who's the best in multiplayer

Share and discuss strategies for playing the game, and get help and tips from other players.

Moderator: Forum Moderators

7rcollin
Posts: 2
Joined: September 17th, 2004, 4:34 pm

who's the best in multiplayer

Post by 7rcollin »

Which race is the best in yalls opinion to use in multiplayer? I've been wanting to know because every one I use aren't doing too well.

The ones that I have used:

Elves
Humans
Drakes
Shade
Posts: 1111
Joined: April 18th, 2004, 11:17 pm

Right now

Post by Shade »

Right now the Drakes are a bit soft in MP. But the other factions balance pretty well. It depends on your style of play. If you elaborate a bit you'll probably get a flood of suggestions. . .
Note to forum users: You are in a maze of twisty little passages
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

My suggestions (pardon the odd nouns. :P )

Undead if you are Skill. (such as EP or Dacyn, IMHO).

Northerners if you are Not Skill but Decent and Wish To WIn (like me).

Knalgans in Mountainous Terrains

Rebels in Forest Maps

Drakes Never (since any skills you learn with them will be outdated by 0.8.5 anyway, and right now they are really underpowered IMHO).
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
muxec
Posts: 119
Joined: September 21st, 2004, 5:02 pm

Post by muxec »

Drakes have very low defence at almost any terrain.
User avatar
Gafgarion
Posts: 607
Joined: February 26th, 2004, 10:48 pm

Post by Gafgarion »

muxec wrote:Drakes have very low defence at almost any terrain.
Drakes, as flying units, get 50% defense on all terrain, but will be revamped in upcoming versions.
-Gafgarion
Elvish Pillager wrote:Normal Trolls use clubs, not ostriches.
"Language is the source of misunderstandings." -Antoine de Saint-Exupéry
atoi
Posts: 99
Joined: September 19th, 2004, 8:27 pm

...

Post by atoi »

Undead if you are Skill.
EP's zerg strategy with undead is the farthest thing from skill possible. Not that EP isn't skilled, but zerging is brainless.
atoi
,..,
Plasticgod
Posts: 27
Joined: September 20th, 2004, 8:09 pm

Re: ...

Post by Plasticgod »

atoi wrote:
Undead if you are Skill.
EP's zerg strategy with undead is the farthest thing from skill possible. Not that EP isn't skilled, but zerging is brainless.
Well, Zergling in a turn based game is a strategy without any strenght.
Corpse are good at walling, but not for rushing, there are different terrains and they are pretty slow.
You know, a unit surrounded by Zergling in Starcraft is dead, almost always.
A units surrounded by Corpse here in Wesnoth can easily hack his way through.
Corpse works well to protect units that are weak, they are a flesh wall unit.

In 1vs1 in larger random maps Loyalist are a real pain.
A falange with spearman and horseman CAN kill anything, a zone of control maded with them is invalicable, when they are supported by horseman and bowman you have to pray to make your way through with all the units.

About the drakes... They are useless in big maps, but strong in little maps.
atoi
Posts: 99
Joined: September 19th, 2004, 8:27 pm

Post by atoi »

A units surrounded by Corpse here in Wesnoth can easily hack his way through.
See EP's post, and then try it yourself. If you can control more villages than your opponent ( and you can with bats ) you can swarm with Corpses. It takes at least 2 turns to kill a corpse with a level 1... you can pump them out faster than they can kill 'em.

But yes, terrain does, at least, slow the game down.
atoi
,..,
Plasticgod
Posts: 27
Joined: September 20th, 2004, 8:09 pm

Post by Plasticgod »

atoi wrote:
A units surrounded by Corpse here in Wesnoth can easily hack his way through.
See EP's post, and then try it yourself. If you can control more villages than your opponent ( and you can with bats ) you can swarm with Corpses. It takes at least 2 turns to kill a corpse with a level 1... you can pump them out faster than they can kill 'em.

But yes, terrain does, at least, slow the game down.
I've tried it, yes, it could works fine, but it just needs support tropps like Skeleton, Ghouls and Skeleton Archers.
A wose can kill in 1 turn a Corpse, also a Dwarfish fighter. And Heavy Infantryman are a real pain for them. Ulfserker also can wipe out a large number of them. A Mage got good chance, not talking about Drakes...
Indeed, there's a lot of units that can wipe out a Corpse in one turn.
Dacyn
Posts: 1855
Joined: May 1st, 2004, 9:34 am
Location: Texas

Post by Dacyn »

Gafgarion wrote:Drakes, as flying units, get 50% defense on all terrain, but will be revamped in upcoming versions.
No... they have movetype "drakefly" and have bad defense.
Neoriceisgood
Art Developer
Posts: 2221
Joined: April 2nd, 2004, 10:19 pm
Contact:

Post by Neoriceisgood »

In revamped the drakes are allied to the high-defence saurian units.

the Sky Drake and petit line have 50% defence pretty much everywhere and thereby are two of the "best" drakes as they don't get hit -that- much.

