![]() Damage Per Second ( DPS ) - The Accumulative Damage produced by a weapon over a time period of one second.Damage Per Round ( DPR ) - The amount of Damage produced from every projectile fired ( e.g.Damage Over Time ( DoT ) - Damage applied over a period of time caused by a Status Effect ( e.g.Damage Filter - Filters which adjust the amount of the Statistical Damage a Unit inflicts upon the four Unit Classes.Construction Limit - A restriction to the number of a specified Building that may be placed within the Player's Base due to its own limitations or to other external requirements.This condition is signified by the Icon above the affected unit. Concussion ( Stun ) Weapon - ( Status Effect ) - A weapon that creates a concussive wave causing targets to be temporarily immobilized and unable to fire.Coiner - A Player who spends a large amount of money on Gold Coins in order to speed up Unit Repairs usually for the purpose of spamming a Enemy Base during an attack.Cloaked - A state of being invisible to all enemy weapons.Clip Size - How many shots are fired before the unit must reload.Calculated Map Speed - A Calculated Stat representation of Map Speed that has been derived by physical measurement but has not been officially stated In-Game. ![]() This effect is represented by the ( ) icon ONLY on the this wiki. Affected buildings display NO icon in game. Busted - ( Status Effect ) - A Status Effect that prevents affected Buildings from spawning Last Stand Defenders upon its destruction.Building Zone - A restricted area of the Player's Base in which the construction and placement of all Buildings are confined within, including Barricades and Defense Platforms.Bait Unit - A Unit placed in the Range of a Defensive Unit or Turret to draw its fire allowing for other attacking Units to get in close without taking damage.Area of Effect ( AoE ) - A specified area in which any Unit or Building within or passing through will be equally exposed either to Damage, a Status Effect or both for a specified duration of time.Anti-Air Range Bonus - All Anti-Air Units with the ability to fire at Airborne Units receive a 20% increase in Range vs those targets when both defending or attacking.Anti-Air - The ability to target and fire upon Airborne Units consisting of Aircraft and Airborne Infantry.Aggressive Sector - Alliances in this sectors are at fight with each other most of the time.- Calculated Item - Indicates a NON-OFFICIAL Stat which has been calculated and is not displayed In-Game.- Additional Info Link - Items label with this icon have a individual wiki page containing additional information.BPR recommends the removal of a function-focused approach and its replacement with a process-focused approach, thereby destroying the functional silos and encouraging cross-functional integration. "Functional silo" is a technical term, and further explained here why process-oriented organizations particularly one to avoid it:Ī term used within business process re-engineering (BPR) to denote areas within an organization where managers occupy a privileged position in terms of resources and influence, and where they use this for their own, self-interested, functionally-oriented motives rather than for the wider benefit of the business. ![]() This becomes problematic when the direction of focus creates barriers that do not serve a reasonable business purpose and negatively impacts the unit's ability to serve their role in the broader mission of the organization. "Silo" in this context needs to be understood along with the word "functional silo":Ī functional silo exists when the business processes of a functional unit within the division of labor of an organization focus inwardly on their functional objectives. ![]()
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