Pinnacle player

Chapter 295 The Answer to the Five-Character Jue

Chapter 295 The Solution to the Five-Character Jue (Theoretical Chapter)

PS: The last 2 and 3 chapters are all theoretical chapters. The theory of practical command in RPG online games is all my personal original private goods. These are practical theories, which can be directly used in online games. Book friends who are not interested Please don't waste money on subscribing, I deliberately became independent, and if I don't read it, it won't affect the continuity of the novel reading and the plot.

Yun Xiaohan was just about to go to rest, but Feng Suiyingdong contacted him suddenly.

Feng Suiyingdong has been waiting for Yun Xiaohan to finish the commanding lesson for him, but Yun Xiaohan completely forgot about it. In desperation, Feng Suiyingdong can only take the initiative to find the answer.

After being reminded by Feng Suiyingdong, Yun Xiaohan remembered the exam questions given to his apprentice before the start of the war, so he was not in a hurry to rest, and simply tested Feng Suiyingdong's understanding of the "Five Character Art".

After all, Feng Suiyingdong has no experience in this area, and he can't tell much from just watching a command. The answers he gives are basically his own imagination, and most of them are wrong.

Yun Xiaohan was also mentally prepared for this, and he didn't have the time to guide and train his apprentice slowly, so he simply gave the answer directly and asked him to go back and understand it slowly.

"Entering" is the core part of commanding. Simply put, it means where to go, how to go there, and why to go there.

"Enter" is a command point, and there are many things to pay attention to.

The low-level stage of "advancing" is to move the team from one place to another. It can be advanced as a whole team or in groups. It is necessary to keep the team members as neat as possible, reduce lagging players and ensure that the team does not suffer sudden blows during the march. The main goal of the lower stages.

As for maintaining the basic marching form of the team, this is extremely difficult for the player team.

When instructing the team to take action, the commander needs to clearly explain the forward location. If the distance between the starting point and the destination is relatively far, the commander also needs to explain clearly a series of road nodes on the road. If it is the case of personally leading the team, the commander can Guide the team forward point by point.

But if the team is moving forward in divisions, the movement path needs to be as clear as possible in terms of divisions, which is another matter if there is a tactical command or multiple tactical squads in the team battle.

When commanding, there are often savages in the regiment, or players who are not familiar with the battlefield. The commander needs to arrange a deputy to guide these players to prevent them from leaving the team. If there are players who cannot speak, they must arrange someone to text them Paraphrase and explain.

When shouting, you should report the place name according to the situation of the team. Only the abbreviation of the place name should be used if you are all experienced players. Try not to use the abbreviation for wild groups, because there will always be people who don’t know what the abbreviated place name actually represents. The commander should Use place names that can be directly seen on the small map as much as possible. If the place name has a large scope, you should describe the specific assembly location as clearly as possible based on the place name.

In the advanced stage of "advance", "advance" is no longer just advancing, but the implementation of strategic intentions. The commander needs to clarify his own strategic goals to the entire team, at least the strategic goals of the current combat stage.

When most team members have a general understanding of the commander's strategic intentions, they will understand what to do and what not to do, which will reduce their mistakes and eliminate the need for the commander to constantly yell. stop.

For example, the commander's strategic intention is to fight a war of attrition. In addition to scouting and defending a small number of nodes, most players stick together to consume the total number of resurrections of the enemy, so you must make it clear to the team members before starting the battle, so that the team Members will not chase mindlessly, or attack a stronghold that is beneficial to the enemy in a very smooth situation, and the enemy will take advantage of the resurrection support to turn the tables.

If the strategic intention is to capture some key nodes, fight for victory points or increase some key resources, such as the number of resurrections, then the commander also needs to clarify which nodes to seize, and ensure that those nodes are in his own hands, and the nodes can be used for For the benefits brought by this side, the commander can even rank these key nodes according to their importance, and clarify their own priority attack and support order.

But what needs to be noted here is that the prerequisite for the implementation of the strategic intention is that the strategic intention will not be exposed to the enemy, or the enemy will not have time to respond after exposure, otherwise it can only give the general strategic goal, and the relatively detailed command content can only be compared with the enemy. The subordinate commander explained.

Players are not puppets, and the commander cannot do everything. The team is not advancing alone. It is necessary to give full play to the subjective initiative of each player in the team. Only when most players in the team, at least the subordinate commanders, know where to go , How to go where, why to go there, can make the performance of "Jin" more perfect, so as to implement the commander's strategic intention.

"retreat".

First of all, a concept must be clarified. Online game team battles are different from real team battles. In online games, players do not step on each other, and there is protection within the same camp. Players in RPG online games have relatively more escape skills, even if several players chase down one player , nor can it be dropped immediately.

However, in real wars, the vast majority of defeated soldiers died from cannibalism. It is not surprising that the pursuit party kills or surrenders multiple defeated soldiers in a row. The two are completely different.

In most online games, the fact that one side is defeated does not mean that the losing side will quickly cause a large number of casualties.Even if there is a sudden retreat without preparation and organization, the casualties of the losing side are relatively small.

On the contrary, if the situation is reversed, if you don't retreat as soon as possible and continue to fight on the spot, it will cause great casualties, and you can't cause much damage to the enemy, because in reality, you can't increase blood, and in online games But it can.

In reality, the collapse of a party requires the removal of troops, but in most cases in RPG online games, it is not necessary to terminate the troops.

"Retreat" requires the ability to judge the situation of the battle. The earlier and more accurate the judgment, the more capital can be reserved for the side.

Another thing to note is that you can "retreat", but you can't retreat for a long distance, you can only retreat for a short distance, and it is best to give a clear assembly and reorganization point when retreating, and this point cannot be far away.

The reason is very simple. Players are not soldiers. The winning player will only chase the target in front of them. It is normal for several players to chase the same person. That is to say, the winning team cannot organize an effective pursuit force. The commander's ability to intervene in the entire pursuit is extremely low.

Therefore, as long as the assembly and reorganization can be completed quickly after a short-distance evacuation, it is relatively easy for the losing side to launch a wave of small counterattacks and eat up the hot-blooded, chasing too deep team.

Because the chasing party has been chasing for a while, the formation is probably a long snake formation with N sections broken, and the front and rear are completely out of touch, while the loser can gather first, reorganize the formation to wait for work, and can also make up BUFF, and the BUFF of the chasing party is often Not all, or even none at all.

In fact, whether it is the retreating side or the chasing side, the biggest problem is not how many players died during the pursuit, but how many players ran away during the process.

(End of this chapter)

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