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#255
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Wicc
Some very theoretical considerations that aren't supported by practice. Horses, boots... who even needs them? :)

The fact that growth strength on random maps is not the determining factor was proven many years ago by the Chaos players. The determining factors are:
1) breakthrough power at the start (week 1)
2) ease of breaking into "can-hives" during week 1 and 2
3) ease of breaking into Dragon Utopia on week 2 and 3
The Necromancer is a leader in all these points - skeletons in week 1, vampires in week 2, and skeletons + vampire achievements in the utopias.

There is practice, plenty of it, and the fact that Necromancer troops are the weakest in the game is a fact, so calling this Castle strong can only be done with major caveats—yes, on some templates they are convenient to play, but overall the castle itself :smile18:
Wicc


And of course:
4) speed of horses and papas, chances for speed skills, having them from the start
The Necromancer is in the middle here.
In the middle ??? :eek: Are you sure about that? :confused: If you ask me, they are deep in the sh*t regarding speed ;)
In reply to Wlk777
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#256
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I agree about the first and second places, but I would put Tyrax in third. He has great attack power, speed, and is very durable, plus he has excellent skills. Starting with tier 1 units makes building an army easy. Any other unit would be second best. Once you take the water town, you can add health-boosting bears and ogres. And with wolves, the offense and tactics are simply unbeatable.

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to LeBron
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#257
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LeBron
I would put Tyrax in third place. He has good attack power, speed, and durability, plus excellent skills. Starting with Tier 1 units makes building an army easy. Any other faction would be second. Once you take the swamp, you can add health-boosting bears and ogres. With wolves, the offense and tactics become incredibly powerful.

This probably refers to the "The Shadow of Death" expansion, right? I highly doubt that most of this applies to "Heroes of Might and Magic III: The Succession Wars".
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#258
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Wlk777
Is this perhaps about *The Shadow of Death*? I highly doubt that most of this applies to *Horn of the Abyss*.
Did you even understand? :D Did you even read what Vic wrote, or are you just trying to argue?

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
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#259
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LeBron
Did you just realize that?:D Were you even reading what Vic was writing, or were you just trying to contradict him?:)
And I even read it :D
Wicc

The fact that the growth rate is random and not a determining factor was proven a long time ago, even by Chaos players.
In my opinion, TE came out not "a long time" ago. And in general, I thought this was a section about Heroes 3, and TE is, in my opinion, closer to 3.5 (WoG).
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#260
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there is no section for online tournaments for Heroes of Might and Magic:smile42: so the old-school haters will just have to put up with it:D

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
In reply to Wlk777
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#261
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Wlk777
In my opinion, TE wasn't released "many years" ago. And generally, I thought this section was about Heroes 3, and TE is closer to 3.5 (WoG) IMO.
By the way, there is a TE section in the WoG forum, but no one writes there! In general, TE and SoD are different games, and their priorities are also different...

/forum/section/191/
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#262
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so the old-fashioned haters will have to put up with it

_________________________________Nikita Pustosvyat. Dispute on the Confession of Faith.________________________________
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#264
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Wlk777
I have practice, and a lot of it, and the fact that Necromancer troops are the weakest in the game is a fact, so calling this town strong can only be done with big caveats — yes, on some templates it's convenient to play as them, but overall the town itself :smile18:
Apparently not that much practice, or of low quality, if such conclusions are drawn.
In the middle ??? :eek: Aren't you being too hasty? :confused: In my opinion, they're in deep trouble speed-wise ;)
Let's compare the speed at which the main hero moves in the first week for different towns:

1) Castle - 6/7 (griffins, archers/valkyrie archers)
2) Rampart - 7/8 (elves/Ivor's elves)
3) Tower - 6 (gargoyles)
4) Inferno - 7 (dogs)
5) Necromancer - 6 (Gosh's skeletons)
6) Dungeon - 6 (harpies, miner Troglodytes)
7) Stronghold - 9 (Tirax's dogs)
8) Fortress - 9 (flies)
9) Conflux - 7 (fairies)

Except for the lead of Stronghold and Fortress, the rest of the numbers are very even. The extra 70 movement points hardly matter.

Added after 6 minutes
Wlk777
In my view, TE didn't come out "many years" ago.
The Chaos players proved this in relation to SoD-200%. The Michurin's players, I recall, were long baffled as to how it could be considered normal not to build the Eye for Dungeon in the first week, and not to build the 7th dwelling at all for any town. In TE, the situation hasn't really changed.

