Ballistics: Difference between revisions
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'''Ballistics''' is a [[secondary skill]], that gives the player manual control over the [[catapult]] and | '''Ballistics''' is a [[secondary skill]], that gives the player manual control over the [[catapult]] in a [[Siege]] and increases the damage done to castle walls. Additionally, at advanced and expert level of Ballistics catapults fire twice instead of just once. | ||
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Revision as of 18:00, 29 March 2018
Ballistics is a secondary skill, that gives the player manual control over the catapult in a Siege and increases the damage done to castle walls. Additionally, at advanced and expert level of Ballistics catapults fire twice instead of just once.
Level | Shots | Chance to hit
intended wall |
Chance for
maximum damage |
Chance to hit Arrow Towers or
Drawbridge before all walls destroyed |
---|---|---|---|---|
None | 1 | ? | ? | ? |
Basic | 1 | 60% | 50% | <60% |
Advanced | 2 | 60% | 50% | <60% |
Expert | 2 | 75% | ? | <75% |
Heroes with Ballistics as a starting skill:
- Olema the Heretic (basic)
- Theodorus the Wizard (basic)
- Uland the Druid (basic)
- Yog the Barbarian (basic)
Discussion
Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn't have Artillery).
Recommended for: Heroes with walker-heavy armies
Further discussion: While useful for breaking open the gate quickly, one also has to care to consider that it is the only battle-skill that in non-siege battle situations has absolutely no impact. Therefore, in a multiplayer game it may be better to select a more multi-situation skill upon which to invest. In single-player games, more useful, but also situational, as the AI tends to charge out of the castle if an army demonstrates any significant long-range damage abilities. It is very rare that the AI stays in the castle entirely, and that this skill is entirely necessary. I would take this if I had walker armies, and were offered an alternative skill considerably less useful (ie. eagle eye, learning).