Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Generally catapults are best used to chip off armor from big waves and ballistae -- to guard flanks against flyers and runners.
You're comparing apples to oranges.
I am looking at Catapults in different angles here. First of all, there are 2 types of experiences: The shared Experience and the Kill Experience.
The Shared Experience(SE) is like the name says a portion of Experience per kill, that gets shared between all heroes. The Kill Experience(KE) however only goes to the hero, that kills the target. There is the perk that shares the Kill Experience executed by Defenses to the hero, called "Defensive Training(DT)".
(It was coded wrong and was abuseable, if you are interested:
If an enemy dies, it gives a total of 12 Shared Experience, which means 4 Heroes/ 12 Experience = 3 Shared Experience per Hero.
A third of that Experience is always Killer Experience. So the Killer gets 3+4 Experience.
Old Defensive Training gave EVERY hero with DT the total amount of SE=12 + SE=3, instead of SE=3 + 4=KE.)
Now to the topic, thanks to Catapults being able to deal Average Damage, they can lower enemies Health Bars to a range, where Heroes can Kill them, taking the KE. This is especially good in the early, where most heroes don't have access to the DT Perk yet, or will never have.
Catapults have a high AoE and upgraded with the omen it increases to 5x5 units.
https://steamuserimages-a.akamaihd.net/ugc/2053119361065861315/3230CF761E6C03F5CC8E51B20FE052AE72B89C26/
Catapults are not Killing Units per se, but they can also kill. The good thing about Catapults, is that they have Physical Damage and therefor dealing 200% more damage to armor. Especially on sides, that have Mages and Archers who struggle with Armors, it's a good addition.
Also Druids Staff Acid Spray has the same AoE as the Catapults AoE, a combination of both is still a very good combination.
Initially Ballistae were meant to be build to handle Stragglers or Isolated fast units approaching the wall first. @Bumc is right here, it is pretty much a comparison between apples and oranges.
But they have been so strong, that you could literally line them up, to kill the first line (+ the second line with the perk). If I am looking at it closer now, since they deal way less damage, I think the strategy would still work, as long as the ballistae don't kill the units, so the heroes can clear them up for the KE. Heck I am actually tempted to try a Ballista Wall now, it sounds exactly like my playstyle.
You are right, Ballistae and Catapults are both undodgeable. I was just lining up a few pros of Catapults and put that into the mix.
Also a few things regarding the Catapult Strat, I am a big Fan of the Chess Wall, which you can imagine as a wall being build in a chess-like manner. (O=Empty; X=Barricade)
XOXOXOX
OXOXOXO
If you have a linear wall, it's hard to make decent AoEs, but if the hordes approach ththe Chess Wall they line up perfectly for Catapults AoEs.
Moreover I think that Catapults are easier to use, because Ballistae cover a small portion of area, sometimes just dedicated to a single side, while Catapults being placed centrally (Next to the circle) can cover every side, so they are more versatile.
A Bunch of Catapults being placed centrally makes it easier to trigger, if a hero has the Defense Damage Increase perk, which's name I forgot. I most of the time activate Catapults at the end of a night, when I can oversee the total amount of left enemies. While Ballistae need the perk user most of the time, which makes it harder for the hero to be flexible.
I forgot a few other arguments while I wrote the text, but I think you get the main idea behind Catapults from my side of view.
You either build it 1 tile deep and have to keep it clean, or you build it using barricades and it gets destroyed by a light breeze.
This kind of fortification is more of a last stand thing imo, same with a wooden box for mages and having extra diagonal separators in hamlet. You can hold a well built hamlet for ungodly amount of time even if everything is crumbling, because enemies always prioritize attacking heroes over walls.
I myself have 140 hours plus played and this game has simply become more frustrating to play then fun. Before I could have fun and do different things and try to make it work, but now I have to go down a certain path or get mauled by monsters.
I really loved this game before all of the nerfs and honestly couldn't wait to beat the game until these patches came in. At this point, I wish I could refund the game but with 140 hours plus played, there's no way.
Thanks for the thorough explanation, I see your point. Catapult looks different to me now, much more useful, I think that I'll use them more now. Ballistas are still useful for those who slip through.
Catapults can get kind of messy with the very wide damage margin and if a group that size was close enough to your walls, your heroes will most definitely do a better job at shanking them. This also requires you to spend 2 omen slots for the square box which now deals even less damage to the corners.
Hell they could even make various options for it with options like a "Toxic Payload" that spreads a bit of poison or "Scattered Payload" which changes the shape to be more like how Shortbow's 4th skill works (for Isolation build fans).
As-is they're a nice softening/cleanup tool, but they feel like they fall off pretty hard the later in the nights you get to me.
A Ballista on the other hand will always hit a target in range, is upgrade-able without omens, and picks off weak mobs and single targets reliably with no waste. It also has no ammo, meaning you never have to worry about what targets to hit, because there's no cap on how many enemies it can take down. Plus, Ballistas really shine with enemies right up against your wall, which is where you want to kill them. Not only do they often kill weak mobs there, but that also stop Panic generation. The value is immense compared to maybe offing a small cluster of enemies out of the hundreds in the night, far from the optimal zone.
The Ballista nerf (along with waves and corpses) is particularly heavy, because it makes playing in that optimal zone around your base a lot harder to manage. You won't be able to build Ballistas fast enough to cover the power gap from facing bigger waves and a worse worker ratio on Mountains. Catapults didn't have that capability in the first place, so I don't see them becoming the go-to choice.
I embrace developer latest changes and I am always highly adaptable