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Post by zciworezlo on Dec 16, 2013 14:49:23 GMT -5
Hey guys! Amazing game - just wanted to say that first. Gotten hours of fun out of it already, very much looking forward to the rest of the story and getting deeper into the game's strategic and tactical elements.
My question is regarding flanking. I've seen it referenced in a few places on the forums, and I was curious about how exactly it works in HOS? I am familiar with how it works in D&D, but haven't been able to track down any info on its application here. Thanks!
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Post by Deleted on Dec 16, 2013 15:36:34 GMT -5
I think this relates to a query I have about unit facing- highly important in TA but theres no way to turn in place to face trouble . Is character facing important to the damage system in this game?
Is that what you mean?
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Post by zciworezlo on Dec 16, 2013 16:36:33 GMT -5
I think this relates to a query I have about unit facing- highly important in TA but theres no way to turn in place to face trouble . Is character facing important to the damage system in this game? Is that what you mean? I'm referring to the dynamic described when two friendly units are directly adjacent to an enemy on opposite sides: oao oxo oao Where 'o' is an unoccupied tile, 'a' is a friendly-occupied tile, and 'x' is an enemy-occupied tile. In D&D this arrangement confers a combat advantage towards the friendly 'a' units against the enemy 'x', classically +2 attack. From what I've been able to tell, unit facing doesn't have any impact on gameplay.
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Post by Karjus on Dec 16, 2013 17:17:42 GMT -5
I get the feeling if it was implemented, there'd be a little tutorial about it in the prologue in the first fight. In most games where it is used, it is often one of the most effective ways to win a battle. Mostly think people are using it is a way of expressing the fact that they moved around melee troops to get to the archers into the back instead of expressing the utilization of a mechanical bonus.
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Slide87
Templar
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A.S. Roma Lover
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Post by Slide87 on Dec 16, 2013 17:43:09 GMT -5
I realised that also diagonal attack seems to flank the enemy, or is it only a my thought???
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Flanking?
Dec 16, 2013 18:09:04 GMT -5
via mobile
Post by bobsoup on Dec 16, 2013 18:09:04 GMT -5
I think this relates to a query I have about unit facing- highly important in TA but theres no way to turn in place to face trouble . Is character facing important to the damage system in this game? Is that what you mean? I like how it works in TA and think it would be a great tactical addition in HoS. However, you would need to be able to turn(maybe use 1ap) for it to be fair.
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Post by bigchris on Dec 16, 2013 21:02:42 GMT -5
So...is, or is there not, a bonus to accuracy and/or damage for attacking from a flanking position?
If there is, I'm definitely on board with being able to change direction in place at the end of one's turn.
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mikelrysk
Hero
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Posts: 160
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Post by mikelrysk on Dec 16, 2013 22:38:15 GMT -5
Diagonal and straight flanking should be possible, wouldn't worry about facing, just an action detector for that space being occupied should work. I'd say maybe +1 Accuracy and +1 Damage or just +2 Accuracy. I'm assuming accuracy is what determines hitting.
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Post by Karjus on Dec 17, 2013 6:17:48 GMT -5
There isn't currently a bonus.
Sent from my GT-I9100P using proboards
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Post by Alex Fury on Dec 17, 2013 12:20:49 GMT -5
I have to admit curiosity about this as well. One thing I've noticed is that enemies seem to do a LOT more damage to the back of a character.
Is there anything about which direction a hit comes in from, or has it just been 'lucky' coincidence in what I've seen so far?
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bobsoup
Exemplar
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Posts: 453
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Flanking?
Dec 17, 2013 13:07:59 GMT -5
via mobile
Post by bobsoup on Dec 17, 2013 13:07:59 GMT -5
I have to admit curiosity about this as well. One thing I've noticed is that enemies seem to do a LOT more damage to the back of a character. Is there anything about which direction a hit comes in from, or has it just been 'lucky' coincidence in what I've seen so far? I guess we need to wait for Cory or Fallen to tell us definitely. I haven't read anything saying that it matters; however in at least one other TB game damage is more severe when received from behind or the side. With no way to rotate though (other than moving) its a bit harsh to have that penalty though.
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Slide87
Templar
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Post by Slide87 on Dec 17, 2013 13:48:33 GMT -5
I have to admit curiosity about this as well. One thing I've noticed is that enemies seem to do a LOT more damage to the back of a character. Is there anything about which direction a hit comes in from, or has it just been 'lucky' coincidence in what I've seen so far? I guess we need to wait for Cory or Fallen to tell us definitely. I haven't read anything saying that it matters; however in at least one other TB game damage is more severe when received from behind or the side. With no way to rotate though (other than moving) its a bit harsh to have that penalty though. It's seems to me too, as for back hits, as for diagonal hits but by now no rule is been said i think
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Post by fallen on Dec 17, 2013 14:19:13 GMT -5
1) in Templar Assault, having your Templar attacked from the side or from behind grants extra bonuses to your enemies. Try to avoid that. 2) In Heroes of Steel, there is no generic flanking. It will be a power that certain character classes can specifically use to their advantage, but is not granted to any combatant (monsters or characters).
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Post by Alex Fury on Dec 17, 2013 15:11:31 GMT -5
fallen - Then a method for a rotate-in-place would be very helpful. Or a way to back-up a step, to make opponents waste some AP to close back in. Especially considering how (so far for me) the majority of turns during attacks almost always leaves the front line with at least 1 'wasted' AP. To be able to use it to set-defense, take a step back, or the like would be good.
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Post by fallen on Dec 17, 2013 16:58:28 GMT -5
Alex Fury - the (1) ONLY applies to Templar Assault. Attacking direction has no impact in Heroes of Steel. I mention it because it was brought up in the thread a few times.
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