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Old 08-29-2009, 04:33 PM
garzahd garzahd is offline
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Join Date: Oct 2008
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I played HOMM5 quite a lot after it was first released, but not much with the most recent expansion. In general I would argue that KB:TL has a far better single-player campaign, but I do enjoy HOMM's multiplayer.

I can answer most of these questions:

Quote:
Originally Posted by Vilk View Post
  • So I'm not wrong, no Time Back, no Target, no mass sleep.
  • But there's invisibility? What homm5 spell?
No mass sleep, but there is a single-target sleep (Blind). And KBTL doesn't really have true mass sleep either ... you can defend against the dryad one by simply having L4+ units. Time Back, Target, and Invis don't exist in HOMM5 because playing against a human opponent makes those hard to enforce.

Quote:
Originally Posted by Vilk View Post
  • There's walls to put obstacles like wall or ice thorns? I only saw fire wall and that's totally different.
  • There's slow? I saw haste but not slow. Some spell effect can freeze and at highest level that's a 100% chance but still that's not slow you use for a pure tactical meaning with a low mana cost.
The new expansion (Tribes of the East) added a spell to place obstacles; it didn't exist before then. Haste and Slow both exist in HOMM5, and they're more powerful because they affect the number of actions you get rather than when those actions occur. To pick an extreme example, hasted blood furies vs slowed zombies, the furies would get roughly 5 times as many actions.

Quote:
Originally Posted by Vilk View Post
  • There's free mass cannon fooder summon with zero mana cost? Sure the game allows summon, any game does, but for no mana cost, that makes all the difference and there's that in homm5?
All demon units have a once-per-battle ability to summon reinforcements at no mana cost (like thorns in KB except without the corpse or adjacency requirement). The reinforcements take 1 turn to arrive, then another turn before they get to act, so they're not universally awesome. Demon heroes get a series of upgrades that affect demon summoning speed and which units have unlocked the ability to summon. Other mana-based summoning includes the Summon Elementals spell and Phantom Forces (which is like KB's Phantom spell except the summoned units have 50% evasion and 1 hp, but no time limit). All variants of summoned units in HOMM5 are not "required" to be killed to win the battle; they'll persist even if their creator dies, but if one side has only summoned units remaining, they automatically lose.

Quote:
Originally Posted by Vilk View Post
  • There's field armor that disable any movements? Pure field armor is just another protection spell.
  • Is there magic spring? That's a rather complicate way to restore some mana during a battle but that's what make it fun. I haven't quote any stuff like that in homm5.
Assuming that by "field armor" you mean Glot's armor, no that doesn't exist in HOMM5. The closest thing, Arcane Armor, doesn't prevent movement but does allow a portion of the incoming damage to still hurt the target stack. The rage mechanic of the new orc race in Tribes of the East also works this way.
Magic Spring doesn't exist, but Elder Druids have a once-per-battle ability to dump their entire mana pool into the hero's mana pool. This is handy because creature mana always regenerates at the start of every fight while hero mana does not.

Quote:
Originally Posted by Vilk View Post
  • Is there mass Magic Shackles that block magic talents of enemy troops? Well units seems not have many stuff like talent but also I didn't quote any spell like that in homm5.
  • Enemy teleporting isn't teleporting, is really homm5 has that? In KBTL it's only through the use of Archmage skill but that's still huge and very interesting in a tactical point of view.
Magic Shackles doesn't exist.
As for Teleport, it's a Light Magic spell, which means anyone can get it, not just Archmages. (Dark-oriented casters, like undead or demons, would have a harder time finding it, and would have to rely on a map feature to learn it.) Some heroes can learn Teleport Assault, which basically gives an instant boost of haste to the teleported unit, so they jump ahead in turn order.

Quote:
Originally Posted by Vilk View Post
  • Is homm5 units has choices for attacking or using a non attacking talent? That adds a lot to finesses of battles and homm5 seems not have that.
  • Gift, can you in homm5 have units get back all its special talents?
  • Fit of Energy, is in homm5 you can make a unit attack a second time during same round?
Non-attacking talents are quite abundant; priests, liches, shadow matriarchs, all demon units with summoning, sprites, druids and mages are a few examples.
Gift and Fit of Energy do not exist in HOMM5 (Though Fit of Energy, to some extent, works similarly to haste and teleport assault, because those affect quantity of actions instead of turn order.)
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