Heroes VI Combat Video
Heroes VI Combat Video
If you haven't seen it already, there's a really nice gameplay video out on <a href="/http://www.youtube.com/watch?v=6oycDM4TQ3A">youtube</a>. In this video, Noèmie Verpeaux walks and talks us through a typical battle between Haven and Necropolis.
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If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1298939381
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If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1298939381
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- hellegennes
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Heroes VI Combat Video
If they don't... what?
Combat looks nice. Not that much different from H5.
Edited on Mon, Feb 28 2011, 22:58 by hellegennes
Combat looks nice. Not that much different from H5.
Edited on Mon, Feb 28 2011, 22:58 by hellegennes
Heroes VI Combat Video
Like: it seems to show the path it will take with a trail, something that will come in handy if mines are still in the game.
Like: morale showing before the move so you can plan to use that extra move.
Like: praetorian sharing damage(?) being visualized.
Like: short-keys
mixed: one move per turn regardless of speed. kinda liked my fairies pounding zombies... but didn't like being at the receiving end of it.
mixed: hero being independent of initiative. so it's back to having the fastest creature out on the field. that team will have massive advantage over a team that loses out on initiative.
don't like: griffin's not missing. it was always fun to play mind games with griffins, both in dodging and in anticipating the direction of the dodge.
Like: morale showing before the move so you can plan to use that extra move.
Like: praetorian sharing damage(?) being visualized.
Like: short-keys
mixed: one move per turn regardless of speed. kinda liked my fairies pounding zombies... but didn't like being at the receiving end of it.
mixed: hero being independent of initiative. so it's back to having the fastest creature out on the field. that team will have massive advantage over a team that loses out on initiative.
don't like: griffin's not missing. it was always fun to play mind games with griffins, both in dodging and in anticipating the direction of the dodge.
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Well, the video can be shown here, jeff, so I guess it's only a problem for you.
I will take this message to the devs, though.
In the mean time, try this one that I have uploaded.
I will take this message to the devs, though.
In the mean time, try this one that I have uploaded.
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Thanks, Kalah- the main video was blocked for me, but your link worked. I assume your link was to the same video.
A few observations I had:
1) unit abilities can have a "cool-down" time. For example, the griffin's battle-dive cannot be used 2 rounds in a row. In other words, it has a cool-down time of 1 round. I hope other units have other abilities that would be overpowered for their level, but have longer cooldowns (2 or 3 rounds)
Also, this can balance the spellcaster stacks. Unlike in H5, where 5 stacks of 1 druid were better than 1 stack of 5, in H6, they could have larger stacks also get faster cooldown times.
2) Along similar lines, there are now continuous abilities- such as the sister's healing (or, rather, I should say continuous abilities are back; I just remembered the treants in H5 had one- taking root), which keep going until interrupted/manually stopped.
3) You are notified of morale/luck boosts BEFORE you act, so you can plan the double-action. I think this will be VERY useful for ranged units, particularly ones that have been blocked- if they get a morale boost, then you know you can use the first action to move away, and the second to shoot!
A few observations I had:
1) unit abilities can have a "cool-down" time. For example, the griffin's battle-dive cannot be used 2 rounds in a row. In other words, it has a cool-down time of 1 round. I hope other units have other abilities that would be overpowered for their level, but have longer cooldowns (2 or 3 rounds)
Also, this can balance the spellcaster stacks. Unlike in H5, where 5 stacks of 1 druid were better than 1 stack of 5, in H6, they could have larger stacks also get faster cooldown times.
2) Along similar lines, there are now continuous abilities- such as the sister's healing (or, rather, I should say continuous abilities are back; I just remembered the treants in H5 had one- taking root), which keep going until interrupted/manually stopped.
3) You are notified of morale/luck boosts BEFORE you act, so you can plan the double-action. I think this will be VERY useful for ranged units, particularly ones that have been blocked- if they get a morale boost, then you know you can use the first action to move away, and the second to shoot!
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Heroes VI Combat Video
Cool video. I usually speed up combat to the fastest speed.
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Heroes VI Combat Video
morale should NOT give a double action!..
and luck should NOT give double damage (at least if it isn't maxed out)!...
Edited on Tue, Mar 01 2011, 12:53 by SplinterHoMM
and luck should NOT give double damage (at least if it isn't maxed out)!...
Edited on Tue, Mar 01 2011, 12:53 by SplinterHoMM
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Heroes VI Combat Video
Many thanks to Kalah. I was unable to view the youtube video, but your upload worked great. I realize this was only a small sample, but I was very impressed with what I saw in the video - looks really nice. Also, I thought the narrator had a really awesome accent.
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The youtube video was blocked for me too so I want to thank you Kalah for the 2nd link, which worked fine. The battle looked pretty cool.Kalah wrote:Well, the video can be shown here, jeff, so I guess it's only a problem for you.
I will take this message to the devs, though.
In the mean time, try this one that I have uploaded.
Looks very good. Albeit with a bit slow pace. Hope some 'effects' will be possible to turn off, to speed up the gameplay.
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Heroes VI Combat Video
Looks interesting. The first bit of music I recognized from the DS game might and magic: clash of heroes, which is not a bad thing.
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Heroes VI Combat Video
This starts to look like what H5 should have been. Though somehow I have the feeling we should thank KB:TL for that.
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By 'you' I hope you mean the country and not me. However the new link did play so thank you.Kalah wrote:Well, the video can be shown here, jeff, so I guess it's only a problem for you.
It looked very H-Vish which is not necessarily a bad thing. Some improvements, I like the griffin dive attack not missing any more. I still think it is a shame they chose to use god-like heroes. Overall I am not disappointed in what I saw.
It will still depend on the editor.
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