1 |
With projectile dodging, shot blocking, the importance of perfect kiting and the tightly controlled range differences needed to pull this off, as well as the ubiquity of AoE weapons and the importance of the Riot unit, line move is vital.
|
1 |
With projectile dodging, shot blocking, the importance of perfect kiting and the tightly controlled range differences needed to pull this off, as well as the ubiquity of AoE weapons and the importance of the Riot unit, line move is vital.
|
3 |
But
that's
really
the
things
that
makes
ZK
different
from
other
TA
games,
we
make
maximum
use
of
the
physics
engine
and
the
physical
nature
of
our
units,
weapons
and
projectiles.
I
always
thought
it
was
kind
of
a
tragedy
to
physically
simulate
your
projectiles
and
then
make
that
irrelevant
by
having
your
battles
just
swarms
of
units
chewing
into
eachother.
|
3 |
But
that's
really
the
things
that
makes
ZK
different
from
other
TA
games,
we
make
maximum
use
of
the
physics
engine
and
the
physical
nature
of
our
units,
weapons
and
projectiles.
I
always
thought
it
was
kind
of
a
tragedy
to
physically
simulate
your
projectiles
and
then
make
that
irrelevant
by
having
your
battles
just
swarms
of
units
chewing
into
eachother:
Your
physics
engine
then
is
just
serving
as
random
noise.
|