Universal Heroes and Castles 2 (by Foursaken Media)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, May 13, 2015.

  1. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    Ugh, I know. FM needs to have words with the review folks, I'm not stranger to iOS review waits and I can tell you they've been getting sandbagged in an unusual way.
     
  2. terrence92

    terrence92 Well-Known Member

    Nov 12, 2013
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    I'm still waiting for this game to reach its sweetspot in terms of optimal tweaks and no bugs or weird unbalance stats
     
  3. clarknova9

    clarknova9 Member

    Jun 11, 2015
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    Are there not many people playing online? I use the U.S. Server and if takes what seems like forever to match to a player for coop and I think I've only managed to get a single Versus game, I usually give up waiting for another player.
     
  4. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    You know I think this is an unintended consequence of the shovelware app economy. There's just so much volume of stuff to play that the player bases of each individual game is just by necessity diluted. Probably need to start posting our game center names so we can be on the lookout for eachother. Mine is ImpactWinter
     
  5. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    Finally managed a successful test, summoned trees can spawn sapling, so that's cool. Sapling can be killed!? Less cool. I guess I can live with that if it's hp grows with size and the buff can stack...
     
  6. Sir Marcus

    Sir Marcus Member

    Aug 19, 2015
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    Elusive 100 armor?

    So is it my imagination, or is 95 the highest armor that a PC can have?

    Between the armor, shield, +4 armor per skillpoint and +5 armor with a shield...no matter how far above 95 the total should be, it stops there. I thought 100 armor made you immune to knockback, so...understandably confused since it seems unreachable.

    Also - runeweavers - two two-handed hammers, or shield? Double hammers gives a rather wonky average stat report while shields can have flat +20 damage addition, but a good double hammer has +dmg, +ap, +crit% all at once. Thoughts?
     
  7. Sir Marcus

    Sir Marcus Member

    Aug 19, 2015
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    So how do you even find a list of names at all? All I've been getting is "Automatching on US East server...searching for a player...no one over lvl 20 online...no one online...searching for a player..." over and over again.

    Create/join game only gives you a chance to create, not join.
     
  8. Exact-Psience

    Exact-Psience Well-Known Member

    Jan 12, 2012
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    The Work-At-Home Guy
    Philippines
    Armor is capped at 95. You dont get knockback resist at max armor. Instead, there's the research that does that.
     
  9. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    #3169 Impact Winter, Aug 22, 2015
    Last edited: Aug 22, 2015
    In my testing with rune masters I found that the 2h+shield changes your attack speed/animation(?) to a much faster 1h pace, which is swank. Considering the bonuses for full stamina attacks and the hammer smash charge, that measured swing pace seemed best fit.
     
  10. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    Ah, true enough. It seems they jettisoned the "invite" or maybe it was all a dream...
     
  11. Emjay1324

    Emjay1324 Well-Known Member

    Jul 24, 2014
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    I hope that they add an option to show a list of all available online games in multiplayer instead of automatching.
     
  12. weresailor

    weresailor Member

    Aug 23, 2015
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    Hello everyone, I am new to this forum and I just wanted to ask a question. I recently finished H&C 2 and now I am trying out different strategies. I noticed that I don't really use giants much because they are not quite strong enough to face strong enemies like giant mummies and not cheap enough to use as backup units. I was wondering how you guys used them.



    - "We'll crush them!"
     
  13. Sir Marcus

    Sir Marcus Member

    Aug 19, 2015
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    I don't. They don't have great damage either and don't really seem to target anything in particular.
     
  14. Crystalion

    Crystalion Well-Known Member

    Jun 22, 2015
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    AI, AI, AI, AI, I am the Giant bandito!

    change that quote to "They'll crush me, but slowly, giving my allies time to Crush Them!" and you have half your answer.

    The other half is that both yours' and enemy's units AI really determines outcomes. For example, if your dwarf miners are suiciding by picking on a high armor, high (retaliation) damage enemy when they ideally should be killing glass canons (frail enemy high damage ranged units), that's a "failure" of AI from your point of view...

    from the game designer's point of view, these "failures" are all about presenting interesting paper/scissors/stone relationships to the players to "solve".

    Giants tie up a lot of enemy time and effort, which can be very useful.

    In many cases the game gives an obvious way to probably lose, but fairly quickly, and a not-so-obvious way to probably win, but more slowly.

    Giants are never key to the quick-win path; they are some times valued contributors to the slow-win path.

    Ymmv.
     
  15. Psac42

    Psac42 Well-Known Member

    Jan 9, 2011
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    I would agree with this. I used Giants in the final attach on the enemy, and they helped siphon off some of the enemies for a while. It was more of a diversion than any real impact, but the diversion helped!
     
