Pathfinding: Difference between revisions
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'''Heroes with Pathfinding as a starting skill:''' | '''Heroes with Pathfinding as a starting skill:''' | ||
* {{Hn|Clancy}} the | * {{Hn|Clancy}} the {[Ranger]} (Basic) | ||
* {{Hn|Gretchin}} the | * {{Hn|Gretchin}} the {[Barbarian]} (Basic) | ||
* {{Hn|Korbac}} the | * {{Hn|Korbac}} the {[Beastmaster]} (Basic) | ||
== Discussion == | == Discussion == |
Revision as of 03:43, 3 February 2017
Pathfinding is a secondary skill, that reduces the movement penalty for rough terrains. A hero with expert pathfinding secondary skills treats all terrains as grass, which means that the hero suffers no penalty for crossing rough, sand, snow or swamp terrain types. Penalty reductions from the skill level are tabulated below.
Terrain | None | Basic | Advanced | Expert |
---|---|---|---|---|
Dirt Grass Lava Subterranean |
100% | 100% | 100% | 100% |
Rough | 125% | 100% | 100% | 100% |
Sand Snow |
150% | 125% | 100% | 100% |
Swamp | 175% | 150% | 125% | 100% |
Heroes with Pathfinding as a starting skill:
- Clancy the [[]] the {[Ranger]} (Basic)
- Gretchin the [[]] the {[Barbarian]} (Basic)
- Korbac the [[]] the {[Beastmaster]} (Basic)
Discussion
The feasibility of pathfinding rests heavily on the characteristics of the map. On a map with very few areas of rough terrain, pathfinding is useless, but on maps containing a lot of rough terrains it becomes extremely valuable - potentially even more so than Logistics. Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' native terrains include rough terrains, which may affect the necessity of pathfinding.