Heroes 2 Speedrun WR - Archibald Campaign [
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- Опубліковано 6 вер 2024
- Well this was a little frustrating. I got really good at the first four maps but kept losing multiple minutes on Rebellion, Country Lords, and Greater Glory. On this run I had a weak First Blood, a bad Barbarian Wars, and a downright tragic Slay the Dwarves. By all means I should have restarted but I decided to keep going just so I could practice transitioning into the later stages to see if my practice on those levels would pay off.
Well wouldn't you know it, I hit perfect RNG and had the best last 5 levels I have ever had in this run. So good it entirely made up for the weak first half. Hitting those two stacks of dragons in Greater glory saved so much time and let me just blast through Roland even with him casting resurrection.
Check out 16:13 for some of the most tragic Blind spam ever witnessed in Heroes of Might and Magic 2.
I am not sure why people do speedruns of heroes in real time instead of game time, which is far more interesting and challenging.
They certainly have different appeals.
When I was trying to get more entertainment from Heroes of Might and Magic 2 I started off doing in game time runs on a lot of the standard maps. It was pretty entertaining for a while, but to some degree was frustrating as a single mistake or bad rng could invalidate a run completely by adding a single day. This is still present in real time runs on maps such as skirmish where it's dependant on starting buildings in both towns and starting units on both players heroes. However on a lot of maps and campaigns with real time a small slip up can be recovered through better play later or changing a route to adapt to an evolving situation. Personally I find the real time runs to be more engaging and exciting during the act of playing them, where in game time runs tend to involve more out of game theory crafting followed by a step by step recreation in game to get it to work.
It also helps that real time speedruns are a bit newer, unlike in game time speedruns which in some cases were solved 20 years ago. Definitely leaves more room to explore.
What a player. Very nice!
a very bad player making a lot of (basic) mistakes - that's what (;
@@xlnt2new you are most welcome to beat his time and post it on youtube!
Very aggressive gameplay, but pretty strategic also! I suppose no speedrunner goes for saving the necromancers or finding the crown though, even though that makes for an interesting play.
I actually chose both saving the necromancers and finding the crown on my first casual playthrough of the campaign. I was pretty stunned when I started looking at running the category and found out just how wildly unbalanced the two options I didn't take were... It would be pretty cool if the save the necromancers option was a bit better. Give the level 5 necromancer a free bone dragon or some power liches or something.
@@Solaaris242 Yeah, or let the experience and skills of Brother Brax (the level 5 Necromancer) carry over to all later scenarios of Archibald's campaign, like in Heroes 3.
Same with Sister Eliza (the level 5 Sorceress) in Roland's campaign of course!
What's the point of taking Estates over Ballistics like at 24:11? Is it just a faster click or is there some other reason for it? Seems like having a faster catapult would save some time in the upcoming castle sieges.
I'm not remembering for certain, but I think it's just a misclick due to habit from other runs, I probably should have taken it for consistency... However since most of my other runs are done with flyers, I take every effort to avoid taking ballistics, as if you ever get to two catapult shots, you have to wait for the animation to play every turn.
If I get lucky with catapult shots and don't need the walls down faster, avoiding ballistics would still be a good call as I wouldn't then have to wait for as many redundant shot to play out.