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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
In reply to Adagio
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15 years ago
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Unfortunately, I still can't understand the initiative system; to be more precise, I understand it, but it's impossible to predict anything, even when sober.
Well... that's your personal problem. The initiative system is one of the best features of the fifth game. It's a shame they abandoned it in the sixth game. That's a drawback.
Not everyone...
They pleased the students, they pleased the players – that's the main audience. Not everyone, of course, but the majority.
Rass is not bigger, though.
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15 years ago
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There's nothing to figure out in this system. If it's difficult to understand how it works, you can just look at the ATV scale; everything is already calculated 100,500 moves ahead.
In reply to Ment
15 years ago
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Ment
There's nothing to figure out in this system. If it's difficult to understand how it works, you can just look at the ATV scale; everything is already calculated 100500 moves ahead.
Um... the thing is, let's say in Heroes 6 or Heroes 3, I cast, for example, a speed buff (it doesn't matter which specific one, just a buff that gives speed) or a slow on someone, and I can accurately say who will go before whom and how, and plan my turn. In Heroes 5, however, a mass speed increase increases initiative, while a slow decreases it... it's impossible to predict the exact turn order after applying the buff, and I don't like to act "blindly."
In my opinion, this is one of the main drawbacks of Heroes 5.
If someone can explain to me on their fingers how to approximately calculate it correctly, I would be very grateful.
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15 years ago
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A calculator can be helpful! But after playing the game for a while, I can usually do without it, estimating things and rarely being wrong.
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15 years ago
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In the 5th game, for example, mass speed grants initiative, while slowing reduces it... it's impossible to predict the exact order after applying the buff.
Um, it clearly states the bonus to initiative (it's just a bit tricky to calculate the percentages), you just need to compare the result of the spell with the enemy's troops. There's nothing complicated about it.
15 years ago
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Firstly, what calculator are we talking about? Secondly, the initiative system in the fifth game isn't simply "whoever has the higher initiative goes first," but rather, whoever has the higher initiative goes more often (and I don't need to tell you that, you know it perfectly well). That's why I'm saying that calculating the turn order is easy, but calculating the frequency... I honestly get lost, and all attempts to at least roughly calculate the turn order in the fifth game have failed, even for the first turn. Units with lower initiative can go before units with higher initiative, so how can you calculate and plan your turn in that case?
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15 years ago
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That's what I'm saying, calculating the order is easy, but the frequency... I honestly get lost.
Calculate the ratio, and then you'll know how many times more often one thing happens compared to another.
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15 years ago
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I was just looking at Elrat – it's pretty good too. Why isn't it posted here?
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15 years ago
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Maybe because it’s been posted?
15 years ago
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I'm not so stupid that I don't understand basic things, and it's easy to calculate the order between two stacks. However, when there are more than 4 stacks on each side, with initiative 7 and 9, how do you calculate when a double turn will occur (and whether it will occur at all), what position on the scale will it be, when the initiative increases by 10%, when it shifts by 50% on the ATB scale during a wait (I don't even understand why they invented wait in the fifth game), and what position this will be relative to the other stacks. There is no way to calculate the exact order, and even an approximate one is not always possible. Yes, it might be possible with a calculator or something, but that's too much. I play the game not to sit with a calculator and calculate something. When a system can be easily calculated in your head, you can say that it is convenient and understandable.
I must say that even in the browser version of Heroes, the ATB scale is implemented more intelligently; at least, it displays the unit's position on the scale after the wait.
I repeat, most battles take place "by chance," especially when there are 7 stacks on each side. Naturally, they all don't fit on the scale, and you can't see who will go after whom. In addition, at the beginning of the battle, there is a random distribution of all units on the ATB scale, which makes the battle even more unpredictable. This is why many still don't accept heroes above the 3rd part.
In general, I'm waiting for the release of the 6th game. Sooner or later, they will balance it, and we can forget about the 5th game.
15 years ago
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Rass no more, yes.
Russian is native...
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15 years ago
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At first, I thought it was a Necropolis dragon, but no, it's an Elven one.
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15 years ago
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Android, in the fifth section, everything is calculated there.
In reply to Ment
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15 years ago
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A double turn will only occur if two types of units participate in the battle, for example, one with an initiative of 16 and the other with 8. Or if one has 12 and the other has 8, then a double turn will occur every other turn (I hope it's clear what I mean by "every other turn"). So, there's nothing complicated about it; you just need to get used to it.
"Wait" is used to wait, as strange as it may seem. Only 50% of the creature's initiative is lost, allowing it to act at a more convenient moment. And it is displayed exactly the same way on the ATB.
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15 years ago
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And what bonuses does the Blood experience give to the hero, and I forgot the name of the second one, which is given when you catch up with a unit or let it go without a fight?

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