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Posts from War machines in Heroes V.

5.0 (2 ratings)
In reply to Silovik
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Yes, by the way, I forgot to mention that you'll spend all your mana on the earthquake spell! Even though it's cheaper than raising the dead (7 versus 9), it's still tough for a Necromancer.
After all, they don't have much mana! At level 21, they have around 4 mana points!
In reply to MoZeS
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MoZeS;43025
Yes, by the way, I forgot to mention that you'll spend all your mana on the earthquake spell! Even though it's cheaper than raising the dead (7 vs. 9), it's still tough for a Necromancer.
After all, they don't have much mana! At level 21, they have about 4 mana knowledge!
You don't conquer a Castle every day, but what about one-time knowledge boosts? There are plenty of them on the map, plus artifacts. If a hero has a mana problem, then he shouldn't be casting spells and shouldn't even be playing this game.
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No, catapults are expensive, so using them is a waste of time at first. But once your daily income reaches 4000, you can start buying them. And in the final battle, they might even contribute a little.
But overall, it's a useful unit (and sometimes it can even help)!
А у нас план... Погост!
DeniusM:cool:
In reply to DeniusM
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DeniusM;43321
No, catapults are expensive, so using them is a waste of time. But once your daily income reaches 4000, you can start buying them. And at the end, during a major battle, they might even contribute a little.
But overall, it's a useful unit (and sometimes even helpful)!
No one is arguing, but I don't think it's worth specifically developing them.
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A catapult in the 5th turn without proper management is terrible (what kind of hangover could lead to such terrible shots?).
Open your eyes:cool:
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I'm not saying it decides the outcome of the battle, but it's useful, and you don't have to pay upkeep for it – so let it be. After all, sometimes even huge armies are reduced to nothing – and that's when it can help.
А у нас план... Погост!
DeniusM:cool:
In reply to Phoenix666
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Phoenix666;43370
the catapult in HoMM 5 without proper control is so terrible (what kind of hangover leads to missing like that?)
;) ;) :cool: :cool: :cool: :cool: :cool: :cool: :cool: :cool: :cool: :cool: it's f..king stupid even with the controls.

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DeniusM;43376
I'm not saying it decides the outcome of the battle, but there is some use to it, and you don't have to pay for its upkeep - so let it be. After all, sometimes almost nothing remains from huge armies - that's where it will help.
Well, you wouldn't actually upgrade it on purpose, would you?
In reply to DeniusM
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DeniusM;43376
I'm not saying it decides the outcome of the battle, but it's useful, and you don't have to pay for it – so let it be. Because sometimes, even huge armies are reduced to nothing – and that's when it can help.
But the earthquake plays a big role.
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I specifically downloaded it, and I liked it. + The tent and catapult are upgraded, which can also be useful.

Creating an earthquake requires spending 1 of the hero's most valuable turns, which is also not good!
А у нас план... Погост!
DeniusM:cool:
In reply to DeniusM
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DeniusM;43394
I specifically downloaded it, and I liked it. Plus, the tent and catapult are upgraded, which can also be useful.

Creating an earthquake requires spending 1 of the hero's most valuable turns, which is also not good!
That is, at the expense of the main characteristics, I also upgrade combat units for Kaspar, but there is a reason for that, but for a hero who specializes in something else, it is unnecessary, and it diminishes his unique qualities.
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The hero's specialization is up to the player to decide, and I'm just saying that upgraded units are a great asset that will always be useful.
А у нас план... Погост!
DeniusM:cool:
In reply to DeniusM
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DeniusM;43422
It's up to the player to decide what the hero specializes in, but I'm just saying that upgraded siege weapons are a great thing and won't be unnecessary.
Why lose ten experience points for what? So that a catapult only does its job after 3 turns, when an earthquake does it all at once? A tent revives several units, while raising the dead for Necropolis and resurrection for everyone restores all units. I have nothing against ballista, especially for Demons and Elves, which I don't play.
In reply to Silovik
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Silovik;43429
Why lose ten experience points for what? So that the catapult only does its job after 3 turns, when an earthquake does it all at once? A tent revives several units, while raising the dead for Necropolis and resurrection for everyone restores all units. I have nothing against ballista, especially since Devils and Elves, whom I don't play, have them.

Forget technology, let there be magic! :) :rolleyes:
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
In reply to Silovik
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Silovik;43429
Why lose ten experience points for what? So that the catapult only does its job in three turns, when an earthquake does it all at once? The tent revives several units, while raising the dead for Necropolis and resurrection for everyone restores all units. I have nothing against ballista, especially since Devils and Elves have them, and I don't play as them.

The ammunition cart is very good....
The tent starts restoring units around level 4 of the hero, while resurrection is an expert skill of light magic (also a skill like war machines), and the spell itself must drop at level five of the guild... guess which will appear sooner, the tent or the spell....
Тьма - это то, что позволяет смертным не забывать, как ярок бывает свет.
In reply to Alan
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Alan;43612
The ammunition cart is very good....
But the tent starts to restore at around the 4th hero level, and the resurrection spell is an expert-level light magic skill (also a skill like war machines), and the spell itself must drop at the FIFTH level of the guild... guess which will appear sooner, the tent or the spell....
That's right, resurrection fully restores the army for the light faction, while the tent only restores a small amount, maybe at most one strong unit. And if you upgrade the normal characteristics, you won't even need resurrection.

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