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Posts from Evaluating archers.

4.5 (4 ratings)
In reply to -=SecaS=-
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16 years ago
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-=SecaS=-
Shhh... and I'm saying you can win with almost any archer. The main thing is to know how to control them and come up with a tactic on the fly, without memorizing anything. ;)

This can be said about any units, not just archers. ;) However, it is archers that, in most cases, determine the battle tactics and are valued more than infantry of their level. With those Gremlins, you can break through a lot at the start, and Necromancers may have serious problems with enemy archers until Liches appear.
15 years ago
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Elves, Titans, Liches, and Archers. That's how I would assemble a team of four leaders. This is without the noob castle – the Conflux; the Storm Elves are very dangerous for their level.
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15 years ago
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15 years ago
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Of course, Storms obliterate crossbowmen, just as Water Elementals obliterate Grand Elves. Archmages will only lose to the most powerful Liches, and Cyclops Kings will defeat everyone except Titans. This is a comparison based on levels, so not everyone will survive to reach leadership.
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14 years ago
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strong and snipers, and wizards... but titans are probably the coolest. Just because they are level 7.

Added 3 minutes later
But if you don't include enhanced units... then only gremlins shoot from level 1 (and the tower is the only castle of its kind with three shooters). Storm is the strongest of all level 2 units! And the ice elemental is stronger than the elves, but not the strongest. Well, the titan, what can I say, is only weaker than the archangel...
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14 years ago
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In Heroes of Might and Magic III, all ranged units, except for snipers and titans, deal too little damage. At the same time, they are not very durable and are not competitive in melee combat. I understand that the developers probably decided that since they have a kind of "free attack," for balance, they could reduce their damage, but in reality, they are not very effective. It is also worth mentioning that most of them are not very fast. So, it is better not to use them or to minimize their use, and instead, hire some fast and, if possible, flying units from other cities.
In reply to Ment
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14 years ago
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Ment
In Heroes of Might and Magic III, all ranged units, except for snipers and titans, deal too little damage. At the same time, they are not very durable and are not competitive in melee combat. I understand that the developers probably decided that since they have a kind of "no retaliation" ability, for balance, they could reduce their damage, but in reality, they are not very effective. It is also worth mentioning that most of them are not very fast. So, it is better not to use them or to minimize their use, and instead, hire some fast and, if possible, flying units from other cities.
And elves deal little damage?! In general, the "Expert Marksman" skill helps, increasing the damage by 1.5 times.
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14 years ago
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And elves deal little damage?! In general, ranged attack helps; damage increases by 1.5 times.
And elves. Regarding ranged attack – it’s better to take ranged attack and keep the archers in reserve;
In general, I didn’t have this opinion before; it formed after playing H5, where the archers have completely different stats. The same elves deal brutal damage there; there are quite a few archers with high damage, although there are relatively weak ones in this regard, but they are “tough.” After that, the archers in H3, who are neither tough nor deadly, seem insignificant: it turns out they will make one shot, not really injure anyone, and they will be taken out? Or even better: cover them with fighters who, instead of such a useless activity, could be more mobile and use all opportunities to attack, while the archers will slowly shoot at the enemy over many turns.
Of course, snipers with their damage and high-level titans stand out from the general picture, and that’s it.
In reply to Ment
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14 years ago
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Ment
And the Elves. Regarding the experience for ranged attacks – it's better to take experience for melee attacks and keep the archers in reserve. ;)
Actually, I didn't used to think that way, but this opinion formed after playing H5, where the archers have completely different stats. The Elves there deal tremendous damage, there are quite a few archers with high damage output, although some are relatively weak in this regard, but they are "tough." After that, the archers in H3, who are neither tough nor deadly, seem insignificant: it turns out they'll make one shot, not really hurt anyone, and then they'll be taken out? Or even better: protect them with melee units, who, instead of engaging in such a useless activity, could be more mobile and use all their opportunities to attack, while the archers slowly shoot at the enemy over many turns.
Of course, snipers with their damage output and high-level titans stand out from the general picture, and that's it.
I haven't played H5 seriously, so I won't comment on it, but believe me, in H3, archers also play a fairly important role. High Elves of level 3 deal more damage than half of the level 4 creatures. They are very deadly. The castle's crossbowmen also deal excellent damage, even better than their own griffons, for example. Storms and Ice Archers, under a mass blessing, deal a huge amount of damage. And the entire game is built around Goblins building towers. So they are not insignificant at all.
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14 years ago
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Regarding gremlins – yes, they are useful in the early stages. There's a special situation with elementals: their creature levels don't really match their actual strength. What about the damage of upgraded elves? I haven't tested it, but it seems to be no more than that of pegasi or knights. At least horned creatures don't die with a single blow.
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14 years ago
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The fifth skill wasn't very useful for me, and regarding the third skill – the damage dealt by archers is comparable to the damage dealt by melee units, the penalty for close combat doesn't apply to everyone, and the penalty for range and obstacles (walls) only exists at the beginning of the battle and is compensated by the fact that archers can simply prevent melee units from getting close, eliminating them along the way without taking any damage. I don't think it's entirely fair to compare Heroes 3 and Heroes 5.
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14 years ago
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I wasn't comparing anything; I explained what influenced my opinion. As for preventing it... perhaps on a favorable map and with a wall of fire :)
In reply to Ment
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14 years ago
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It just so happens that for some castles, without archers, there is simply no one to fight with.
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14 years ago
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I like the Wizards, who, according to a devoted fan of the fifth game, deal too little damage. Especially if you have a lot of money and a Dragon is available.
It's terrible that the Swamp faction has no archers at all, and the mages are clearly just random.

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