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Which alternate upgrade for Inferno do you like the most?Auto-translated
2 Crazy Wolf: The new mounts are much better – you know how small units die around them because of the withering aura – it’s awful.
So many centuries So many Gods We were the prisoners of our own fantasy But now we are marching Against these Gods I'm the wizard, I will change it all Valhalla - Deliverance Why've you ever forgotten me
19.08.2008 СК Олимпийский.Я запомню это навсегда!!!
I voted for the Archdemon! Because his ability to teleport his troops, as well as the enemy's troops, to himself is awesome:smile20: I think the alternate upgrade for Inferno is one of the best: just look at the higher demons, turning the second type from a meat-based unit into something amazing; now it's not even the easiest neutral unit of the second type; fire hounds are great, no comment; the only upgrade I didn't like was for the Temptress, because they reduced their initiative by 1, and for example, against Haven, Academy, or Orcs, this upgrade simply won't survive the first attack; the steeds are awesome; the offspring turned out pretty well! P.S. Major, sorry, I didn't read it! (message edited)
I voted for the Archdemon! Because his ability to teleport his troops, as well as the enemy's troops, to himself is awesome:smile20: Imagine, we're playing against Dungeon, and he has well-defended his druids and archers, and then the Archdemon just teleports the archers to himself! Or, for example, we've surrounded some demons, and we teleport them to the Archdemon!
Hmm... Actually, I've already mentioned this. And almost word for word. And just a few posts ago on this page. You need to read the thread before posting in it! :mad:
Sorry for the off-topic.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
Hehe, what don't you like about the Succubus? They hold up well during the first attack, and even if there are only a few left, the main thing is the hypnosis. The damage to the enemy will be greater if they take damage from their own unit, and if you add new Archdevils to the mix, dealing with enemy archers won't be a problem.
I voted for the Archdemon! Because his ability to teleport his troops, as well as the enemy's troops, to himself is awesome:smile20: Imagine, we're playing against the Elves, and they have well-protected druids and archers, and then the Archdemon appears and teleports the archers to himself! Or, for example, demons are bogged down, and we teleport them to the Archdemon!
The Temptress is the only upgrade that I didn't like, because they reduced her initiative by 1, and against Elves, Stronghold, Orcs, or the Academy, this upgrade simply won't survive the first attack; the steeds are great; the offspring turned out well!
I would probably also like the Archdemon if he teleported from the maximum distance, but as it is, you still have to survive... You roll him out to the middle of the field (well, almost the middle), and everyone attacks him. If any of the Archdemon's minions survive, they teleport to the center of the map, and I don't think that's very good!:smile04: Or can you suggest another tactic?:smile08: I won't dwell on the Temptresses, I wrote everything below, as well as about the offspring. And I approve of everything else:smile12:!
You can increase the speed of the Archdevils! And if you're playing as Nibros, they'll definitely reach the archers! They usually don't make it to the archers, but you can pull the unit that's protecting the archers closer to you (for example, with Elves, it's usually Treants or their upgraded version), and then attack with Imps, Hellhounds, or any summoned creature that's closest! It's also good to use them against Humans and the Academy. For example, you can immediately pull Paladins or Lizard Riders towards you, so they can't spread out, and then attack them with Archdevils, Demons, Imps, etc. Basically, overwhelm them! IMHO.
We could increase the speed of Archdevils! And if you're playing as Nibros, they'll definitely reach the archers! They usually don't make it to the archers, but you can drag the unit that's protecting the archers towards you (for example, with Elves, it's usually Treants or their upgraded form), and then attack with Imps, Hellhounds, or whatever summoned creature is closest! It's also good to use them against Humans and the Undead. For example, you can immediately drag Paladins or Lizard Riders towards you, and then they won't be able to scatter, and then you can attack them with Archdevils, Imps, and so on – basically, overwhelm them! IMHO.
In theory, it all sounds great, but in practice, it's quite problematic. First of all, for Archdevils to be effective, they need a speed of 8 without tactics and 7 with tactics. Tactics are easy to level up for Demons and happen quite often, but increasing speed is a problem. Although you might find boots that increase speed, which isn't a very rare artifact. It's unlikely that you'll be able to drag Paladins or Lizard Riders towards you, as the Archdevil has lower initiative. But there's a solution: you can level up the perk for increased attack speed and Keen Mind from Logistics. Then, maybe, Lesser Devils will attack first. Nibros looks pretty good in this regard; you can't block the tactics for Demons, so tactics become a guaranteed speed increase. But overall, he's not a great hero, IMHO.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I don't think it makes sense for a high-initiative race with the strongest attacking potential in the game to waste turns on teleports... Just attack, attack, attack with everyone, all at once, otherwise they'll overwhelm you in an instant (their defense tends towards zero). Here, you're thinking about whether to call in reinforcements or strike immediately... and they're using teleports...
I don't think it makes sense for a high-initiative race with the strongest attack potential in the game to waste turns on teleports... Just attack, attack, attack with everything and everyone at once, otherwise they'll overwhelm you in an instant (their defense tends towards zero). Here, you're thinking about whether to call in reinforcements or strike immediately... and they're using teleports...
And don't deny that teleporting a well-hidden enemy ranged stack will be very useful. It will be, I assure you. It's just that a demon, for example, can cast Confusion on these archers, and teleportation might not be necessary (you might even encounter a spell to dispel the Confusion). But that's just one case. And there's no need to complain about the defense. You can significantly strengthen the demons by upgrading their defense with the Stone Skin perk. ;) You might object, saying why would an attacking demon need defense? I'll answer: since we're talking about the improved level 7, it means we're talking about a relatively long game, and there might be a place for defense.
But in general, I agree that attack is the element of demons. The old upgrade for devils actually embodies this element, but the new one turned out to be a little different.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I'll respond. Firstly, increasing a demon's defense with the "Stone Skin" perk... instead of what? Perhaps instead of attack or dark magic? This is more in the realm of exotic choices. It's much more useful to focus on luck, which improves gate opening and attack power, or leadership, which widens the gate and consequently increases already considerable initiative. In a prolonged battle, a well-developed gate opening skill can be more useful than defense, and education won't hurt either. Secondly, regarding archers. In that case, mass confusion is always cast first, and even if the enemy hero has mana left (which is not a given) and spends their turn removing the spell or using antimagic on one stack, they will still be at a disadvantage. Moreover, mass perks cost half of the hero's turn...
Each race has its own strengths, and by leveraging these strengths, the race achieves success. I believe the task of optimal development is to maximize your advantages so that the enemy doesn't have time to exploit your weaknesses. Powerful defense will still not become a strength for demons; it will remain a weakness, albeit a less noticeable one. The demon's strength lies in attack and initiative, and of course, in summoning reinforcements. And if the demon's goal is to win, not to hold the battlefield for as long as possible, then it should attack as often and as powerfully as possible.
1- Alt (if you're going to fight the Lords, it's a disaster). 2- The Macaques with their jump ability impressed me, especially when I played for the first time. 3- Alt, I'm sorry, just completely dominates everyone. 4- I like the old Demonesses more. 5- I also prefer the old horses. 6- The new ones are just great against undead and large numbers of troops... but the old ones are also good. 7- Both are good, but I usually take the old ones. =)
Главное в любом деле - руки + удача. а остальное не так важно=))
I noticed something here:
If you choose the alternate upgrade for Imps, then you need to take the upgrade for Lords, and vice versa.
In my opinion, this combination is good. The hero usually has enough mana anyway, and if not, you can absorb corpses... but Pit Lords (that's what they're called in my version) lack mana.
:smile02:Клан "Lost Heroes" - Заместитель лидера:smile02: