require anything supernatural like a second-level magic guild or silo)
Added after 10 minutes
Yes, indeed, efreets are placed without dogs and spawns of evil, but you still build 3-4 buildings (the lake of efreets itself, demons, magic and if not then the palace of vices). Time - minimum 3-4 days on a map sufficiently rich in money and resources. This is without building either a municipality or a prefecture. Does anyone actually play like that here? Let's not idealize the situation and say that such things happen. Usually there aren't enough resources on the map to use efreets as a tactic for gathering resources. Better off with gogs somehow.
Added several months later.
Investing in troops at the start - I play like that now too, and not always on a resource-rich map.