  16. Sir Marcus

    Sir Marcus Member

    Aug 19, 2015
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    Unwinnable fights?

    So, has anyone run into any unwinnable battles? One outpost defense that I just can't make work no matter what I do is this:

    Spiders
    Mummy Tomb Lords
    Orc Riders
    Orc Veteran Riders

    ...in fog.

    So all my stunners except Paladins are totally useless, my fast-unit targeting ice mages are useless, my big damage range attackers are useless, and some of the enemy target bannerman first, choking off my command points.

    No matter what I use - lvl 50+ knight/paladin drawing things off with taunt, level 60+ runeweaver/engineer using mines and heavy knockback - I can't keep from getting overwhelmed while stuck with insufficient DPS and monster control.

    Is the best strategy to just lose and retake the outpost later? Because when the favored counters to basically every enemy out there are useless due to fog and they all have huge HPs...well I don't see a way out.

    Thoughts?
     
  17. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    #3177 Impact Winter, Aug 25, 2015
    Last edited: Aug 25, 2015
    I remember a similar defense wave where the opening enemy salvo was three wraith lords, lolwut...

    You've got a nasty combination against you.
    The easiest path is probably to lose and retake the land on offense against different mobs.

    Broad advice is lion guard are legit melee stunners, as are Paladins. Knight can replace Mage on fog maps pretty well and is a fantastic skirmisher. Upgraded spearmen with a captain or two put out monstrous damage. If a pathfinder can land a lucky mark, bonus!

    Hero pally keeps mobs stunned with retribution/trauma and buff army with vengeance aura if you have it.
     
  18. weresailor

    weresailor Member

    Aug 23, 2015
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    I feel like the game intentionally gives you unwinnable battles because it forces players to retake an outpost. I also noticed that retaking an outpost is usually easier than defending it. Once the enemy sent out 5 giant spiders at the beginning of a defend the outpost battle and they pretty much ate my walls but later when I went to reclaim it all I faced were skeletons.
     
  19. Impact Winter

    Impact Winter Active Member

    Jul 11, 2015
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    I hesitate to commit that they are actually unwinnable by design, but effectively yeah; You can come up against perfect storms of enemy types and just get completely steamrolled no matter what your toon/strategy.
     
  20. Crystalion

    Crystalion Well-Known Member

    Jun 22, 2015
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    Sieges are nice to fight because the enemy castle doesn't heal and if you can succeed in focusing on it, wins can be straightforward and quick. However, being slow and unfocused hurts, because sieges produce an endless stream of enemies, that get stronger over time.

    Defenses and skirmishes are nice because there is a finite amount of enemy to "solve", so most any strategy that survives well, eventually can be converted into a win. Skirmishes are easier in the sense of not coping with highly vulnerable CP production (bannermen) but Outpost Defense is easier in having the Wall advantages.

    In both cases, discover all possible survival solutions first, because some combination of them will eventually lead to an average CP earnings profit when you pay for the defense from your CP income. Once you find one of those, you then have all the time in the world to earn enough CP to kill off the finite enemy over time.

    In the example you give, Paladins aren't a great fit, because they won't get vastly more powerful over time, since the supply of undead kills is poor. However, if the supply of weenies (spiders?) is good enough, Captains could grow army effectiveness vastly over time.

    In a time-on-your-side scheme, your healing power or units needs to be effective/protected (just as scenarios with enemy healing or protection demand that you eliminate that asap). In hero skills, Paladin is great at that, Druid good, and Dwarf skills relatively poor.

    I'm guessing the riders are giving you problems? In fog Iron Helms might be worth hiding around (knock back tends to derail some troublesome units).

    Also it's super important which kind of spiders you face... everything else you list has some decent AP, which means you should favor units with either no armor, or very very high armor (that is, modest enemy AP offers no advantage vs high HP or dodging or elusive units, and muted advantage vs 95 armor). Their damage is all decent too, so either no defense or very high defense unit when you expect to take the hits.

    This means Giants and Shield Knights are at least worth testing vs these enemies. Again, you're seeking a time-buying stability solution *first*, because grinding them down if you achieve that is often trivial. Enhanced footmen might be cost effective (research adds blocking chance). Babysitting both yourself and a Captain makes sense (so Red Guard might buy human paladin time here)

    If you are using a dwarf, reducing enemy armor could make enhanced Dreadnoughts effective on both attack and defense.

    Knights in fog can be a good thing, even when the enemy has ranged units, because they deliver good damage while often completely distracting enemies.

    I'm just saying, piece together what works to survive (at a profit), then add on killing.

    Finally, if you have an outpost problem that is similar to a wave defense problem, it's good to mention that, because it's easier for forum commenters to try pieces of solutions... I don't recall which Wave, if any, has both spiders and riders?
     

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