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Flying
Flying can be value mentioning right here, it is particularly highly effective. It really works prefer it does in RTS video video games, quite than the way it works in most card video games. In Starcraft, a Zealot (floor melee unit) can’t hit a Mutalisk (flying unit) ever. The identical is true right here. Flying models can assault floor models and never get hit again in any respect! Flying models can fly over floor patrollers and are usually not bodily blocked by them in any respect!
That’s a little bit of a double edged sword although; flying models can also’t bodily block floor attackers. So in the event you patrol considered one of your fliers, an enemy floor attacker can merely run underneath it and get to your susceptible heroes and tech buildings. General although, flying models are very lethal, simply as they are usually in RTS video video games.
Patrol Zone Design Options
The patrol zone is probably the most unexpectedly good characteristic in Codex. It was initially developed as a method to make asynchronous fight fascinating sufficient, however gamers favored it a lot that they stated it must be a central characteristic irrespective of if the sport supported asynchronous play or not. It turns on the market’s a whole lot of nuance in simply the way you patrol your forces!
Earlier than the patrol zone existed in Codex, some gamers initially recommended placing “taunt” on explicit models (that means the opponent must assault these first), but it surely’s simply so insufficient as an answer right here. You would be on the mercy of drawing the appropriate models simply to have the ability to block in any respect. The patrol zone allows you to give that energy to any of your forces AND allows you to stack extra bonuses on them too, which is simply far more flexibility to plan your technique.
The additional bonuses the patrol zone offers your defenders clear up some very deep issues that we had for a very long time. There is a delicate stability in Codex between dashing down and teching up. At some factors within the recreation’s historical past, rushdown was too good, which makes the sport degenerate. At different occasions, it was too weak which suggests there’s nothing to “preserve you trustworthy” if you wish to blatantly begin going for late recreation plans method too early. The best guidelines had been those that result in rushdown being too good, so is there a way we are able to do a small tweak to them?
It seems, the only level of armor you get within the squad chief slot (and to a lesser diploma, the +1 ATK you get from the elite slot) issues A LOT. That provides you simply sufficient protection that early turns are usually not primarily based on degenerate rushdown which you could’t do something about, however your buffer of safety would not final you lengthy. Quickly sufficient, models and heroes get large enough to beat these bonuses and crush a weak defender if they do not begin placing up a combat.
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