To chyba lepiej, bo w Hordzie trzeba bylo kampic i tarcza zablokowac wejscie. A tak cos sie dzieje (deszcz plazmagranatow rzucanych przez Gruntow -> nowe znaczenie z WAW do ODST ) przez te czaski bo WAW szybko sie nudzi, GOW2 podobnie, jedynie L4D trzyma sie dobrze bo rozrywaka jest krotka i dynamiczna, w poprzednich grach ktorych wymienilem rozgrywaka jest nudna i slamazarna.
How do the difficulty modifier skulls work in Firefight?
The skulls from Halo 3 are back and integrated into the heart of the
Firefight experience. Skulls will systematically activate as players
progress through Firefight play with a new skull turning on at the start of
each new round (a new round starts upon completing every 5th wave).
At the start of the game, "Tough Luck" is enabled. This skull drastically
increases an enemy's tendency to dive out of the way to avoid incoming
grenades, making them more nimble and agile against these attacks.
If you make it through to the end of the 5th wave and begin round two, a
second skull will activate in addition to "Tough Luck". "Catch" greatly
increases the enemy tendency to throw grenades (including suicide grunts who
rush the player with armed plasma grenades).
At the start of Round 3, a third skull is added to the previous two. "Black
Eye" means that players can only regain health by melee attacking enemies.
Normally, as a player incurs damage, their HUD will turn red and if they
continue taking damage, their base stamina will deteriorate. However, if you
back off and remove yourself from danger, your health will restore and your
base stamina will not be affected. With Black Eye, the initial damage done
will not dissipate until you melee enemies.
These are the only 3 skulls that will possible come into play during a 10
minute game, depending how quickly and far a team progresses.