Mechanics: Difference between revisions
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* Team Composition | * Team Composition | ||
** The process of choosing which heroes to play. | ** The process of choosing which [[heroes]] to play. | ||
* [[Items|Item]] Management | * [[Items|Item]] Management | ||
** The process of forming an item build. | ** The process of forming an item build. | ||
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** Involves [[ziplines]] and [[stamina]] usage. | ** Involves [[ziplines]] and [[stamina]] usage. | ||
* Troop Management | * Troop Management | ||
** The process of killing enemy [[ | ** The process of killing enemy [[trooper]]s whilst '''denying''' the enemy from getting [[souls]] from yours. | ||
** Can also be referred to as Creep Management. | ** Can also be referred to as Creep Management. | ||
Revision as of 04:20, 31 August 2024
“Let's get started, shall we?”
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Mechanics in Deadlock are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are akin to a MOBA, whereas micros are that of a TPS.
Overview
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
- The process of forming an item build.
Micros
- Aiming
- Movement
- Troop Management
Creep/troop 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 obtaining soul orbs by killing troopers.