Other than trying to push your enemies towards the edges or off the map, you can also knock them out by dealing enough damage, which makes them vulnerable. You must also stay away from the edges and some pits of the maps, because touching the borders results in your getting knocked out and watching your hero float around to a new respawn point. Players can triple-jump, but also shoot at their feet or at an angle towards a wall in order to propel themselves upwards. But the unique aspects of the game come in the form of movement and knockouts. Shooting foes with your primary/alt fire is straightforward, and using your Abilities effectively comes with practice. #ROCKET ARENA REVIEW FOR FREE#The developers promise more maps and heroes will be added over time for free to help provide variety.īefore getting into a real match, there is a tutorial the briefly explains the gameplay mechanics. There are 10 characters at launch, and the community seems to be using most of them during play. There are 10 maps at launch, but in many hours of play, some of them have yet to appear even once in random matchmaking. The maps themselves are varied at least in terms of visual design – there's a desert canyon, a ship in the sky, a castle, and so on. You can also choose to play only Knockout but in the Social playlist, or just practice against bots in Rocketbot attack. If you're feeling competitive, you can venture into Ranked play where only Knockout is possible. All of the modes can produce some entertaining moments, and are functional, if not particularly original. Lastly, Treasure Hunt has teams fighting over a chest to try and hold it the longest, while intermittently also collecting coins that appear across the level. Rocket Ball is a game of trying to get a ball into the opponent's base via passing and throwing it. Mega Rocket is a King of the Hill type, where players fight over control of certain spots of the map that moves around after one team claims it. Knockout is the straightforward mode where your only goal is to get the opponents out of the Arena. Rocket Arena offers a Social playlist, where a variety of modes and maps are randomly offered when you matchmake. The hero selection will vary depending on the mode. In objective based modes, Boone and Blastbeard are key to keep enemies off the location, while Topnotch and Plink have area of effect abilities. It certainly takes a few matches to become comfortable with each character, and some feel more useful than others. Izell has a far reaching lunge attack, while Kayi has a grappling hook. Boone creates a wind blast to push enemies and himself away, and Blastbeard has a similar shockwave ability. Last but not least are the Abilities, which usually focus on providing positional advantage over damage dealing. The secondary attack usually focuses on offense, but there's Mysteen's shield and Kayi's forcefield for defensive options. For example, Izell can pull opponents forward her, Plink can toss a ricocheting boomerang, and Rev launches sticky mines. The alternate fire usually has some sort of effect or function to it. When things start to get interesting is using the Secondary Fire and Abilities. Heroes also have different ranges for their Primary Fire, thus needing to be closer to the enemy to actually be effective. The Primary Fire for many heroes resembles cannon balls or other projectiles that actually have a downward curve, requiring you to adjust aim some you can just keep clicking to shoot, others you need to hold the button to charge up. Interestingly enough, despite the name Rocket Arena, many of the heroes don't even shoot rockets or projectiles that behave as rockets. The lineup of heroes is fairly diverse in their function and attacks, letting players find the hero that suits them best. So instead each hero is differentiated by having three different attacks/abilities - Primary Fire, Secondary fire, and an Ability. Each of the characters has the same amount of health and attributes – at least, that's the assumption since the game doesn't specify. As such, your strategy is limited and there's no "countering" of other heroes. While you can coordinate with teammates to create a synergy of characters that best fit together, and fit the mode you're about to play, you cannot see what your opponents are selecting. This is a hero shooter, so before each match begins you can pick what character you want to play as, and they are locked in for the entire duration of the match, which is usually fairly brief at 5 or so minutes. Rocket Arena pits two teams of three players against each other in small arenas.
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