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Post by Boaster on Jun 9, 2008 0:54:25 GMT -6
Are there any cheap tactics that you use when you play the GS5R mod? If so, explain what you do and the result you seek to accomplish.
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Post by frosty on Jun 12, 2008 5:25:12 GMT -6
-lastsave whore-
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Post by Boaster on Jun 12, 2008 8:43:42 GMT -6
Well, that's anybody. But I'm wondering if there are any cheap tactics anybody uses which significantly turn tides.
Maybe a certain artifact? Before when Axe of Chaos and Warlord's Helmet gave insane bonuses.
Maybe a certain spell, or spell combination? Such as, before I began modding, people could use Freeze and Cloud of Steam to defeat high level encounters, solo, at low levels.
Grossly imbalanced tactics.
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Post by frosty on Jun 15, 2008 6:06:04 GMT -6
Err. If attacking an enemy Lord, I'll spam spells/arrows/just about everything I can throw at it then retreat? And then run while spamming my enemy with mercenaries. xDD
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Post by Boaster on Jun 15, 2008 7:09:53 GMT -6
Err. If attacking an enemy Lord, I'll spam spells/arrows/just about everything I can throw at it then retreat? And then run while spamming my enemy with mercenaries. xDD That's just what mages do. Spam spells and run.
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Post by brinstar on Jun 16, 2008 4:27:00 GMT -6
Hmm, not sure if it is a cheap tactic but, when injured, I will go to my capital, and exchange crystals to heal my party. It can be real cheap with Thieves because they have low hp, so it won't cost much crystals to heal. It can be further cheaper when you are already in your capital, and in between the enemies turns, you can heal yourself, [Laugh out Loud].
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Post by Boaster on Jun 16, 2008 6:22:44 GMT -6
Should I rephrase the question and ask people Are there any creative tactics which you abuse to grant yourself unfavorable advantages where you would otherwise not have one?
For instance, the next update is going to patch a loophole in which I would be able to Hire Mercenaries from my local buildings after a level upgrade. Also, prior to this fix I would be able to summon multiple Legendary Creatures, without limit, and I would be able to Train/Hire beyond my available resources.
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Post by brinstar on Jun 19, 2008 7:30:21 GMT -6
Isn't healing your units through the capital kinda a cheap tactic? because what's the point of Health Recovery? Also, being able to do so while it's another faiths turn means after the enemy attacks you with the first wave, after another wave of a party comes at you, you could be at full hp (if your in your capital)
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Post by Boaster on Jun 19, 2008 8:06:32 GMT -6
Isn't healing your units through the capital kinda a cheap tactic? because what's the point of Health Recovery? Also, being able to do so while it's another faiths turn means after the enemy attacks you with the first wave, after another wave of a party comes at you, you could be at full hp (if your in your capital) No, it's not cheap at all.
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thandu
Member LVL 7
Posts: 116
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Post by thandu on Jun 19, 2008 12:24:15 GMT -6
If I make a screw up on my stealth attack patterns with a thief, usually solo, one tactic I like to do is select subdue and pick an enemy champion, it will let me return to hiding.
Another one that's really unfair is letting a thief get surrounded by melee units so he cant move and then try to subdue a champ. He will subdue the melee units surrounding him and other melee units will not be able to close in on it for the kill.
This was of course several versions ago, but I don't know if it still works.
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Post by Boaster on Jun 19, 2008 12:30:04 GMT -6
If I make a screw up on my stealth attack patterns with a thief, usually solo, one tactic I like to do is select subdue and pick an enemy champion, it will let me return to hiding. Another one that's really unfair is letting a thief get surrounded by melee units so he cant move and then try to subdue a champ. He will subdue the melee units surrounding him and other melee units will not be able to close in on it for the kill. This was of course several versions ago, but I don't know if it still works. True. This may yet be something that I can fix. Add a condition to the subdue equation to make the result be zero any time the unit is not a champion. As far as the returning to stealth, that's not something I can fix. Just like the Parry bug, to avoid missile attacks and just like the Detect Thief button in combat. But, I may yet be able to fix the Subdue any unit, when surrounded, problem.
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Post by kathelas on Oct 21, 2008 6:16:22 GMT -6
Hi Mantera!
My cheap tactic (i used it in GS5 but i think it works in normal mode too):
At parley, when i trade with any faith(ANY! EVEN THE OPPOSITE!) gives me too much for a single mage. a quick example: i was able to buy shaman at level five in my mage tower. I met with a death party and they gave me the lich and a necro around lvl6 (and some crystal) for three shamans i've just bought.
But any time i can get 300-700 resource for a single mage. I buy back the mage for 100crystal at mage tower and trade it for another 400. and i can do this until the other faiths have resources...
It's a too easy way to win, so i think it should be corrected.
Anyway i love this game and thanks for GS5, you made this fantastic game even better!
Kathelas
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Post by abadon on Oct 25, 2008 14:30:27 GMT -6
if a unit has >100 resistance against a type of magic, spells wich actually should deal damage (or have no effect at 100% resistance) will heal this unit instead. so if you have a fire mage with some resistance gear you can cast 'fury fire' on yourself and get healed while melee attackers around you are hurt.
in my oppinion this is kind of imbalanced, but i have the feeling fixing this wouldn't be possible.
