Joke Collection Website - Cold jokes - Watch the vanguard, concise team strategy, priority level, team battle, selection principle
Watch the vanguard, concise team strategy, priority level, team battle, selection principle
I. Overview of priorities
● Overtime, the last stage control mechanism
● Kill the enemy's core, attack and kill the target, protect your core, and don't send your head.
● Break the shield (the opponent has a sledgehammer), control every line and protect yourself.
● Control mechanism, where one's non-core is replaced by the enemy's core, which not only restricts the enemy's core, but also provides a good environment for one's core.
● Killing, maiming and adequate injury/treatment/blockade.
● Others
Attachment: The content at the same level is ranked in no particular order.
Second, a brief description of the contents at all levels
Overtime, the last stage control mechanism:
I believe many people have encountered point B defense at point AB. In the last frame, there are obviously living people, and the resurrected teammates are coming soon. He just won't go in, watch him lose and ask him. Anyway, going in is death/loss.
Still a few seconds before the end, the defenders were eyeing up in the office. In the case that going in is death, everyone tacitly thought, look at the situation of teammates, it is not so easy to die together, and then found that no one left and planned to rush in. The game is over.
Finally, to give an example of positive energy, the car stopped short of 0.0 1m, but the dance king DJ jumped back and forth in the car, waiting for his teammates to turn over.
This is the undisputed top priority of the team, and it is also very important for professional games to achieve this at all costs, which led blz to adjust overtime and hero restrictions, because it would be extreme.
Kill the enemy's core, attack and kill the target, protect your own core, and don't send people's heads;
Forget about the bloody collapse. Under normal circumstances, there will always be core heroes on both sides, the one with particularly good skills, the one with big team battles, and so on. For both sides, killing/protecting this person determines whether to fight this wave or not, and who can win.
The reason why the target's attack and defense killing is particularly limited is because the killing beyond this is more subtle and also a kind of killing. This priority will definitely be higher. Compared with the core, the two are almost equal.
The reason why you don't send your head portrait alone is because many situations are too waves, or hallucinations, or sleepwalking, which is no different from sending your head portrait. It is important for everyone to put an end to this situation.
Break the shield (the opponent has a sledgehammer), control every line and protect yourself:
The broken shield is here because the existence of the shield guarantees almost all the contents in the list. Good team stance and excellent sledgehammer will not give the other side any chance when the shield is full of energy.
Controlling the defense line is the same for both the attacker and the defender. The offensive can pass, and the defensive side can naturally come to the waves. Controlling these lines well does not mean that people will go, but at least people should know at the first time.
There is a difference between self-protection and not giving. If you want to gain great advantages, you have to take great risks, but in any case, there will always be more opportunities when you are alive.
Control mechanism, in which one's own non-core is replaced by the enemy's core, which restricts the enemy's core and provides a good environment for one's own core;
Control mechanism is a relatively conventional proposition, which should be understandable. Mainly to compare with other content, clear their own positioning.
Restricting/protecting the core environment is relative. The reason why there is no limit is what environment, such as the environment of surprise output, the environment of assassin's detour, the environment of angel's resurrection and so on. Each wave group does not necessarily focus on who will fight, so there is no need to fight Genji every day.
Changing a person's life is a mysterious problem, which needs to be judged according to the situation, but in general, it is stable to replace another core.
Killing, maiming, sufficient injury/treatment/blockade:
These things are here. What I really want to say is that these things are all related to brands.
I didn't mean that the brand was useless. What I want to say is that it is normal to do what you should do and get the brand. You can't deny that you didn't do well, but it's not too good. Winning the gold medal in the treatment doesn't mean that the treatment is very powerful, but other outputs are too poor. And these data can not be used as a guarantee for the team to win, that's for sure. In addition, the previous items have been done, and these will not be bad.
The collection of residue is placed in such a low position here. If you can't collect the remnants conveniently, it's really not recommended to force the killing, except for the tracker Genji. After all, it is not difficult to fight back when the skill CD is uncertain.
Others:
Others include many things, such as dying if you can't run away, getting together quickly, reporting points, reporting the progress of the other party's big move after death, etc., which can contribute to the final victory of the team. This is not insignificant, but compared with the previous list, all the important things have not been done well, and the details determine success or failure only as jokes.
Three. Interpretation of related words
Core:
It is usually the current version of the powerful hero who can take away the core of the strategy. For example, at present (2065438+August 8, 2006), it is more suitable for McRae, Monk, 76. When these heroes appear, a system of playing around them can be established, and these heroes themselves are worthy of this important task.
The tactical core can basically fight heroes, such as death, Genji, Farah, hammer, angel, DJ, Anna and so on. When these heroes hold big cards, the team can take some effective tactical arrangements to maximize the efficiency of target execution.
Broken shield:
Hammer shield is a very subtle existence, with fast recovery and high energy, which can block (most) damage and avoid (a small part) control. Except for a few favorable terrain, the Hammer Shield is the main provider of the output, living environment and positive vision of attack and defense.
