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Posts from Inferno faction discussion.Auto-translated
On the other hand, there's no need to worry about whether or not to take perks for ranged attacks.
Oh, yes, the bonus is so huge that it's just terrible! It's better to enhance with storm arrows. It's a good magical damage boost.
It seems to me that at level 15, the Inferno Fighter becomes very dangerous, especially with the right combat perks. Of course, the level of danger is directly proportional to the amount of health they had before.
Yeah, they'll wear you down with critical hits.
Oh! And now I'm thinking, if this single unit is a Lilim, then the enemies will take reflected damage in response. How much damage is reflected? Doesn't it depend on the size of the stack?
It seems to be 20% (or 10%), but they reflect the damage they received. So, the reflected damage from a single Lilim will be tiny, 1-2 damage. To reflect damage properly, they need to take a good amount of damage themselves.
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!
Well, on a small map, you can immediately rush to the opponent, almost like a duel. :) Basically, it's a joke.
That's a sensible idea. The only question is, what will you rush with? Take, for example, the maps Bridge (2), Island (2), and Fortress of Honor (3). The game ends in the first, at most the second week. But Infernal creatures can only get a decent army by the first day of the second week. Before that, you have to rely on Madmen and Succubi, in my opinion. There's no point in taking Cerberuses because they simply don't survive. With these units, on a difficult level, it's practically impossible to defeat strong neutral creatures. And then the lag in levels compared to a well-developed opponent starts to matter. Chingis
I played the first level of the campaign without healers. There are some interesting things. I'm talking about playing as the Warrior. For the Mage, everything is clear; you can go into Earth and Darkness. 1) Reinforcements. Everything is clear here. 1a) Broodmothers have auto-reinforcements.
The campaign is a completely different matter, as is a duel. I'm talking about online play, on a difficult level (maximum resources on easy) and without dynasty weapons. And specifically, the first two weeks. Because, in my opinion, they determine the entire rest of the game. Especially on small maps.
Broodmothers are just meat. Sadists are more enjoyable. :o
Campaigns are a completely different matter, as are duels. I'm talking about online play, on a difficult level (maximum resources on easy), and without dynasty weapons. Specifically, during the first two weeks. Because, in my opinion, they determine the entire rest of the game. Especially on small maps.
Well, I have some idea from previous installments what online play is like. I play the campaign on a difficult level and without dynasty weapons (they're at level zero, lying in a slot, being leveled up).
Hives are meat. Sadists are more enjoyable.:o
Meat is also needed. And I think healers will take care of the sadists.
But I always play that way: I build a little, grab whatever troops I have, and RUN, RUN to the nearest enemy! Then even faster to the second, third. I don't even consider neutrals as people. I NEVER upgrade anything. I take ALL the upgrades for free from the enemy's castle. :)
This tactic is called a RUSH :) But it doesn't work when strong neutrals (a dozen angels or a couple of dozen naga) stand between two enemies, and you can't pass them to reach your opponent – you have to eliminate them. And on multiplayer maps, it's usually like that.
Meat is also needed. And sadists will be healed by the novice, I think.
There won't be enough healing for everyone. And it's more profitable to use it on yourself. And 6th Heroes are drastically different from their predecessors. This is already a different multiplayer game. Supric
This tactic is called RUSH :) But it doesn't work when strong neutrals (a dozen angels or a couple of dozen nagas) stand between two opponents, and you can't pass them to get to your opponent - you need to eliminate them. And on multiplayer maps, this is usually the case.
Usually, on such maps, at the maximum difficulty, there are not "a dozen angels", but only 3-5, or at most 6. And Sanctuary, Humans, and Necropolis eliminate them without losses in the first week. Inferno can only afford this in the second week, when there are ~40-50 succubi/lilims and ~10 sadists.
So, the starting succubi, CHINGIS, and whatever else you capture, will definitely not be enough to eliminate the guardians. By the way, what does this mean?: Supric
because you can recruit someone (any meat is worth gold at the start)
Nothing serious has ever joined me. And about the upgrade, you're wrong. Lilims, for example, can be quite useful.