In SoD under chaos rules, Necro was crossed out in 99% of cases, because it was imba. Only with the invention of the necropatch towards the end of the Chaos League did it return to the ranks. I haven't played with or without restrictions on Vampires or Gosh, so I won't presume to judge the balance.
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#265
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Wicc
Apparently, it's not very large, or the quality isn't very high, considering the conclusions drawn.

Hello, are you even reading what I'm writing? :confused: The undead's troops are the weakest in large-scale battles; anyone who disagrees is a complete noob in Heroes (I'm talking about SoD). The fact that templates are written that are often convenient for the undead doesn't mean that it is an undeniably strong Castle.

Added 1 minute ago
Wicc


Let's compare the speed at which the hero moves during the first week for different Castles:

1) Castle - 6/7 (griffins, archers/valkyrie archers)
2) Rampart - 7/8 (elves/ivory elves)
3) Tower - 6 (gargoyles)
4) Inferno - 7 (dogs)
5) Necropolis - 6 (ghostly skeletons)
6) Dungeon - 6 (harpies, miner troglodytes)
7) Stronghold - 9 (tyrannar dogs)
8) Swamp - 9 (flies)
9) Fortress - 7 (grandmothers)
These numbers amused me :D What are they for? :confused:
In reply to Wlk777
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#266
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Necro troops are the weakest in mass battles; anyone who disagrees is a total noob at Heroes (I mean SoD).
These numbers amused me. What's the point of them?

The biggest noob managed to identify himself as such in a single post.
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#267
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Dirty_Player
By the way, there’s a TE section in the WoG forum, but nobody writes there! In general, TE and SoD are different games, and their priorities are also different…

/forum/section/191/
Exactly, if only they wrote more posts here about Heroes 5, and then asked, “Why didn't you understand what I was talking about?” :D
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#268
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The biggest noob managed to sign his name in one post, in the same quality.
I disagree with this statement. I am the biggest noob in the area, even Warlock would be impressed!
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#269
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Oelm
The main noob managed to contradict himself in one post.
Okay, I agree, if you prove that I wrote something incorrectly, then I'm a noob, if not, then you are, agreed? Or don't write nonsense:smile29:
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#270
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The banquet continues:

4. Barbarian. The immediate difficulty here is which settings to play with. If using the object disablement that evens out territory types by content, then the barb gets as much money on respawn as others (in the original it's less). The game doesn't necessarily become noticeably stronger, but rather more stable; the chances of falling into a financial hole decrease rapidly.

1) Starting breakthrough power is enormous and versatile. However, it is difficult to manage; it's easier to lose wolves than skeletons or troglodytes. And then the game turns into torture. Plus, unlike the first three castles, the barb has wide opportunities to open a second front as early as week 1 — birds+orcs (although birds are usually brought to "papa" by day 2), ogres+orcs, ogres+hippos, ogres+cyclops, etc.

2) Non-bonus power is average. In large hives, flies often attack wolves on their own, and the barbarian army isn't designed to take hits — weak unit defense and low hero defense stats.
And in large cons, hitting griffins with wolves is inconvenient (hard to remove the retaliation). That is, you either need external dwellings of wolves/birds, or money for hippos in the castle. With one wolf external dwelling and a well-leveled Tiras, by week 2 in a three-con setup, you can wipe out a griffin stack with the first hit (or leave only crumbs). If nothing remarkable was distributed, then the barb has no significant advantage over other castles in clearing cons/hives.

3) In Dragon Utopia, there's once again the problem of wolf integrity. Dragons love hitting them. You need to calculate forces precisely so that dragons hit the "fodder" and not the wolves. There were times I didn't take wolves into utopias if other power was sufficient.

4) Speed is above average — Tiras runs with 9 speed when accelerated, and the chances for speed skills are decent; the only thing that usually doesn't work out is army speed — only a 4 point chance for it (swamp-dwellers, for example, have 8).

As a result, you get a specific castle that requires experience, especially in handling wolves. If you're not used to it, it's easy to lose them. Plus, overall the army isn't particularly "meta," being more oriented toward hitting first, which doesn't always happen (mass haste is highly desirable, and barbarians are given it quite often). Therefore, only 4th place; Flax turns out to be somehow more stable and powerful.

Among additional pluses, I can note very flexible building options; there are many variants depending on the amount of resources and the range of tasks being solved.

Continued tomorrow ...