Many low-level players and sledgehammers failed to correctly understand the meaning of the existence of the shield, which led to various problems, failed to play the role of the existence of the shield, and even once complained about nerf/ deleting sledgehammer, all of which were caused by different understandings of the shield.
Even with the conventional 222 configuration, it should be easy to realize the guaranteed DPS of 300 when people are together. If the auxiliary T is a pig and there is a monk in the treatment, 500DPS is not impossible. You don't need marksmanship to break the shield, you just need this awareness.
If one side holds a big shield in hand and presses it into the road without a bunker, as long as the other side breaks the shield at the first time, it is likely to cause a wave of annihilation of the street. If at this time, our own surprise choice bypasses or avoids the front, it is likely to be eroded by the division of the opponent.
Control mechanism:
The control mechanism is not a stick in the mechanism. However, it is an effective means to control the mechanism by various means, such as squeezing forward to ensure that the opponent cannot enter the point, or deploying around the point with good vision and killing the enemy who enters the point at the first time.
Of course, a standing hero is often needed to delay/accelerate the advancement of the mechanism, which is a game problem derived from the mechanism. If necessary, we need to give up in order to better control the next mechanism.
Fourthly, simply analyze the combination of The Tale of the New Daily Genji and the protagonist:
Then see what Wang Genji can do every day. He is the only vulnerable defender, who can stay where he is for a few seconds and move on more efficiently. It is very efficient to kill the core, and there is a great chance of running after the fight. There's nothing to protect yourself. A hero who can fight an air battle with Ji Fa controls all the lines to stop him. It's useless to break the shield, which is Genji's only shortcoming in the attack content list. So Genji's daily routine makes sense. However, the relative weakness is also obvious, it is difficult to protect, and the initiative to accept protection will also be abolished. Fortunately, self-protection is more about fate.
Mechanism-related:
Usually, reloading heroes can control the organs well, and their control level is related to the progress of the organs. If you want to stop the mechanism from moving forward in the final stage, it is safest to reload more.
There is no doubt that the attackers are orangutans, D.VA, Tracer and other heroes with short CD replacement skills.
The relative defenders are orangutans and D.VA Of course, it would be better to change the sledgehammer in advance.
Reloading is only the continuation of life, and the other layer of control mechanism is attack and defense. A hero with regular high output can be competent, and it is best to restrain the 1~2 hero in the opponent's current lineup, and will not be completely restrained by a hero of the other side. There are many high-output heroes, and there is still a lot of choice.
Casualty-related:
In terms of pure injury and efficiency, there are many heroes to choose from, but why are there so few heroes on the field? The main reason is universality. Moba is bound to have advantages and disadvantages, and there is no real power and invincibility. When a hero can do well in many aspects and his shortcomings can be made up by his teammates, we can think that this hero is a must for dad.
For example, the last version of France-Britain and France-Chicken, this version of Mai Da and Mai Le Chicken, the difference lies in whether the shortcomings of viability can be made up by teammates. It is foolish to discuss the hit rate in fps games.
Farah in the distance, death near, McRae Almighty and 76, the fortress of extreme output. They are all optional. Choose the right hero according to the situation. It would be embarrassing if there were no heroes on the team.
Example: Our Mao Mei orangutan, Tracer Genji and monk DJ all played very well and killed each other. But when the other side's sledgehammer comes out, the control mechanism is a big problem. At this time, changing the DJ's fortress can be simply solved. Because the recovery of DJ is difficult to take care of other teammates in this configuration, teammates have an advantage in the overall situation. Just knock off the shield of the fortress, and don't worry too much about being targeted.
Support related:
Support for teammates is not limited to support categories, such as 76 milk sticks, Mao Mei shields, orangutan shields, Tobian shields and D.VA force fields. Mao Mei +76 is half milk, and orangutan +D.VA is half hammer.
In any case, routine endurance therapy is essential. DJ and Monk's therapeutic output is not delayed, and Angel and Anna belong to their own strengths.
Single therapy or double therapy, pure milk or team injury, need to be determined according to other candidates in the team. In the team, it is a tactical arrangement that serves the whole.
Third sister is embarrassed at present, which is the icing on the cake.
Finally, let's go back to the original problem and rule out the bug level of battery self-alignment in the host platform. Why doesn't PC apply to Tobion?
1 and 1 batteries have little effect.
2. The maintenance of the secondary battery needs Tobion's continuous maintenance, and the body can't output and pick up debris.
3. The relatively hidden position of the battery can interfere with the winding of the opponent and liberate the ontology, but the output and survival of the ontology are worrying.
4. Among the above team goals, Tobion can do very little.
Finally, by the way, answer many people's questions. I was so good and played so well, why did I lose?
This is a team game, six people need to do so many things, and no one can do it all through one hero. Many times, the unreasonable team configuration can win only because the opponent has enough food, and the team configuration can't fill the hole.
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