Search found 86 matches
- January 5th, 2011, 1:00 am
- Forum: Strategies & Tips
- Topic: Heavy infantry vs Fencer
- Replies: 9
- Views: 3994
Re: Heavy infantry vs Fencer
Those numbers are incorrect. For some reason you've added damage from the fencer's weakness to impact without taking into account the chance to hit (ie. even if the fencer had 100% defence and couldn't be hit at all, you'd be claiming it would take .2*22 damage). You also appear to be assuming that...
- January 2nd, 2011, 2:58 pm
- Forum: Strategies & Tips
- Topic: Heavy infantry vs Fencer
- Replies: 9
- Views: 3994
Re: Heavy infantry vs Fencer
HI wins the guarding village battle hands down due to resistance imho, since most of the units effective at booting a HI is effective against fencer too. For the 1v1, i can give some real numbers: Defense = +30% for fencer Resistance = +50% for HI, -20% for fencer Non trait damage output, HI = 22, f...
- December 18th, 2010, 1:56 pm
- Forum: Tournaments
- Topic: [Complete] The GRAND TAG! - a 2vs2 Tournament, 2nd Edition
- Replies: 508
- Views: 110057
Re: The GRAND TAG! - a 2vs2 Tournament, 2nd Edition
Suggestion: if somone following the thread posts the replays together on the first thread page, it would be great.
I am available as a substitute on GMT.
I am available as a substitute on GMT.
- December 11th, 2010, 11:45 pm
- Forum: Strategies & Tips
- Topic: Knalgans vs Wose
- Replies: 16
- Views: 4269
Re: Knalgans vs Wose
Thief: IF I get very lucky and catch a Wose at night with some thiefs, then yes, they are cost effective. But this is not something to really rely on. I dont really understand why you cannot "catch" woses with thieves, who have 2 more base mp. Back stab at dusk,dawn or night absolutely sl...
- October 21st, 2010, 5:57 pm
- Forum: Multiplayer Development
- Topic: An idea about trolls
- Replies: 37
- Views: 6215
Re: An idea about trolls
I absolutely agree with Valensk wrt knalgan mirror. I would like to suggest a different fix for this problem, make the mountain defense 55% from 60%. This way there is no difference against mage using factions and only slightly weaker against drakes.
- October 14th, 2010, 6:34 pm
- Forum: Strategies & Tips
- Topic: How to play - Northeners vs Rebels - Huumy
- Replies: 11
- Views: 3329
Re: How to play - Northeners vs Rebels - Huumy
we are talking about archer advancementsDixie wrote:Huh... I wouldn't have thought that, personally. Isn't 6-4 strong enough for you on a lv1, especially ranged?
- October 13th, 2010, 9:19 pm
- Forum: Strategies & Tips
- Topic: How to play - Northeners vs Rebels - Huumy
- Replies: 11
- Views: 3329
Re: How to play - Northeners vs Rebels - Huumy
Also I' not sure why you consider automatically that archer will transform in marksman Where is this? Here 2.Elvish archer: Powerful ranged attack. A ranger gets only a 2 damage increase while marksman gets 4 with 60% accuracy. Whether you meant it or not, people reading this post with get the noti...
- October 12th, 2010, 8:29 pm
- Forum: Multiplayer Development
- Topic: "Special choice" of faction
- Replies: 5
- Views: 1529
Re: "Special choice" of faction
what is the point of hiding while choosing random?
- August 16th, 2010, 3:51 am
- Forum: Strategies & Tips
- Topic: Dark Sorcerer tank
- Replies: 24
- Views: 5454
Re: Dark Sorcerer tank
And your point being?
- August 14th, 2010, 10:54 am
- Forum: Multiplayer Development
- Topic: Updated Ladder Rules?
- Replies: 7
- Views: 1877
Re: Updated Ladder Rules?
Rule number 13 "If both players agree that a situation that isn't covered by the rules arises they can, if they agree on the solution, decide themself how it should be handled."
Apart from this there are no rules governing starting TOD or shroud.(I assume it is up to players)
Apart from this there are no rules governing starting TOD or shroud.(I assume it is up to players)
- August 9th, 2010, 2:29 am
- Forum: Ideas
- Topic: Do nothing option upon player drop.
- Replies: 2
- Views: 898
Re: Do nothing option upon player drop.
whats the point in you not looking at the leavers units when he/she will see your units when watching the replay. The fair solution would obviously be having the auto save ON and whoever leaves hosting the game from their save.
- July 20th, 2010, 9:57 pm
- Forum: Ideas
- Topic: should slow take exactly one turn to cure?
- Replies: 10
- Views: 2798
Re: should slow take exactly one turn to cure?
I second jb
- July 9th, 2010, 6:54 pm
- Forum: Technical Support
- Topic: Shaman appears to slow enemy... but doesn't
- Replies: 14
- Views: 4031
Re: Shaman appears to slow enemy... but doesn't
How is venting your anger here going to solve anything?? The fact of the matter is that devs cannot do anything based on your current evidence.
- July 9th, 2010, 8:34 am
- Forum: Technical Support
- Topic: Shaman appears to slow enemy... but doesn't
- Replies: 14
- Views: 4031
Re: Shaman appears to slow enemy... but doesn't
I guess it is going to be hard for the devs to do something based on your evidence.
- July 3rd, 2010, 8:44 am
- Forum: Ideas
- Topic: droid individual units
- Replies: 16
- Views: 3336
Re: droid individual units
Gameplay could be speeded up. Unit management could be simplified. Any number of game circumstances could make a player desire to speed up gameplay or simplify unit management. So in the end you came up with 2 reasons. As far as unit management is concerned it is just point and click, majority of t...