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Which Auto Loader You Need to Play: Teamfight Tactics, Underlords, or Dota 2 Auto Chess



Auto battler games have become the genre of the moment and it is not surprising why. Their combination of strategy and coincidence puts them in the middle between card games like Hearthstone and strategic games such as StarCraft .

Although there are many differences between each automatic fighting game, they all have several things in common. Each game allows you to control a character that begins with 100 health. The games then split into circles that kill you against the other team's army. Between each round of battle you can build your army with a selection of random units. Combining units in different ways can give you improvements or bonuses that will help you win your next round. They are simple enough to get players into the door but provide enough room for strategy that there is always room for improvement.

The recent popularity of the genre began a few months ago with Dota 2 mod, Auto Chess. It has quickly grown to three important options: Auto Chess, Dota Underlords and Legends of Legends based on Teamfight Tactics. We've collected a list of some of the key differences between the three games that will help you decide who you need to try.


  Dota Auto Chess

Dota Auto Chess
Auto Chess is certainly not the first car fighter ever to be made – that the honor is technical of Pokémon Defense – but this is the starting point for the current popularity of the genre. As for its differences from the other car fighters issued in the last few weeks, most of them are down to the end of the game. Instead of playing in other games, which are the most important things to improve your units, make the game a little more active than making careful plans and sticking to them for the whole game.

On the one hand, this rare aspect allows players to make smaller and finer adjustments to their opponents until the match continues. On the other hand, it delivers significantly longer and slower games. The Auto Chess feels less like an army is slowly developing for a few rounds, and more like your early units just keep you alive while waiting to get better things later. The late game of automatic chess matches now feels the most strategic of automatic fighting options, but early games are far less interesting. Dota Underlords

Dota Underlords

Dota Underlords

Dota Underlords

Dota Underlords

Dota Underlords 2 Auto Chess Mod. The game, more or less, has the same units and common gameplay as Auto Chess, but embraced in a very different visual package. Although there are several different units in Underlords but not much, the main difference between it and Auto Chess is how the elements work.

Instead of other games where your items are randomly distributed and can be combined into other more powerful items, Underlords gives you options about what items you want to take. In each round of PVE you have the option to choose one of several different items or passive bonuses that can give the bay of certain units. Thanks, Underlords is mostly to think ahead and play with amateurs in a way that will help your team the most.


  Tactics of defense tactics

Tactics of defense tactics

Tactics of defense tactics

Tactics of defense tactics

Tactics of defense tactics is a faster machine. Matches rarely last for 40 minutes, partly due to a penalty for losing a round, which is significantly higher than any other fighter. This means that there is much less room for later game settings, and if you bet wrong, your chances of losing are high.

The passive bonuses you receive for several units of the same class and origin are much higher at Teamfight. Tactics also, and every champion uses his abilities much more often. Because of this, units are much more impressive and positioning has a greater impact on matches. Moving a champion into even one or two spaces to the left or right could overturn a circle and turn a sure defeat into a decisive victory.

Teamfight Tactics will appeal more to players who are quick to make decisions and who focus on micro-level adjustments to any wrestling rather than macro-level strategies such as which units oppose the most- well,


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