Might & Magic Real-Time vs Turn-Based

G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Hi M&M lovers,
My team is at level 22, armed and amoured very well, and I'm trying to
figure out whether turn-based or real time is better. Here's what I've
found, I always want real time if I can keep a distance from the enemy
because my whole team have EXPERT bows and not much can stand up to the
barrage we can create. But, when we're fighting in a dungeon it's a
different story because the enemies rush us and often we can't back up
fast enough.

Here's what I think that I notice: if we go toe to toe with several
tough enemies we pretty much awlays get wiped, but if we go turn-based
we mostly win all of the battles. Here's why I think this is: when we
go toe-to-toe with both the enemy and us rapid firing, it seems that
the enemy for some reason gets way more shots in than we do, and so
when we go turn-based we and the enemy get equal shots in and we mostly
win.

I don't understand why the enemy would get in so many more shots? I'm
rapid hammering on the trigger?

Thanks for the help,
Tucsonjim

PS: is there a distance where the bow won't work because we're too
close and swords won't work because we're too far?
Like a blind spot in a car. And even if the swords do work it seems
that at that certain distance we do a lot of missing?
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"tucsonjim" <jim@kanewebdesign.com> wrote in message
news:1111029614.746712.104250@o13g2000cwo.googlegroups.com...
> Hi M&M lovers,
> My team is at level 22, armed and amoured very well, and I'm trying to
> figure out whether turn-based or real time is better. Here's what I've
> found, I always want real time if I can keep a distance from the enemy
> because my whole team have EXPERT bows and not much can stand up to the
> barrage we can create. But, when we're fighting in a dungeon it's a
> different story because the enemies rush us and often we can't back up
> fast enough.

That's about it. In close quarters I always use turn-based unless my party
is so much stronger than the bad guys I can just rush *them* and flail away
without much to worry about. Even at a distance, if the enemies have ranged
weapons and can hurt us badly fast (e.g., the flame archers west of Free
Haven) I use turn-based. Maybe just because I'm an old geezer and need more
time to think. 🙂


>
> Here's what I think that I notice: if we go toe to toe with several
> tough enemies we pretty much awlays get wiped, but if we go turn-based
> we mostly win all of the battles. Here's why I think this is: when we
> go toe-to-toe with both the enemy and us rapid firing, it seems that
> the enemy for some reason gets way more shots in than we do, and so
> when we go turn-based we and the enemy get equal shots in and we mostly
> win.
>
> I don't understand why the enemy would get in so many more shots? I'm
> rapid hammering on the trigger?
>
> Thanks for the help,
> Tucsonjim
>
> PS: is there a distance where the bow won't work because we're too
> close and swords won't work because we're too far?
> Like a blind spot in a car.

No, I don't think so. Melee weapons work up to the point where ranged
weapons come in. There's no blind spot in between that I've ever noticed.


> And even if the swords do work it seems
> that at that certain distance we do a lot of missing?

It does seem to me that accuracy improves as you get closer, with either
melee or ranged weapons. I don't know this for a fact but it sure seems that
way.

N.