Pinnacle player

Chapter 296 The Answer to the Five-Character Jue 5

Chapter 296 Answer 2 of the five-character formula (theoretical chapter)

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Because of this, the commander must clearly indicate a nearby assembly point when retreating, so that the players in the entire team have a destination, so as to ensure that most retreating players do not leave the team, and dead players can also come back to assemble after being resurrected .

Someone may ask, what if the enemy catches up?It's very simple. When approaching the first assembly point, if there are relatively complete pursuers chasing, then instruct the second assembly point.

There must be more laggards on the pursuing side than on the retreating side, because for every person on the retreating side who is behind, several pursuers will run over to snatch the head.

And if the map is relatively large, there will often be situations where lagging players cannot find a large army in a short period of time.

In online games, there is always no shortage of road idiots and Xiaobai, and there will always be people who are smart and don't chase after the big army, but run to occupy a certain node, or see another hostile player on the road, and run to chase people.

For the commander of the retreating side, the choice of the rally point after the retreat is very important. Whether the rally point is clear, whether all the players on their own side know the location, the distance from the resurrection point of the side to the rally point, the direction of the retreat, and the rally point. Whether the point has a geographical advantage, these need to be considered by the commander in advance and properly.

Some people may not understand the direction of the retreat. It is not enough to just choose the direction to retreat. The commander needs to observe the main contact surface between the side and the enemy, and then choose the one that is easier for most players to retreat and harder to intercept. direction.

Because during the battle, when the situation is not good, the back row of your side is likely to be attacked by the enemy, and if you retreat in the direction you came, you will be intercepted by the rushing troops. Comfortable and less prone to interception.

The geographical advantage is even simpler. For example, if the assembly point is selected on the top of a hill, or near a certain building group, then the side can have a height advantage or a three-dimensional warfare advantage, and it will be more powerful when launching a counterattack. easy.

"stop".

The low-end "stop" is to stop and adjust itself.

In the battle between two armies in an online game, the side that gathers earlier will have a clear advantage, and the blessing of BUFF can also affect the outcome.

Commanders need to be familiar with the battlefield, be able to guess the approximate location of the enemy, assemble in advance before the two armies officially engage in battle, and add BUFF.

If it is a battle with multiple confrontations in the team battlefield, the commander needs to pay attention to the time of his own buff, and arrange for the team to replenish the buff before the buff disappears. In addition, in the case of multiple fights, the assembly before contact is also very important. Arriving at the target location, and then rushing in directly without gathering, unless the ratio of the number of enemies to the enemy is very large, otherwise it is a stupid thing.

If the commander knows more about various BUFFs and has done some intelligence work on the enemy, he can also actively intervene in the release of BUFFs and require players to apply more targeted BUFFs.

The middle-end "stop" is "I stop", which requires the commander to have a sufficient understanding of the battlefield map, to attack the enemy must be rescued, or to occupy a decisive strategic point, thus forcing the enemy to have to fight between the predetermined location and the local area. Fang launched a decisive battle.

Or occupy an important strategic position, repeatedly sweep around this position, jam the enemy's throat, consume the enemy's vitality, gain victory points or monopolize a certain key resource, so as to strive for the final victory.

The high-end "stop" is "stop the enemy". The players in online games are all strangers, and the opponents are always changing. It is impossible for players to collect enough battle cases to study the opponent. Therefore, it is difficult for the commander to understand the opponent's command. Due to Guan's personality and style of play, it is still relatively difficult to mobilize opponents.

But the commander can use various tactical means to harass the opponent, restrain the enemy's speed, and then gradually erode the opponent through team combat to win the victory.

For example, our side is at a disadvantage in terms of numbers, but has an overall advantage in terms of the player's personal strength and lower-level command, then the commander should gather most of the weaker main forces to contain the opponent's main force, and let the small teams divide into joint attacks.

The main force is always hanging on the main force of the opponent. When the opponent marches, he will eat the lagging players. If the opponent turns around and attacks, he will actively retreat. Local and overall advantages.

"hit".

"Fight" is relatively simple, and it means targeted play.

The commander needs to tell the players on their side which targets to attack first, and the specific attack methods. The targets can be players, monsters or NPCs on the battlefield, or even key battlefield buildings and targets.

During the command process, you can try to introduce as much detail as possible, clarify why you want to attack those targets, and what huge threats the opponent can pose to your side, so as to deepen the impression of your players and make them more obedient to the command.

In addition, a good commander will divide the side into multiple tactical groups, or into several teams according to occupations, and then assign different tasks to different teams according to the battlefield situation, making more targeted arrangements.

If it is a team battlefield with a relatively small number of people, you can also give more detailed instructions, such as directly saying what skills to use and how to fight.

If our side has a large advantage, in order to confuse or completely annihilate the opponent, we can even carry out tactical outflanking.

The main purpose of "fighting" is to eliminate the enemy's vital force as soon as possible, reduce the enemy's threat to oneself, or compete for key items, such as capture the flag battle.

When some enemies in the enemy cannot be eliminated in a short time, but they are more threatening, the commander can consider banning these enemies, or sacrificing some players to contain or control these enemies, so that they cannot play normally, and other issues are resolved. Enemies come back to deal with this part of the difficult opponent.

Although "fighting" is a targeted arrangement in the battle, it is often necessary to communicate with the players in advance before the battle to make tactical presets, and then fine-tune it according to the specific situation after the actual fight.

If you really have to wait until the fight starts to talk about the specific style of play, it will often be too late.

First of all, it is impossible for a commander to say so much at once during a war, and it is useless no matter how fast the commander speaks, otherwise others will not be able to understand.

Secondly, the commander needs to make temporary responses to various emergencies during the battle. You don't have time to introduce the style of play slowly. Why do you fight like this.

In the end, after the fight, the players were busy fighting, and they didn't pay much attention to what the commander said. The commander could say how to fight and why they should fight like this, but few players would listen attentively, and Players who listen attentively will also be distracted, reducing their level of performance.

Therefore, the commander needs to make tactical presets in advance before the battle, and try to use simple and short instructions to intervene in the entire battlefield.

If the "stop" test is the commander's understanding of the battlefield map, then the "play" test is the commander's understanding of various occupations, important skills, and key battlefield details.

(End of this chapter)

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