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Are heroes as really as powerful as they are made out to be?

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13 years ago
Aug 15, 2012, 4:59:42 PM
Fleet Heroes are imo the most broken. The offense/defense bonuses are crazy at high levels....especially for defense. Defense bonuses from heroes increase the number of kinetics you block, and how effective your flak is which is must stronger than the corresponding damage bonuses from offense (though I don't know how much the new patch corrected the flak bonuses).
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13 years ago
Aug 20, 2012, 2:29:22 AM
Harel55 wrote:
Yes, of course it does.


So the 3 smiley: dust per smiley: stickouttongueopulation: it is. Actually that's a huge bonus, especially once you get terraforming going.
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13 years ago
Aug 19, 2012, 11:34:18 PM
Harel55 wrote:
I'm not exactly sure what you mean. Could you describe the situation in a little more depth?


My custom faction has this research/system improvement: http://endlessspace.wikia.com/wiki/Advanced_Scholastics

Say If I were build this on a single (tier 1) planet system with 10smiley: stickouttongueopulation: will I get one bonus (probably the best) and get +20smiley: dust, or since it meets both criteria, will I get +30smiley: dust?
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13 years ago
Aug 19, 2012, 11:03:39 PM
I'm not exactly sure what you mean. Could you describe the situation in a little more depth?
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13 years ago
Aug 19, 2012, 8:19:49 PM
Harel55 wrote:
for question 2, yes, they do stack as long as they are both empire/system improvements and not planet exploitations (one can be an exploit and the other can be an improvement, though).


Wait a min-... 3 days. I meant if you build one improvement and it meets the criteria for both bonuses, do you get both?
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13 years ago
Aug 16, 2012, 3:36:50 PM
for question 2, yes, they do stack as long as they are both empire/system improvements and not planet exploitations (one can be an exploit and the other can be an improvement, though).
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13 years ago
Aug 15, 2012, 10:25:44 PM
On games where I play with the Horatio affinity and I get an Admin hero in the beginning, it is all over. By turn 20 or so I have 3 of them out. 1 for use on a Forge planet to pump out early ships, and 2 to give boosts to new planets. If I can get that going I can grow at a ridiculous pace. Without it I feel nerfed until mid-game. Even when playing the supposedly best faction UE.
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13 years ago
Aug 14, 2012, 6:54:17 PM
Are heroes as really as powerful as they are made out to be? ANSWERED



I know civil engineers are good, but from how I've seen things heroes are a game-breaking mechanic that will be devastating drawback and lower your chances of winning if you don't use them properly.

Bar engineers, I don't feel the urgency of getting heroes ans many heroes as I can ASAP.

I'm mainly asking this because my custom faction has micromanagers 2/2, (levels up about a 3rd slower) and I want to know how much of a disadvantage that is.





[EDIT]Thank's for the replies, I guess the real drawback is how much it conflicts with ones' play style. And since I don't use a lot of heroes, it's not (as bad of) a drawback.



[EDIT2]Cool. that means the adaptive tariffs buff will give me 3 smiley: dust per person on my terraformed systems. Thanks!



(2) When you have a buff for a system that says something like +1 dust per smiley: stickouttongueopulation: on planets and +2 dust per smiley: stickouttongueopulation: on terran/jungle/ocean, does it stack? Say, in an all tier 1s system do you get +3 dust or do you only get the +2 bonus because they can only meet the best requirement.ANSWERED
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13 years ago
Aug 15, 2012, 10:56:54 AM
davea wrote:
There is little question that the L2 admin hero with civil engineer is very helpful in the early game. However, a decked out corp hero can pull in over 300 dust/turn plus 600 research/turn in the midgame (turn 130 amoeba, normal difficulty, 8 player). And a similar midgame fleet hero can make the difference in multiple fleet combats. I'm sure the balance will be tweaked a little more, but I don't think ragequitting because you lack an admin hero is justified.




I'm not rage quitting, I just don't feel like heroes are super important.
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13 years ago
Aug 15, 2012, 10:46:30 AM
Fleet heroes, especially passing level eight or so, are amazing. Get one to twenty and you can win very upside down fights without any loss.



Just like fleet XP and luxury bonuses they are silly past a point
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13 years ago
Aug 14, 2012, 10:52:02 PM
Some custom faction builds hinge on getting an Admin more then others - easy examples being Sowers and Pilgrims.



Lets say you build a faction based on Blockade Breakers - but it only worked 50% of the games you started. I'm not sure I'd call it ragequiting to restart a game where it was broken....
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13 years ago
Aug 14, 2012, 10:42:01 PM
There is little question that the L2 admin hero with civil engineer is very helpful in the early game. However, a decked out corp hero can pull in over 300 dust/turn plus 600 research/turn in the midgame (turn 130 amoeba, normal difficulty, 8 player). And a similar midgame fleet hero can make the difference in multiple fleet combats. I'm sure the balance will be tweaked a little more, but I don't think ragequitting because you lack an admin hero is justified.
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13 years ago
Aug 14, 2012, 10:38:52 PM
Your faction trait will slow you in the early game, but in the late game you won't notice that anymore. This case is very similar to the ''Anarchists" trait.
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13 years ago
Aug 14, 2012, 10:28:08 PM
Think of Admin heroes as +15 industry/ -2 upkeep "improvements" that get better with time and can move around between planets. Would you pay 17 points to start with one of those?



For 8 points you can get an "improvement" that adds +3 industry per pop on your home planet - which translates to +9 industry when you start and a max of +21 (with crowded planets and full pop) at around turn 15. The only other way to "buy" industry is techs - N-way and Core Mining - and you still have to build the improvement/exploit.



Ever wonder why you can't buy +10% industry like you can the FDS bonuses?
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13 years ago
Aug 14, 2012, 8:42:11 PM
Dat OP Civil Engineer. For me, not getting that means taking so much longer to expand in the early game, which hurts me in the mid and late game a lot. +15 production on a planet is massive, typically double and lets you pump out more colony ships and get more systems quicker. Maybe my play style is simply to centered around the level two admin hero.
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13 years ago
Aug 14, 2012, 8:05:42 PM
I would say that they have the potential to be; Turn two equally skilled players against each other the one with a raw % value over the other will win because of the math. There are other factors of course, but this is an example tailored to be as black and white as possible!
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