Skip to content

Posts from What would you change in Heroes of Might and Magic IV? Auto-translated

3.8 (5 ratings)
User Avatar
#415
Auto-translated
yes, but if you play as Dungeon, you can hire an Ogre in the early game, and that will give you a strong first strike).
,,Моё имя будет записано в историю, ибо я великий Амадон,, - Амадон.
User Avatar
#416
Auto-translated
But isn't the market in the 4th game very cheap, allowing you to ignore some of its shortcomings?
In the 4th game, clearing the map still happens in 1, at most 2 directions. It's impossible to cover the entire map. (I'm talking about the classic online mode). Therefore, this is a perfectly harmonious simplification.
That's the point. You can't get enough level 1 units.
I find it hard to imagine, considering the general principles of development...
Great, so you can have battles that last 20 minutes. Deliberately slowing things down, throwing arrows and casting spells.
This is actually the case in any part of the Heroes series. In the 3rd, 4th, and 5th games, it's definitely a common occurrence.
For example, in the 4th game, every long battle was always enjoyable for me. They turned out to be important and challenging, and therefore very intense. Often, it was a close call.
+ it also forces you to carry a mage with you.
If you're playing with just one hero, then everything falls into place :)
yes, but if you're playing a strength-based build, you can hire an Ogre in equipment and get the first strike.
Only against birds, but very rarely


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
#417
Auto-translated
Zybr
If you play with just one hero, then everything falls into place. :)
I usually play with two. But I like to immediately hire a rogue. My mage will only be available after 7 days. It's better to hire a mage right away, of course, but where's the variety then? And the simultaneous attack system actually reduces the variety of tactical options.
Let's analyze. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but at the same time, it is reduced by half, and 2-3 more similar enemy squads are approaching.
That's the whole tactic. Slow down and bombard. Without any infantry maneuvers. Otherwise, it will start dying. On the highest difficulty, you can't do without a mage at all because of the guards in unclear numbers. Thanks to the developers for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing Heroes 4, and I didn't understand it, but in any case, I will defend my point of view. And from my point of view, this ruined the game. Because I think it reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.
In reply to нонстоп
User Avatar
#418
Auto-translated
non-stop
I usually go for two units at a time. But I like to get a rogue right away. Then I'll only get a mage after 7 days. It's better to get a mage right away, of course, but where's the variety then? And the simultaneous attack system actually reduces the variety of tactical options.
Let's count. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but at the same time, it is reduced by half, and 2-3 more such squads of the enemy are approaching.
That's all the tactics. Slow down and throw everything you have. No infantry maneuvers. Otherwise, it will start dying.
On the highest difficulty, you can't do without a mage at all because of the guards in unclear numbers. Thanks for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing the 4th game, but in any case, I will defend my point of view. Because I think that this reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.

Deep... :cool:
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



User Avatar
#419
Auto-translated
I usually go for two. But I like to immediately recruit and buy a rogue. I'll only get a mage after 7 days. Of course, it's better to get a mage right away, but where's the variety then? And the simultaneous attack system actually reduces the variety of tactical options.
Let's analyze. My squad attacks. They destroy almost everyone (or everyone). The remaining enemies are insignificant, and their counterattack can kill at most one of my units.
Or. My squad attacks... But who attacks whom? The squad destroys almost everyone, but in the process, it is reduced by half, and there are 2-3 more such squads of the enemy approaching.
That's all the tactics. Slow down and bombard. Without maneuvering the infantry. Otherwise, it will start dying. On the highest difficulty, it's impossible to play without a mage due to the guards in unclear numbers. Thanks to the developers for nerfing the barbarians and the nomads, who used to attack effectively. And the harpies, who don't get a response.
Maybe I'm just not very good at playing Heroes 4, and I didn't understand it, but in any case, I will defend my point of view. And from my point of view, this ruined the game. Because I believe that it reduces the tactical possibilities of the game, rather than adding to them. The same goes for archers.
If you really like breaking through warriors, just invest in the Tactics skill. This skill simply replaces the first two main characteristics of heroes 1-3.5, plus speed and morale with luck.

