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| {{Secondary skills}}
| | Gives the hero manual control over the [[Catapult]] and increases its accuracy, damage and number of shots |
| {{Secondary skill
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| | B_effect = gives control of the catapult to the hero, allowing aimed shots with increased damage.
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| | A_effect = gives control of the catapult to the hero, allowing two aimed shots with increased damage.
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| | E_effect = gives control of the catapult to the hero, allowing two aimed shots at maximum damage.
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| '''Ballistics''' is a [[secondary skill]], that gives the player manual control over the [[catapult]] in a [[siege]], increases the chances of hitting an intended wall and increases the chance of doing double damage. The castle walls as well as Drawbridge, Keep and [[Arrow Towers]] have 2 hitpoints (upon building castle standard walls are upgraded to fortified walls, which have 3 hitpoints). Additionally, at advanced and expert level of Ballistics catapults fire twice instead of just once. | | '''Recommended for:''' Heroes with walker-heavy armies |
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| It is interesting that Ballistics secondary skill does ''not'' buff [[Ballista]]. The latter works better via [[Artillery]].
| | {| border="1" |
| | | |+ |
| {| border=1 | | |- |
| ! Level | | ! Level |
| | None || Basic || Adv. || Expert
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| |-
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| ! Shots | | ! Shots |
| | 1 || 1 || 2 || 2
| | ! Chance to hit |
| |-
| | intended wall |
| ! Chance to hit Keep (before all walls destroyed) | | ! Chance for |
| | 5% || 7% || 7% || 10%
| | maximum damage |
| |-
| | ! Chance to hit [[Arrow Towers]] or |
| ! Chance to hit [[Arrow Towers]] (before all walls destroyed) | | [[Drawbridge]] before all walls destroyed |
| | 10% || 15% || 15% || 20% | | |- |
| |- | | | None |
| ! Chance to hit Drawbridge (before all walls destroyed)
| | | 1 |
| | 25% || 30% || 30% || 40% | | | ? |
| |-
| | | ? |
| ! Chance to hit intended wall
| | | ? |
| | 50% || 60% || 60% || 75% | | |- |
| |- | | | Basic |
| ! Chance for no damage
| | | 1 |
| | 10% || 0% || 0% || 0%
| | | 60% |
| |- | | | 50% |
| ! Chance for 1 damage
| | | <60% |
| | 60% || 50% || 50% || 0% | | |- |
| |- | | | Advanced |
| ! Chance for 2 damage
| | | 2 |
| | 30% || 50% || 50% || 100% | | | 60% |
| | | 50% |
| | | <60% |
| | |- |
| | | Expert |
| | | 2 |
| | | 75% |
| | | ? |
| | | <75% |
| |} | | |} |
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| '''Heroes with Basic Ballistics as a starting skill:'''
| | ==Comments== |
| * {{H2|Olema|Heretic}}
| | Quite useful, since it gives you first chance to cast spells in sieges. |
| * {{H2|Theodorus|Wizard}}
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| * {{H2|Uland|Druid}}
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| * {{H2|Yog|Barbarian}}
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| * {{H2|Morton|Mercenary}}{{-wh}}
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| ==Chance to get==
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| {{Secondary skill chance explanation}}
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| {{ZET SEC SKILL CHANCE TABLE| 8 (highest)| 4 (lowest) {{withsod}}| 4 (lowest) {{withsod}}| 4 (lowest) {{withsod}}| 6| 4 (lowest) {{withsod}}| 7| 6| 7| 5| 7| 6| 8 (highest)| 6| 7| 8 (highest)| 8 (highest)| 4 (lowest) {{withsod}}| 5| 2 (lowest){{-wh}}| 6| 8 (highest)}}
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| {{fanopinion| | | {{Secondary skills}} |
| Ballistics is not something essential to everyone, but it is really useful when sieging towns, and if a map has many towns you should capture, consider using a hero with Ballistics as your starting hero, eventually improving the skill to Expert. It will make sieging a town way easier, reducing your losses, as you will destroy the [[drawbridge]] on an early stage of the battle, and the enemy's defense will worsen significantly. However, the most crucial when sieging a town is properly using your flyers, ranged units, and magic, so as to win as soon as possible and avoid major losses.
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| Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn't have [[Artillery]]).
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| '''Recommended for:''' Heroes with walker-heavy armies
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| 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).
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| }}<!-- end of fan opinion -->
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| {{secondary skill 'see also'}}
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| [[Category: Secondary skills]] | | [[Category: Secondary skills]] |