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Thread: Haven Marksman : questions & issues | Forums

  1. #11
    So, let me get this straight. Crossbowman CAN shoot past friendly units, but MARKSman CAN'T? Isn't the meaning of MARKS in MARKSman mean that he should be able to make difficult shots right on MARK every time? Since a crossbow is like a slow gun, shouldn't he be able to shoot at enemy unit and pass the friendly unit if only by inches?
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  2. #12
    It could be interesting to give marksmen two stances to switch between (like spiders), a default one where they shoot through units, and an alternate stance where they shoot like crossbowmen.
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  3. #13
    Personally, I think all ranged units should do friendly fire. I thought Marksmen were fun units to play with because you had to be conscious of line of sight and think about setting up the right unit positioning to avoid friendly fire or better yet, to force your opponent into killing his own units.

    It puts some of the tactics back into combat. With the other factions missing that aspect of the game, it feels a bit more one dimensional. Spam left click till its over so we can skip to the part where we win with no losses. Yawn.

    I'd be game for implementing some crude form of flanking too so your dudes get devastated if there are consecutive attacks on either side of the unit stack. That way you would have to think very hard about where to move your walker units. I like the idea of having to think about where to place your units and being able to create opportunities to win against superior forces using guile and foresight. I also don't mind losing if someone pulls some really clever moves on me and catches me between a rock and a hard place.
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  4. #14
    Definitely some good ideas there, though they may or may not be difficult to put into the game. I do think most "Might" ranged units should do some kind of friendly fire...as well possibly things that cast "large" balls of magic doing "splash" damage (both friendly and foe).

    Things like Succubus and Fate Spinners, etc...which could do splash or spread effects realistically.

    Things like Coral Priestess though, I'd say they shouldn't be touched...as it is direct, singular bolts of magic which not likely can be able splash or go through a friendly due to the nature of singular targetting magic.

    But then again...Chain Lightning no longer hits friendlies like it used to, which I quite enjoy...making the changes above would likely result in spells like this and Fireball becoming friendly fire attacks.
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  5. #15
    As it is now I always use a MM Hero. A big stack with reinforced Marksmen can be very deadly and often kill well in three enemy stacks, I don't want to wait one turn to get in position.

    Fair would be all shooters have friendly fire or none.
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  6. #16
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by n-3-r-0-s:
    As it is now I always use a MM Hero. A big stack with reinforced Marksmen can be very deadly and often kill well in three enemy stacks, I don't want to wait one turn to get in position.

    Fair would be all shooters have friendly fire or none. </div></BLOCKQUOTE>

    Back in the Heroes 5 days, no one complained about the ArchMage dealing dmg to friendly creatures

    it's a trade-off
    greater power with a chance of hitting your own units.
    besides, you got more ways now to make sure no one get's hit (fraction ability, wait and move others since waiting doesn't lose a turn, ...)
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  7. #17
    But it's the only shooting unit in Haven since the monks have retired. That makes it important to get the first shot every turn, mot the lowpower one after a move.

    I'm not complaining... just saying.
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  8. #18
    agreed. this needs a fix.

    getting the hero who is specced for marksman is a must. without him you're screwed.
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  9. #19
    All you need is the Tactics ability to arrange your guys and the friendly fire thing doesn't matter at all.
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  10. #20
    You should get tactic I for might and magic heroes. Tactic II for heroes that depend on specific melee units getting to other side of tactical field in the first turn.
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