according to shade the revamped drakes are pretty balanced; so I guess we all have to await 8.5 to see if they become a new faction of choise for many people.
Shade
Posts: 1111
Joined: April 18th, 2004, 11:17 pm

In AI vs AI

Post by Shade »

In AI vs AI testing they did much better than before. In human hands they do better still with the wise use of healing, and skirmish to round them out. The core drakes might have to come down a GP or two in price, but other than that they are in far better shape than they were before. . . But this is still a moving target.
Note to forum users: You are in a maze of twisty little passages
Popito
Posts: 37
Joined: September 15th, 2004, 3:24 pm
Location: Spain

Post by Popito »

My views:

Undeads: They rule. They got the cheapest excelent scout that makes him one of the most gold collectors. And they got every special attack others have, as is magic and poison. His only weakness is against holy attacks... only seen in lvl2 and lvl3 units of a single faction. The lvl2 is a mage that cant stand an assault. The other is a knight that wont never advance trying to kill skeletons or ghouls. You as undead have nothing to fear but your bad doing. You can always buy corpses to delay opponents to get the timing you want making day less cumbersome.

Elves: They are the second best. Multiplay maps use to have a 25-30% of forest. Worst than undeads they got no weakness they are good at hills, mountains, clear...well they got best defense on all terrains but mountains ( where they are good at 60% vs the 70% of dwarves) and water. And they got access to best melee unit in the game, healing and mages.
You can chose best time to attack lawful or chaotic oponents and never get you flat footed. Forests use to be full of villages and you can always hide at their edges and only a much stronger oponent can drive you out of there. I would point it as the best race for a begining. As i have said they got no weakness. And they also got access to water units.

Northeners: They may be the third best ones close to the elves. Assassins and poison make a good stand in bad terrain (as long as is clear of undeads of course). They got a nice scout in the goblin rider but is weakest than elvish scout and any other scout and slightly better than a lvl0 bat. Now with the lvl0 goblin they can get a cheap guy without oupkeep that gives a big extra edge.
Their main drawback is day, they suck in day thats life, sacrifying goblins can help here but haven't got the chance to test.

Drakes: Hugh clear loser, unless you forget drakes exist and flood with saurians. Saurians are a good all terrain troop with close and ranged attack. They are fragile but they can be lots. If you like the big winged things...well slider is a scout that can do the job and its not so bad at it...and forget the big guys, they are nice, but as said they are a walking target and if one levels up it will be fast killed in next opponent asault. Its a shame but if your oponent feels this way you wont see a high level drake last more than 2 or 3 turns in a fighting.

Dwarves: They are a good fighters in hills & mountains, out of there they are easy to hit, they make his dead expensive but fighters are easy preys for shooters and shooters are easy targets for enemy hitters. Griffons are the fastest and not so bad scouts. Their move is its drawback, they allow for little reaction, if a hole is open in your line of dwarves reinforcements can take too long to arrive, and a disengage is impossible, you will have to retreat slowly and pray. They are no so bad, but are hard to master and are not even with other races....but drakes of course, they dont get drakes for breakfast because they got them yesterday.

Loyalists... time out, maybe another day :)
User avatar
Elvish_Pillager
Posts: 8137
Joined: May 28th, 2004, 10:21 am
Location: Everywhere you think, nowhere you can possibly imagine.
Contact:

Post by Elvish_Pillager »

Popito wrote:Loyalists... time out, maybe another day :)
I'd stick them on top of Elves, just below Undead...

Actually, it's mostly my fault that Undead are on the top of all the lists, and most people can't say 'undead strategy' without sticking 'EP' on. Maybe I shall do a similar thing with Loyalists... talking about their nigh-invincible tanks and their strike forces in which each unit can deal 50 damage in one round.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Shade
Posts: 1111
Joined: April 18th, 2004, 11:17 pm

Post by Shade »

Popito wrote:My views:

Drakes: Hugh clear loser, unless you forget drakes exist and flood with saurians. Saurians are a good all terrain troop with close and ranged attack. They are fragile but they can be lots. If you like the big winged things...well slider is a scout that can do the job and its not so bad at it...and forget the big guys, they are nice, but as said they are a walking target and if one levels up it will be fast killed in next opponent asault. Its a shame but if your oponent feels this way you wont see a high level drake last more than 2 or 3 turns in a fighting.
Wow. Actual honest to go usefull feedback. ATM, the key to using the big drakes is to keep them away from any unit in it's native terrain (and away from water tundra), and to keep one Saurian Tribalist in their midst. I might just investigate the Drake Movement type a bit more... (AKA- Make them dodge a bit more like largefoot, while keeping some Drakeisms)

I am short on human testers for the Drakes, so the more they get talked about the better the chance something will get done (Maybe even before .8.6-- depending on what shape the release tarball is in). I have been doing some re-testing myself, and the biggest 'problem' is that the appalling dodge might just be too appalling. I mean people attack with no fear of missing :)
Note to forum users: You are in a maze of twisty little passages
Post Reply