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Описание и прочая информация:
Changes: ==============
First off is a new Tactical Deployment
system which provides a number of new and exciting ways to dispense with the New
Order. It’s a tiered system which recharges over time, using an item from any
tier will roll back the clock a certain amount, and charging will begin
again.
The ability to change items (from your inventory)
makes the choices on the first play through less of an issue as they can be
updated. Calling in a Take Over walker FE when it’s needed, and perhaps
replacing it with a shield later on. Of course this will use up ‘Tactical
Deployment time’ so when trying to better a score it’s important to get that
initial load-out right.
Getting items isn’t without risk, the Item drops
are vulnerable to attack and can be destroyed if they aren’t collected in good
time! This leads nicely onto the Exploding Trap. This little gem is a lot fun to
deploy. Looking like a normal Item drop it draws an attack before emitting a
powerful explosion, dispensing attackers with great ease. Best suited to taking
out Melee Units!
Tier two: Grunt Hunter, Turret,
Beacon.
Tier two is occupied with three new powerful weapons. The Grunt
Hunter, as you might expect, hunts out grunts. It’s a simple but effective
deployment, methodically searching for targets and eradicating them with its
powerful blaster. It is uncontrollable though and will take its own path, so
awareness of the surrounding targets before deployment makes for happy Grunt
Hunting.
The Turret is a large static gun equipped with super fast
blasters. It’s a great defensive device and a sure fire winner when facing large
numbers of approaching enemies. Its only downside is it is static.
The
Beacon perhaps offers the best of both worlds. As a powerful sentry which can be
picked up and moved to another position by Heroes. It’s not all as simple as
that though; each time a Beacon is deployed or placed it’s vulnerable while it
connects to the orbiting satellite. Once the connection is made it’s weaponised
and dishes out electric death with great vigour!
Tier
three: Containment Team
We saw them in the tutorial now they are
ready for action again! Containment Teams are deployed as a team of 6 highly
skilled troopers armed to the teeth with the best weapons the Morphid army has
to offer. They come with a Rally Point which can be moved to place them in the
thick of battle or guard a key position. These guys are the real
deal!
The final Tactical Deployment option, GOOP Boost can add to the
timer allowing access to Deployments sooner than recharging alone. Be warned
though, GOOP Boost will cost you GOOP which will eat away at your
score!
We’ve also added 20 challenge maps to unlock via the campaign
mode. For each completed mission, two challenges are unlocked, a normal and
extreme version.
The Normal challenges use a pre-determined load-out and
item set for the Tactical Deployments. As all things are equal these challenges
will route out the best players on the score boards.
The Extreme
challenges take the normal route for set up with players setting up their
roll-out before starting the challenge. The test here is firstly to complete the
challenge and then to cut back on the roll-out to maximise scores and occupy the
top spot on the leader board.