And "slow down and bombard" is by no means the only tactic. At least, healing and maneuvering in battle (say, blocking individual enemy squads) should be added to it. If you delve deeper, you can find many more options: breaking through with a "martyr," "flight," "cowardice," etc. Of course, it's comfortable to play with a powerful archer squad if the enemies can't counter it, but you can also break through with just infantry. Of course, having magic is almost essential, but no one is restricting you.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
#420
Auto-translated
It just doesn't make sense that there's no first-strike advantage. In real life, when one infantry unit attacks another that's on the move, the first one has the advantage, but this isn't reflected in the game at all. However, if the second unit is prepared for an attack (defense), then it's unclear who will strike first. The first scenario is accounted for in H3, and both are accounted for in H5 (the "Readiness" skill). This is a useful tactical feature that's built in by default, not "optional."
But in H4, combat turns into a bloodbath, and to avoid this, you have to take warriors (e.g., Nomads) or spells (e.g., Serpent's Strike), although in reality, this only reduces losses, but rarely affects the outcome of the battle, as the damage isn't high enough, and you can't eliminate an enemy unit of equal strength in one turn. As a result, these "tweaks" only help reduce losses from neutral creatures, which raises the question: are they even necessary? In H5, it might still be somewhat useful: you fight neutral creatures, reduce losses, go to a mentor, and remove unnecessary skills, retraining warriors into alternative, more powerful upgrades, but without the first-strike advantage. But there's no such system here...
--------
This is by no means an indicator. The 5th and 6th games are aimed at the masses, and for the most part, they are infantile and simplistic. Is having 4 resources really an expansion of tactics? O_o
I wouldn't equate these two games. The 6th game is known for changing everything that was old and good (by the way, the 4th game is also very similar, not in terms of game mechanics, of course, but in terms of its attitude towards the game and what needs to be changed, and what doesn't).
The creators of H5 managed to introduce innovations into the game without destroying the best aspects of the Heroes series. I won't even comment on the focus on the masses; just compare the number of fans of H5 and H3.
 

К А
Стикеры GBF в Telegram
User Avatar
#421
Auto-translated
Actually, all such complaints and grievances should have been addressed to the developers (who no longer exist). Or, one should accept and learn the game as it is, instead of looking at what others have and then complaining that they have more. That's right, these are different games, and they shouldn't be compared.
On the 5th level, the game is indeed very difficult, but not because of the combat system, but because of the 1.5x increase in enemy armies – you can't defend against all of them. Just like in Heroes 3, there were Pyrrhic victories when only a few level 1 units remained from a huge army + victory!
As for the game being geared towards the masses, Ment answered this question himself by supporting Zubr, even though he didn't fully understand it. Not amateurs, not professionals, but fans – those who are fanatically devoted to their faith, their idea, and don't think for themselves. Because the more limited a person is, the more they try to copy others, those who they consider smarter – and that's how a crowd grows. Heroes 4 is more complex than Heroes 3; you have to think more. But real life is even more complex; you can't replay it or change it like a game – you have to study the existing rules and live by them – or not live at all.
User Avatar
#422
Auto-translated
On level 5, the game becomes very challenging, but not because of the combat system, but because the enemy armies are 1.5 times larger – you can’t attack everyone.
What makes it more difficult (or tedious) is that heroes gain much less experience, making it harder to develop them. As a result, everything leads to an unnecessary lengthening of the game.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
#423
Auto-translated
Yes, 100%! That's why the launch is being delayed. But overall, the gameplay mechanics are interesting.
In reply to Ment
User Avatar
#424
Auto-translated
Ment
It turns out that these "exploits" only help reduce losses from neutral creatures, which raises the question: are they even necessary?

Those who know how to play try to complete battles with neutral creatures without any losses. Except for perhaps some key battles.
But if someone enjoys a bloodbath... if someone likes to accumulate troops for 2-3 months, then this doesn't apply to them...
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



User Avatar
#425
Auto-translated
I would add creature upgrades and increase the number of units!
Everything else is great!
Васинька к нам прийди,всех сожри!:D
#426
A ya bi ubral prividenii i postavil bi mesto nic zombi.
User Avatar
#427
Auto-translated
Why? In my opinion, they aren't the strongest units – they could be slightly buffed and made more viable, say, at level 2.
,,Моё имя будет записано в историю, ибо я великий Амадон,, - Амадон.
User Avatar
#429
Auto-translated
Zombies have high hit points due to their spell. So, it's a level 1 unit. A Ghost is either an upgraded level 1 unit or a very weak level 2 unit.
,,Моё имя будет записано в историю, ибо я великий Амадон,, - Амадон.