Skip to content

Posts from Inferno faction discussion.

No ratings yet — be the first to rate!
User Avatar
14 years ago
Auto-translated
CiZerin
Inferno has an incredibly weak racial ability – the gate.
For example, with 98 succubi, only 8 succubi are summoned... and what's the benefit?
It's easier to ignore the gate and the abilities related to it, and instead focus on blood magic and blast them with spells... it's a pity.
That's why I called Inferno the most useless faction. The units aren't impressive, there are no healers, and the faction ability is terrible... But there's one caveat: in duels, demons actually reveal their potential because in duels, "Gate Opening" is immediately at level IV! That's where their potential lies! So, in duels, the balance of power between factions is maintained, which cannot be said when playing on a map.

By the way, the guys from Hugo's Corner found one use for the "volcanics" – protecting the summoned succubi with melee units. But to implement this, you need the "tactics" ability.
User Avatar
14 years ago
Auto-translated
It seems to me that the skill level doesn't increase with the level. By the way, I only summoned 9 Chaos Lords. Is the computer cheating?
According to the new manual, it should increase. However, the dependency now applies to the entire army, not just the summoning stack.

User Avatar
14 years ago
Auto-translated
The units aren't very impressive.
The Succubus can disable an enemy for a turn or two and is also a good ranged attacker. The others are decent as well, although the AI doesn't seem to like the dogs, and the "hentai" monsters only attack effectively at close range.
User Avatar
14 years ago
Auto-translated
Ah, Inferno is pure overcoming of challenges, just like Chaos from Warhammer 40k. I continue to search for a good strategy for the Summoner (read: Wrathophile). For now, my opening on medium-sized maps (for two players) is as follows: On the first day, I build a tavern and hire Malik (I disband the army and focus on economy). My main hero is an emo-mage with the "Master of Sadists" specialization (I take the earth healing spell at level 1). Plan for the first 7 days: capture the mine - capture the wood - capture the crystal - capture the Burning Lake. Malik gathers resources. Buildings: Tavern - Magistrate - House of Insanity - Hall of Temptation - Hall of Torture. This way, by the beginning of the next week, we will have an influx of Insane, Succubi, and Sadists, which already provides a good core for the army. Also, by the beginning of the next week, the main hero should be level 3, and Malik level 2 (thanks to the mine). For the main hero, I take Heroism (and buff the Sadists with it) and Fate's Chosen, with the intention that the Sadist will be our main critical hit dealer, and therefore quickly fill the gate meter. I give Malik the Architect skill. And then, depending on the circumstances. In the city, we aim to upgrade the three buildings mentioned above, build the Barracks of Chaos (where we will recruit our main defense and fire resistance units), and ideally take the Market. The first city tower is not necessary; we don't need to spend resources on it: 10% to the Inferno gates is not needed, or rather, only if the enemy is putting a lot of pressure on us, and the tower for creating portals is also not very useful. Gates are not needed on medium-sized maps, because there are only 2 castles on the map - yours and the enemy's, and gates cannot be opened in the fortress zone. Well, and of course, we need to upgrade to the Town Hall for money. We develop the hero in luck, also take mass Stone Skin, and mass Flaming Resolve will also be needed. It would be good to get a dispel spell. Also, it is worth looking at what race the enemy has and take something tasty from the opposite school. In short, that's how it is. Right now, I'm playing the "Feud" map. In general, for Inferno, you need to play aggressively. Because in the first week, you need to do a lot and there is no room for error (again, if you are playing an emo-mage with the intention of using racial gates, if you are playing a blood mage with an archer, it will probably be easier). In general, about this map. The resources are conveniently located (for both players). Starting next week, as soon as Sadists appear in the army, you need to rush to the underground, because there is the only cave with gold (and there will be a fierce war for it later), and there is always not enough gold. In general, the map forces you to put a lot of pressure on the enemy. Therefore, somewhere in the middle of the 2nd week, you need a hero with a small army to capture enemy fortresses. So you need to take care of that too.
In reply to Ple-Sen
User Avatar
14 years ago
Auto-translated
Ple-Sen
A succubus can disable an enemy for one or two turns and is also a good ranged attacker. The other units are decent as well, although the AI doesn't seem to favor the dogs, and the "hentai" monsters only attack effectively at close range.
Succubi die very easily, as do all the main units of Inferno. However, they are clearly the best among the basic units. Overall, I won't argue, I'll try playing as Inferno again later. But as a faction, I liked them the least.
User Avatar
14 years ago
Auto-translated
I usually use the following tactic with my core units:
1) I apply reinforcement to the hounds, which opponents "love" to target. In general, the hounds act as cannon fodder/a battering ram for the gates. It's a shame that they often die early on.
2) Succubi, in my experience, are rarely targeted (usually only when enemies get very close). I usually split them into a couple of squads and use them to disable particularly dangerous enemies/eliminate ranged units and nearby opponents.
3) Psions are support attackers. As a rule, the hounds absorb the initial attacks, and these demons finish the job.