Added 9 minutes later By the way, what specialization do you choose for your hero? I personally settled on +40 mana, because there is never enough of it. Maybe someone can suggest something better? And how to use it.
Say it here too. You can't win much with just skeletons, spirits, and ghouls.
Yes, with skeletons. They are not worth taking at all. But with ghosts (if there are at least 25-30 of them) and ghouls, with the support of a hero of at least level 4, the infamous angels are easily defeated.;)
But here, excuse me, we are not discussing Necropolis. They don't have any problems with the start and clearing the map. I am more interested in demons in this forum section.
Yesterday, I played a couple of classic duels against Haven. One was against a newbie, and the other was against a cheater (two stacks of Holy Radiance). I won the first one, and lost the second.
Gates work quite effectively in battles if you level them up to 4. With a duel army, you can summon 9-10 Archdevils using the Gates (that's what I mean by scale). The level 2 Blood skill allows you to quickly accumulate enough resources for the first summon.
It's a shame that the Warrior doesn't have a way to protect the Destroyers; petrification would be useful on the first turn (tactically).
Overall, at first glance, things aren't so hopeless.
IMHO, Inferno has weak ranged units, especially Lilims. The Broodmother, on the other hand, increases its numbers by 20% at the start of the battle and steals mana from the enemy hero.
In my opinion, Inferno has weak ranged units, especially Lilims. The Matriarchs, on the other hand, increase their numbers by 20% at the start of the battle and steal mana from the enemy hero.
They are needed to deal unavoidable critical hits on a marked target and to fill the racial ability. Also, to make enemy ranged units (not Necropolis) skip their turns.
I haven't yet decided whether it's better in a duel to take 2 stacks of Lilims and apply a mark on the first turn, or to take dogs and turn them into kamikazes with the perk that increases damage for each tile moved... The problem against humans is that the Lightnings go before the dogs, and it's hard to guess where to place the dogs.
You've gone mad and are rushing towards him with peasants or a bunch of other units into an empty or almost empty town.
What's the point of quickly capturing a town? At the beginning, there are no fortifications anyway. And if the opponent isn't a noob or an idiot, they'll kick you out of their own castle. And you won't even be able to escape.
DUELS - that's just nonsense. Playing without development, the setup is always the same. It's not heroic. I_N
Inferno has weak archers, especially Lilim.
An archer with a magic attack, without a penalty, cannot be weak by definition:smile36: I agree that the Broodmothers are weak.
DUELS – that’s just nonsense. Playing without any development, the setup is always the same. It’s not heroic.
In multiplayer, the game often doesn’t even reach the final stage (one of the players surrenders due to clearly lagging behind in development), but sometimes you just want some ACTION :smile10:
In multiplayer, the game often doesn't even reach the final stage (one of the players surrenders due to clearly lagging behind in development), but sometimes you just want some ACTION :smile10:
A smart player levels up at least a couple of heroes, so that any noobs who rush in get their teeth knocked out.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения! И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день
1. You can speculate a lot about that. Who's a noob, who's a fool. I wouldn't enter a Fortress with just one hero, and I wouldn't wait to be locked in. I'd go look for it myself. But that's a specific scenario, and you can't argue or claim anything about it; it's just a fantasy about WHO WILL BEAT WHOM. 2. Duels are interesting precisely because you can try to fight with equal armies. Otherwise, you usually look for a weaker opponent, unless you're not very bright.
1. There isn't a Fortress yet. Spending resources to build a Citadel in an enemy's castle won't be feasible. So, you'll occupy a flat area, most likely even without walls. Besides, as Lord Mortulus mentioned, any player buys at least two heroes, and often three. There aren't usually too many paths either. So, you definitely won't go unnoticed. :rolleyes: And, by the way, now that there's a teleport in every city, I don't see this as a problem at all:smile26:
I was actually looking for specific tactics, tricks, and techniques. And instead, they're suggesting dubious suicidal adventures to capture an empty castle belonging to some noob.
2. When talking about duels, where did you find equal chances?)) Equal chances only exist in chess. And looking for a weaker opponent? No, thank you. How will you learn to play on your own, and what's the point of winning against a noob?