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Posts from War machines in Heroes V.

5.0 (2 ratings)
In reply to GmiR
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19 years ago
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GmiR;64815

2 power-hitters - depending on how prolonged the battle is expected to be. Because if there's a chance to quickly take down the dwarf fodder, why put yourself in danger and charge the ballista at the start of the fight? If you have powerful spells - no problem!
I wonder how you plan to actually take down the dwarf army quickly; they specialize in defense, and their level 7 is basically a younger brother to the phoenixes))), generally speaking, I was just expressing my opinion—the opponent's double ballista hits are simply driving me crazy, and don't even get me started on the triple ones)))), so if there's an opportunity to simultaneously take out the ballista, the wagon (no problem), and damage those standing nearby, then I consider this action an arch-important and arch-correct move, and Meteor Shower is the best tool for it))), as for dwarf luck, I'll check and let you know; it seems like a truly worthwhile thing!!!!
15 years ago
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It’s been a while since I’ve been here, but this is definitely the right topic. I’m currently replaying the campaigns from Heroes 5 and experimenting with character builds (for example, I didn’t even choose Chaos for Raileigh, despite his native skill that enhances spells). So, it’s Zephyr’s turn now, and I can’t decide whether to develop his catapult, mastery of machines, and earthquake skills. There’s a plus: his native magic includes summoning, and he has the “Master of Earth” ability, which will enhance the earthquake. Also, the walkthrough involves conquering many cities. However, the biggest drawback is the “unbalanced” nature of the catapult itself. I try to use it to shoot at the gates, but it ends up hitting the walls instead, and so on.
15 years ago
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Zeheer's creatures are needed for his Super Ability – with it, the rest of the game practically plays itself.
15 years ago
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I don’t want a super ability; I don’t think it’s that great. It’s better to use just one of these spells, as it takes too long to use them all. But the catapult could help in the final battle if it shot where it was supposed to!

Added 2 minutes later
And in the 5th part, without the expansion, machines aren’t needed for the campaign.
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15 years ago
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By the way, in the editor, you can turn a city into a tank (a hellish machine)!
In reply to Вурдалаг
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14 years ago
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If I choose combat units, I only take two things: a ballista and a first-aid tent. The ballista is good for supporting heroes; it has good attack and damage stats. The Knight faction has a hero named Vittorio, who is a siege engineer specializing in machines. For every 2 levels, his skill increases the ballista's attack by 1. Also, the ballista can fire up to 3 shots at a time. The first-aid tent is always useful; it restores the health of wounded creatures or revives fallen ones, but the restoration does not exceed 100 units, and the tent has limited uses. It also cannot revive an entire unit; only Archangels and the Resurrection spell can do that.
In reply to **AnGeL**
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14 years ago
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**AnGeL**
If I choose siege weapons, I only take two things: a ballista and a first aid tent. The ballista is good for helping heroes; it has good attack and damage. The Knights have a hero named Vittorio, an engineer of siege weapons. For every 2 levels, the ballista's attack increases by 1. Also, the ballista can fire up to 3 shots at a time. The first aid tent is always useful; it restores the health of wounded creatures, up to 100 units. However, the tent has limited uses and cannot resurrect fallen units; only Archangels and the Resurrection spell can do that.
It's impossible to read. Please use commas (Shift + . in the Russian layout and the 9 key in the top row in the English layout)!

All siege weapons are good – you will feel the benefit of the cart when playing as the Dwarves, especially with their spear masters who only have 4 shots! The tent, on the other hand, I liked less – for a regular hero, healing is limited to 100 units. But the ballista – yes, with proper development – it is a weapon of destruction!
In reply to Победитель
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14 years ago
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All combat units are good – you’ll feel the benefit of the cart while playing as dwarves, especially since their spear masters only have 4 shots! The tent, on the other hand, didn’t appeal to me as much – a regular hero’s healing is 100 units – that’s the limit. But the ballista – yes, with proper development, it’s a weapon of destruction!
Well, it depends on who you’re playing as! I used knights as an example, not dwarves, because they don’t need a supply cart in the first place:rolleyes: I don’t understand how you can be so indifferent to the first aid tent? And in the campaign walkthrough, when you can’t avoid losses, the tent is just the thing and you don’t need to immediately think about Archangels who can resurrect – they are only available to knights, and what will you say about the other races? They don’t have that resurrection ability, and not every race has light magic either, and the tent is designed for this – those who don’t rely on magic choose the tent, so the tent is just as important as the cart:smile20:
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14 years ago
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indifferent
Funny, I said "like less," which, I agree, isn't quite a synonym. 100 hit points only make sense at the very beginning of the game. By the fifth mission of any campaign, the tent becomes a pile of junk. Plus, it's given less often than the ballista. The latter, however, is very helpful in the demon campaign and works well for the dwarves. The tent is more advantageous for necromancers and warlocks, thanks to the "Plague Tent" upgrade, but its damage is also weak, and you can upgrade something more useful instead. And even so, the tent costs less than other siege weapons – 500 gold, compared to 750 and 1500 for the cart and ballista, respectively. So, even the developers have ranked the siege weapons by effectiveness based on their price.
In reply to Победитель
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14 years ago
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Even so, the tent is cheaper than other siege engines – 500 gold, compared to 750 and 1500 for the cart and ballista, respectively. So, even the developers have priced the siege engines according to their effectiveness.
That's clear. But let's not argue about which is better or worse; the tent and the cart both have their pros and cons, so both are good. Therefore, we can say that neither the tent nor the cart can be singled out as superior. The tent's drawbacks lie in its limited effectiveness in battle and its relatively weak healing power. The cart isn't always necessary in battle; all factions are designed so that there are always more melee units than ranged units. Moreover, if the battle is too short, the cart won't be useful at all, or if the hero only has melee units, and those units block the ranged units, they will no longer be able to fire until they are exposed. While they are blocked, the cart also becomes useless. ;)
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14 years ago
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The Tent is quite useful early in the game, especially when the player has a small number of high-level creatures. And it can also be helpful for the Necropolis faction if you have the right skills ;) Although, I personally prefer the Ballista and the Wagon.
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14 years ago
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everything is good for something specific. If you upgrade the Ballista, it will deal more damage to Hell creatures. The Tent will restore more health. You can't upgrade the Ammunition Cart, but it's still a useful item.
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14 years ago
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Why not? It’s possible. It becomes more effective and gains more hit points from “Battle Machines.” And it will regenerate after a battle from “Catapult.”
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14 years ago
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The tent is quite good; if upgraded, it restores a lot of health. The catapult is also good, but I liked the cart and ballista the most.
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14 years ago
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And if you also find the Ring of Kinship with machines, the machines will become incredibly powerful! :) But it's quite rare... :(

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