![]() ![]() The other catch is that new card-based units can be generated back at your far-away base at full health, or they can be spawned anywhere in your "line of sight" at 50 percent health. But the semi-random nature of cards in your hand means you can't just manually invest in certain troop or tech trees when that seems like a good idea. The game is more reactive-like, do I divide my troops and send faster ones around to pick up energy? Leave units behind in control points to slow down foes' ability to take the point over (since control isn't ceded until an entire control point is emptied)? Or cluster your units as one giant army? Like in most other RTS games, Halo Wars 2's units all have a rock-papers-scissors relationship with each other. AdvertisementĬore gameplay, then, is about reacting to enemies and controlling turf as best as you can, given the limits and rush of card-based play. Depending on the mode, energy will also slowly tick upward at all times, which is particularly good if you face a full army-wipe situation. These canisters must be destroyed by an army unit to be claimed. Energy canisters appear on the battlefield at 90-second intervals, at one of about six known locations. Every Blitz match begins by granting players a small amount of energy, along with a starting army (always five simple units, based on whichever "leader" character you pick at a match's outset), to get the ball rolling. You must also have enough "energy" points, and more powerful cards cost more energy. Others offer one-off attacks and temporary buffs such as shields, stat boosts, or targeted missile strikes.īut you can't just tap a card to bring any of those into battle. Most of these are units, consisting of series characters and vehicles such as Spartans, Brutes, Warthogs, and Ghosts. Four cards appear at the bottom of the on-screen HUD at all times. Instead, new units, attacks, and boosts are generated entirely by cards. Players aspire to maintain control of the points over time and fill a "capture" meter before opponents can do the same. Players start the match at a "base" at the edge of the map, but there's no resource mining or facility building happening in these, and they aren't meant to be defended, captured, or upgraded. Simply walking an army unit onto an unoccupied point captures it. The mode drops players onto a static, symmetrical combat arena (dubbed "The Proving Grounds") with three capture points. But it's also another stab by the Halo Wars universe (this time with help from the Total War devs at Creative Assembly) to come up with a way to make RTS combat-and in particular, multiplayer matches-work in a console universe. Make no mistake: Blitz is all about the cards. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |