Posts from Battlefield size in Heroes 5.
What do you think about the size of the battlefield in Heroes 5?
Katrine
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:cool:
DionDmitry Estrin
Thank you for the answer!
Then, if possible, could you tell me:
Can a hero take units with him:
1. More than 7 stacks with a total "area" of less than 16 cells (for example, 8 narrow stacks (with an occupied area of 1))?
2. An "area" of more than 16 cells, but within seven stacks (for example, having 5 thick stacks)?
1. No, a hero's army has only 7 stacks.
2. Five four-cell creatures can be arranged. (10x2). But no more.
This means the field length is 8. That is, 8-2-2=4, so we only have 4 cells for forward movement with a minimum speed of 3!!!!!!!!!!!!!!!!
All arguments about tactics are immediately dismissed. Meat:mad:
Katrine
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:cool:
Soon Dion will come and start saying that everything is fine, because now units have a lot of different ways to attack, so there will be a lot of tactics on such a map...
But I still don't quite agree; here are my arguments:
1. Thick units are weakened in tactical movement (natural obstacles and those placed by the enemy will make them stand still)...
2. Mass damage spells rule without restraint...
3. The melee starts immediately, and it is impossible to carry out a retreat maneuver from it - because there is simply nowhere to go...
My opinion is clear: make the map bigger, at least always as big as it is when defending a castle...
It seems that any warrior will be able to reach the enemy in one, at most, two turns. Magic will also play a role, just like in Demigods. If we estimate the number of spells in Demigods and exclude those that summon units and increase the amount of incoming mana, then approximately 10 spells of direct damage and support will remain.
I'm here!!!!
But I won't say that everything is fine. I'm just not sure if it will be exactly as Katrine said. If you look at the same topic a little further down, I asked a question about what the map looks like. I hope to get an answer to it today. If the map is indeed wider than it is long, then that's... wrong. At least, that's how it seems to me right now. In any case, I won't make any DEFINITIVE statements until the beta.
...This results in a field length of 8. That is, 8-2-2=4, leaving only 4 cells for forward movement with a minimum speed of 3!!!!!!!!!!!!!!!!
All arguments about tactics are immediately dismissed. Meat:mad:
And the developer's response you provided is encouraging - it means that it will still be possible to use the entire army of one castle in one battle.
If the field is indeed wider than it is long, then that's... incorrect. At least, that's how it seems to me right now. In any case, I won't make any DEFINITIVE statements before the beta.
Where did you get the data about the minimum speed?
I haven't figured it out yet either. If there are only 4 cells between the troops, that's not enough. Besides, the question was asked... not about the battlefield. The question was asked about the number of stacks. Maybe Dmitry meant that 5 stacks could fit on the castle field? In general, it's just guesswork. The question has been asked - we're waiting for an answer.
Where did you get the data about the minimum speed? If speed division starts, for example, at 1, then it's not that bad.
to move diagonally one cell, a unit must have a speed of 1.5; therefore, this is the minimum speed with the slowdown effect. Consequently, the minimum real speed is 1.5 x 2 = 3.
to Dion We are waiting for an answer to the question.
Katrine
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:cool:
I would say that the minimum speed is closer to 2 than 3, so that a unit can move diagonally without delay.
But in general, let's wait for the developers' reaction.
Actually, yes, I didn't take into account the slowdown, so I agree, the minimum speed is 2. =))
To move diagonally, a speed of 1 is sufficient – moving one cell from adjacent cells (including diagonally).