Orcs Must Die! Unchained
IN Orcs Must Die! from Robot Entertainment We cut, chopped and burned orcs. IN Orcs Must Die!2 We cut, chopped up and burned the orcs again, but the former opponent – a sorceress – was added to the previous hero – a fighting magician. In a fresh branch Orcs Must Die! Unchained heroes are already seventeen, of which the valiant five of the orcoboevs is composed. But the main difference from the main series is that now we have our own orcs (and not only they!) in the role of cannon fodder, and we send them to besiege the enemy fortress. Which is protected by another group of heroes guided by AI or living players, depending on the regime. The developers talk about their new game that she is about the “siege of the fortress” – Fortress Siege. Green -skinned ones will not pass – and this is not racism ► Weavers cards are very easier to make life easier in battle. Before the match, you choose a hero and a pre -drawn up deck of cards (at the first time they give a default deck). On the cards you will have glyphs – seals placed in certain places and strengthening friendly fighters, traps, armor and magic trinkets, as well as monsters that you populate into the barracks, and weavers (Weavers). The latter in the match orders reinforcements: from the plus to the reserve of mana of the hero to a tangible increase in the strength of all personal fighters. The assortment depends on the specialization of the weaver. Between matches, we compose the deck with cards, and in the battle we fill the barracks with fighters and set the traps. One hero can leave only one card of troops in the barracks, so there will be five of them there, according to the number of heroes in the team, but each “gives birth” to several soldiers, besides different types. They will be born continuously until the match ends or until you strengthen the barracks – then you will have to put a card of the right level. You can replace it if desired, but for the leading points. ► gates blocking the road not only collapse, they can be opened or closed. Why not drive an enemy hero into an improvised trap? However, if you think that the “our” orcs will meet with the enemy on the way and they will begin to knead each other, and you will look at it from the fortress walls, then … do not even think! Monster routes c Orcs Must Die! Unchained Do not intersect. And this means a tense defensive war. A serious mess is preceded by a series of routine skirmishes, unless, of course, you play against AI, which are powerful monsters from the very beginning of the match (this happens only on high complexity and makes the battle with AI more or less interesting). But when it smells fried, you will have to act quickly. There, stick a couple of scarecrows, here, attach a tipping tray with cobblestones to the ceiling and do not forget to regularly operate with a sword and fry with magic, since the heroes for which we play from the third person are immediately subject to all their abilities. The stronger your defense, the less terrible your fortress is enemy hordes and heroes who can also visit (like you – pay a visit to neighbors). ► The task in the match is not to destroy the main building, but to bring twenty monsters to the heart of the enemy base. Although in fact it does not change anything. But keep in mind that the local "cannon meat" sometimes is in a damn toothy even in small quantities. If you play not with a magician or a shooter, then it is better to cover serious breakthroughs to several heroes – they will trample the loners in the heart. However, our main shield is traps. They slow down, set fire, flatten it – in a word, do everything so that the alien soldier is bogged down on the approaches. Does not interfere and take into account the resistance and vulnerability of the advancing and select the appropriate "surprises". Say, Ogram does not care for steel, but they do not like fire – so let them pour hot stone streams on the tops. However, there is no point in sophistication. To pierce the enemy, usually there is enough hodgepodge from everything a little. Perhaps cunning ligaments will be in demand in rating matches, but so far you will probably not say. One griefs-the opportunity to show ingenuity in some places has stopped at all. Neither monsters, no trap, no other Orcs Must Die! Unchained The pumping does not give in. Whereas in Orcs Must Die! 2 The most lasting mechanism accounts for the least three improvements. The trouble unites ► glyphs – it seems to be a new variable in a strategic equation, but, alas, their magic is not happy with the variety: continuous advantages to characteristics. This is slightly constrained not only by personal creativity, but also by the team. Where it would be possible to think together-whether to replace those gates with a trap with spikes with a burning sulfur or it will do so, squeeze the naphtha sprayer here or use a wall-in-a rifle mechanism-it is most often enough to assemble everything in a pile. But at our disposal other collective kunshtuki. The most pressing, perhaps, is to correctly disperse along the paths and jump from one to the other in time. Say, the talents of the incinerator (Smolder), frying the orcs with bare hands, are very useful in the rear. And it is worth sending Hogarth to the vanguard, which will strengthen the defense with magic and support its “cannon meat”. ► On the only map available now, the teams have two barracks. True, the second is bought for a tidy amount. However, almost all characters are connected with https://mister-x-gb-casino.co.uk/ their (and not
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