Each of the new multiplayer units is presumably designed to meet a need, to fill a role in a situation or tactic where previously its race was weak. What situation is each of the new units designed for, and why couldn't similar Wings of Liberty units fill that role?
For example, Tempests are long-range aerial siege units that handle anti-air structures on the ground well, similar to Brood Lords or Yamato-using Battlecruisers. Void Rays lack the range to handle this, and while Carriers have the range, their Interceptors do not, so the Interceptors get shot down leaving the Carrier sitting there like a useless lump.
The Tempest is just 1 of the 7 new units, though. What tactical situations are the other 6 designed for?
The items in Jagged Alliance Online (armour and weapons) have two ways of distinguishing themselves one from another, similar to other modern RPGs: level of the item, and quality scale (from “junk” to “legendary” or somesuch). Another feature is price (taking into consideration that the shop pays one tenth of what it sells the equipment for). So my question is whether the price alone is a good indicator of a relative quality of the items of one class (apples to apples comparison). For instance, take two different models of Beretta in the similar price range, but of different level
In Close Combat: Last Stand: Arnhem (a Close Combat 2 remake) both sides typically have between 1 and 3 squads which are 'command' squads, which are typically infantry armed with semiautomatic rifles or submachine guns. Do these teams serve some additional strategic or tactical purpose, or are they simply mid-range high-morale combat units?
Pushing the numbers 1 through 8 builds units, but what if I didn't check what units were set to what place? Is there any way to check what unit is on each number, or do I just have to go through building them to see what it builds?
I created an iron golem farm on ps3. It is designed to have 4 artificial villages with 16 villagers each. The first two reproduced villagers to the designed limit of 16 each. On the 3rd, villagers stopped reproducing at 13. Is there a per world limit on the number of villagers in the PS3 version?
During development of Heart of the Swarm, there were several mentions (e.g. the Thor, Carrier, and Mothership) of units being removed (or restricted to 1) in HOTS multiplayer (compared to Wings of Liberty multiplayer). In the final release of the expansion, what units have been removed from Heart of the Swarm multiplayer?
Golems are a huge part of EA, but after using one for so long, I find its stats are so much higher than the ones I haven't used, it would be silly to switch. Especially when you haven't even synth'd the golem yet. What I want to know is if anyone has a guide or formula for determining stat growth for golems (due to level up) or if it is just random? This would help me determine if leveling up a new golem would be worth it, if it has a greater stat growth and similar role (defensive, offensive, etc.) then I could swap it in knowing long term there would be an advantage. I looked
There's an item on the Z2 website which says: With the new 3.0 update, a new 50 MB client was introduced. Upon booting it up, you may notice that several units and buildings are invisible..., and suggested reinstalling the game "several times." It still doesn't work, and I haven't the slightest idea why. Oh, and what's my question? Has anyone else seen this problem or similar... yesterday, all buildings (and units in battles) are invisible. I'm using MacOS. I've had the game running for an hour or two and not one building has appeared. My outpost looks like a barren
The Minecraft Wiki Enchanting webpage lists a lot of mathmatical formulae and charts all designed to help us understand how enchanting works in Minecraft. I pretty much understand all of it. Here's an excerpt for clarity: The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends. The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Minecraft
, or do they have some special properties such as extra damage to some unit type, or armor-ignoring damage, etc? Do the storms hurt buildings? Do they hurt units inside bunkers? Do they hurt units inside transports? Do they hurt interceptors inside carriers? What is the range the Templar needs to be from the storm's center in order to cast it? Is it more than his view range? EDIT: According... per second is a damage-over-time "packet" applied? i.e. how many times per second will a unit in the area-of-effect lose health? Do the storms do full damage to friendly units? Is it worth trying