Songs of Conquest

Songs of Conquest

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halfwit72 2022 年 5 月 18 日 上午 12:59
"Wait"-button in combat
It would be nice to be able to "wait" with a unit in combat.. as in HOMM3 for example. In some combats it would make a world of difference on the outcome.
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目前顯示第 16-19 則留言,共 19
Maloney 2022 年 5 月 18 日 下午 5:12 
Initially surprised that there was no wait function, but only because i expected there would be one. Now that i've been playing without it, i don't miss it at all and i can still perform all the tactical functions i need to to win a battle. If there was an option to downvote adding the wait function, i would.
halfwit72 2022 年 5 月 19 日 上午 9:46 
I enjoy "wait and catch" as you put it, and would love to be able to play that way here as well. I don't see why the option for me to choose how to play the game should be less valid than rushing strategies. I prefer control decks in Magic, i've never enjoyed Zerg rushes and i play defensively and controlling when i play chess. All those games offer a multitude ways to play them. Why limit this one?
Malarky Enthusiast 2022 年 5 月 19 日 上午 10:45 
引用自 halfwit72
I enjoy "wait and catch" as you put it, and would love to be able to play that way here as well. I don't see why the option for me to choose how to play the game should be less valid than rushing strategies. I prefer control decks in Magic, i've never enjoyed Zerg rushes and i play defensively and controlling when i play chess. All those games offer a multitude ways to play them. Why limit this one?

So just skip turn, move defensive units in front of your archers, then fire next turn after they moved. You get punished a bit for forcing them to come to you and thats fair. I don't see why someone should have to rush you and get shot at close range and you have no disadvantage. This game also has the "deadly range" mechanic, and wait alongside this mechanic would be absolutely ♥♥♥♥♥♥♥ broken. If you want to just sit there and kill everything before it reaches you, get someone to mod in your wait button for singleplayer.
最後修改者:Malarky Enthusiast; 2022 年 5 月 19 日 上午 10:46
Kettlesworth 2022 年 5 月 19 日 上午 11:09 
Going first is extremely powerful, it lets you set up where engagements happen, and it practically guarantees you'll get the first strike in melee, or at least secure the high ground.

You do not need to make attacks in the first round of combat. Many powerful ranged units have to reload, and all ranged units lose damage if they move the same round they shoot, so you often do more damage setting up a position on round 1 and waiting until round 2 to shoot. Likewise, baiting in the enemy's advance on round 1 so that your melee can alpha strike on round 2 is a reliably good move.

Some wielders are fantastic casters, and if you get Essence Surge & some upgrades / towers around the map they can start a combat w/ a lot of magic. I've had Knights chaos step to get several hexes up the board, charge and alpha strike a priority target, and then been able to veil them from attacks in mist, all on round 1. This isn't the sort of amazing combo you can pull off in the early game, but the fact that it becomes possible in the late game is one of the things that makes this game so fun.

Yes, being able to wait at your spawning point and get 2 turns in a row can be even more powerful than just getting to go first each turn, which is why it's an ability some late game units have, but it's hardly necessary to make a fast unit good. Fast units are already very good.
最後修改者:Kettlesworth; 2022 年 5 月 19 日 上午 11:10
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張貼日期: 2022 年 5 月 18 日 上午 12:59
回覆: 19