Mechanics: Difference between revisions
Jump to navigation
Jump to search
Added a lot. |
No edit summary |
||
Line 18: | Line 18: | ||
** Can involve the use of zi[[Zip-lines|p-lines]]. | ** Can involve the use of zi[[Zip-lines|p-lines]]. | ||
* Troop Mangement | * Troop Mangement | ||
** The process of killing enemy [[troopers]] whilst '''denying''' the enemy from | ** The process of killing enemy [[troopers]] whilst '''denying''' the enemy from getting [[souls]] from yours. | ||
** Can be referred to as Creep Management. | ** Can be referred to as Creep Management. | ||
'''Creep denial''' is a crucial part of the | |||
'''Creep denial''' is a crucial part of the game's laning phase and invoves shooting the souls of one's own trooper when they are killed. this prevents enemy laners from obtaing soul orbs by killing troopers. | |||
[[Shop]] | [[Shop]] |
Revision as of 08:38, 27 August 2024
Mechanics in Deadlock are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are that of a MOBA, whereas the micros are that of a TPS.
Macros
- Laning
- The process of organizing players in the laning phase (see: Strategy).
- Team Composition
- The process of choosing which heroes to play.
- Item Management
- Consists of forming an item build.
Micros
- Aim
- Movement
- The process of moving and positiong your hero.
- Can involve the use of zip-lines.
- Troop Mangement
Creep denial is a crucial part of the game's laning phase and invoves shooting the souls of one's own trooper when they are killed. this prevents enemy laners from obtaing soul orbs by killing troopers.
Mapf