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Post by Boaster on Oct 25, 2008 14:48:35 GMT -6
if a unit has >100 resistance against a type of magic, spells wich actually should deal damage (or have no effect at 100% resistance) will heal this unit instead. so if you have a fire mage with some resistance gear you can cast 'fury fire' on yourself and get healed while melee attackers around you are hurt. in my oppinion this is kind of imbalanced, but i have the feeling fixing this wouldn't be possible. It's intended. But I did make a majority of spells to limit all units effected by them be capped at twice their maximum hit points. So if a unit with 125% Fire Resistance is bathing in a Fury Fire spell, he can only get so many hit points. So if that unit has 80 maximum hit points, his current allowed hit points can reach as high as 160 hit points.
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Post by tg122 on Nov 7, 2008 16:53:48 GMT -6
I noticed one today. I had just captured the order great temple and during training, didn't have anybody guarding the capital. I had about 30 of each resource, and was struggling to build up my nation. A level 6 death assassin came in out of nowhere and stole the unguarded capital. The next turn I moved in and easily took it back. All of the sudden, I noticed I had over a thousand of each resource type. I had to restore the game to the previous turn and guard the capital so this wouldn't happen. I could have exploited this and gained a huge advantage. Also I can re-use these tactics at will if I wanted. As long as I don't guard the capital, some lower level unit can move in to steal it from me, and I could easily steal it back, gaining the resources from it.
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Post by Boaster on Nov 7, 2008 17:26:11 GMT -6
I noticed one today. I had just captured the order great temple and during training, didn't have anybody guarding the capital. I had about 30 of each resource, and was struggling to build up my nation. A level 6 death assassin came in out of nowhere and stole the unguarded capital. The next turn I moved in and easily took it back. All of the sudden, I noticed I had over a thousand of each resource type. I had to restore the game to the previous turn and guard the capital so this wouldn't happen. I could have exploited this and gained a huge advantage. Also I can re-use these tactics at will if I wanted. As long as I don't guard the capital, some lower level unit can move in to steal it from me, and I could easily steal it back, gaining the resources from it. This is just a game flaw. And I've used this to my advantage as well. Since Death has a vast amount of resources, any time they take a capital they "spread it out." But anyway, what really happens is that any time you take control of a capital by force, you take a percentage of that player's total resources as spoils. In reality, you should lose money either way... and in fact, I'm going to look in to this.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 23, 2009 3:08:49 GMT -6
If you have Fae Slingers in your party and you're fighting on a map that has flying only terrain (water, a chasm, rocks, etc), you can kill off all the ranged units the enemy has, flee with your non-fliers and send your slingers to the flying only area. Then you can rain down death, untouchable. Experience is shared among all units, even the ones who fled, as long as you win. Sometimes, if you kill the entire party accompanying a Lord, the Lord will stop moving. They won't go anywhere. I think this is a glitch in the AI. You can then raid the Lord's area for experience (killing the remaining weaker units) without worring about the Lord. The faith keeps going, but it won't take much initiative (sends small, easy attack parties) and it grows very slowly. You can farm the faith for easy experience, leveling up low level or weak units.
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Post by LaBrute on May 26, 2009 18:14:36 GMT -6
Personally, I find it a bit too easy to clean dungeons with fire mages
2 level 8-9 fire mages (or even 1, if u feel like taking a little risk [Laugh out Loud]) can clean ANY dungeons in the game
The spell fire arrow is way too strong imo
it does cost 12 mana, but fire mages have insane mana pools anyway, and most of the time, can cast 2... which is more than enough to kill everything on the map
I think the area of effect for that spell should be lowered a bit... dmg is already huge enough as it is... or dmg could be lowered...
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Post by Boaster on May 26, 2009 23:13:28 GMT -6
Personally, I find it a bit too easy to clean dungeons with fire mages 2 level 8-9 fire mages (or even 1, if u feel like taking a little risk [Laugh out Loud]) can clean ANY dungeons in the game The spell fire arrow is way too strong imo it does cost 12 mana, but fire mages have insane mana pools anyway, and most of the time, can cast 2... which is more than enough to kill everything on the map I think the area of effect for that spell should be lowered a bit... dmg is already huge enough as it is... or dmg could be lowered... I can consider reducing the radius of effect for the major bolt spells (i.e. Justice, Flame Arrows) But this is after all, Lords of MAGIC. Two Mages can devastate an army, but if those two mages were to face higher or equal level shamans, which will cast Blind Rage on you, will totally negate two solo mages easily since it will reduce their current mana to zero (temporarily). 2 Fire Mages cannot clear a Level 11 (Fire) Dragon's Lair, Fire Dungeon, Fire Tower or Demon Cave alone, neither can they solo a Level 11 Life Encounter (with Legendary Phoenix present, as they have 100% Fire resistance). Pick your battles and just be ready for them.
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Post by pigtails on May 28, 2009 17:33:56 GMT -6
Well, that's anybody. But I'm wondering if there are any cheap tactics anybody uses which significantly turn tides. Maybe a certain artifact? Before when Axe of Chaos and Warlord's Helmet gave insane bonuses. Maybe a certain spell, or spell combination? Such as, before I began modding, people could use Freeze and Cloud of Steam to defeat high level encounters, solo, at low levels. Grossly imbalanced tactics. I don't consider that unbalanced, I consider that clever, and advanced game play knowledge. Like I've said before I don't mind things being unbalanced.
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