And yes, regarding summoning, you probably have few summons because you're using the first level, meaning you summon immediately upon accumulating the charge. If you want larger reinforcements (like those summoned by the AI), you should wait until the charge for a stronger version accumulates.
User Avatar
14 years ago
Auto-translated
The more powerful charge is only available at level 25, so it's only accessible in duels :).

In the early stages, the entire Inferno faction often died on me, not just the dogs. Perhaps I should take a hero-mage and some kind of healer for the demons.
User Avatar
14 years ago
Auto-translated
Healing magic is a must-have from the start. Otherwise, you'll suffer very heavy losses.
User Avatar
14 years ago
Auto-translated
The charge for the stronger version is only available at level 25, so it can only be used in duels.
Is this the second level of gating? You can accumulate it in battle right from the moment you get it. I was just fighting:
Hero - Hellspawn Envoy, level 12
Unit using gating - 32 Juggernauts.
Result of gating - 27 Juggernauts.

And after that, still complaining about gating? The summoned unit had already taken out half of the defenders by the time we broke through the gates!
User Avatar
14 years ago
Auto-translated
Level 2? 27 Destroyers? It seems you had a lot of base resources.
In reply to Победитель
User Avatar
14 years ago
Auto-translated
Winner
Level 2? 27 Destroyers? Looks like you had a lot of mana :).
So, the total amount of damage he dealt was 35345 HP.
This is equivalent to, for example, 1767 Succubi, which is 185,563 gold. So, essentially, the average cost of a summoned Destroyer is 6872 gold. While the actual cost is 490 per unit. Of course, you summon them for free, but the numbers show how expensive it is to use the portal...
User Avatar
14 years ago
Auto-translated
Level 2? 27 Destroyers? Looks like you had a lot of base creatures.
There were 32 Destroyers in the base. Strange, but true. Now I'm playing with a level 3 gating – units of 1/4 and 1/3 of the base size are summoned. For example, 40 Sadists with a base of 130.
In reply to Ple-Sen
User Avatar
14 years ago
Auto-translated
Ple-Sen
Initially, there were 32 destroyers. Strange, but true. Now I'm playing with a level 3 gate – it summons units that are 1/4 and 1/3 the size of the base. Something like 40 sadists with a base of 130.
The number of summoned creatures does not depend on the stack from which they were summoned. It depends on the total amount of HP of your entire army at the beginning of the battle (i.e., the HP of all stacks in your army).
For example, you have 10 maniacs and 10 succubi. You also have a gate that gives 11% (i.e., it's maxed out). You choose 1 stack of succubi, and 2 succubi are summoned (although, according to you, only 1 succubus should be summoned). So, we get (23*10+20*10)*0.11=47.3. That is, you will have 47.3 HP allocated for summoning succubi. The HP of a succubus is 20, which means you can only summon 2 succubi.
User Avatar
14 years ago
Auto-translated
Ah, I see. I also had an ability that increased summoning by 22%. But yes, the army was quite large (unfortunately, due to the opponent's tendency to have their base at one end and attack from the other, the game often drags on).
14 years ago
Auto-translated
I don't know why people criticize the "Madmen" so much; in my opinion, they are among the best (or at least, on par with the Succubi), and I always have the most of them.
But the "Dog" creatures are truly disappointing.

Statistics

Welcome our newest member: recijeb