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Seek Warcraft, the orc's bloodthirsty tauren stream game.

Try Fifi Stream, suitable for beginners. This is also useful for bloodthirsty bulls.

The economic base determines the superstructure. In many things, this sentence is universal. Single player games are no exception. If your economy is superior to your competitors, you naturally have an advantage. Of course, the premise is that you must first understand the different definitions of the word economic base in different situations! In Warcraft, economy, many people will simply think of Jin Mu. Well, they are right, but in my eyes, the economic foundation in Warcraft is more than that. Perhaps, many people know the concept I want to put forward. The only difference is that they are habitually treated differently, and I think they are interdependent. It is this difference that enabled me to win the game. 1, economic resources 2, time resources 3, heroic experience The economic resources are the amount of gold collected, the amount of wood collected, the gold obtained by fighting wild monsters, and the gold obtained after selling the treasures dropped by wild monsters. Time resource is what you can do in unit time. More often, economic resources are the pillars of time resources. It is also worth noting that time resources are equal to both sides of the competition, and this equality will not change because of any conditions. Heroic experience is gained by killing monsters and opponent units. And these all need the support of the above two resources. Ok, speaking of which, these are very simple things, so let's explain them in the game and use some simple addition and subtraction formulas to see what the essence of Feifei is! Speaking of economy, many people know that, oh, gold, big G is 200 gold each. Speaking of time, many people know that, oh, shoes will be painted in the shop on the first night 19:00. 250 gold buy 1 shoes. Speaking of experience, many people know that, oh, level 2 hero, 200 experience will reach level 2. Oh, 1 water element can provide 42 points of experience! Many people understand these three resources in this way. That's what I mean. They are used to treating these three resources differently. You know that shoes are 250 gold, and they will be brushed out at 19:00, but that doesn't mean you are thinking with economic resources and time resources. Many people like to calculate how many attack points a unit can provide when it reaches a certain critical value. In my eyes, those people are taking a detour. Let me ask you a simple question. Has anyone calculated how much gold you can have three minutes after the game starts? How about five minutes? 10 minutes? Thirty minutes? What is their economic output 1 min under the condition of single mine, double mine and low maintenance cost? I don't know if these problems have been thought about or calculated carefully. But the fact is, only after you have calculated the above can you know what you can do and what your opponent can do in a unit time. This is also the root of the two basic tactics of flying: wolf riding and RPG. Of course, because of laziness, I didn't do accurate data analysis, just groped for a rough model by experience. I don't know whether readers have read Toriyama Akira's Dragon Ball. In the whole article, my favorite sentence is what the No.1 16 artificial man said in the face of Charouk who was transformed into a second-class figure: I calculated that Charouk and I are evenly matched! Then I want to ask, how do you calculate the strength contrast between you and your opponent? Usually the answer we can get is, reconnaissance! See the opponent has four big G's, two wolves and seven, 1 white cattle! Then look at yourself, oh ... it's a pity that you can't fight for a while without a wolf seven! Yes, you have to admit that 99% of people who play Warcraft may be more. That's how they judge the balance. But my judgment is different. I judge according to the above calculation method. How much gold you can have in 5 minutes directly determines how many soldiers you can have! Due to the gold mining restrictions of Warcraft, a single mine can only be collected by five farmers, so these are dead and unchangeable! That is to say, if you collect 1000 gold within 3 minutes, then you can only exchange this 1000 gold for 5 big G's, or 3 big G's plus 1 shoes +0 ointment +0 acceleration, or something else. You can change it at will, but you can't change the fact that you only have 1000 gold! In other words, you can calculate the opponent's resource stock according to the duration of the game, so as to calculate the strength that the opponent may transform these resources. And based on this, calculate what kind of power you need to convert your own resources into or what else to use against your opponent. This is also the basis for Feifei to start without BB when fighting against Terrans. Through calculation, in the same time, three burrows can perfectly defend Terran TR at any first time (such as fire TR, a sudden advance without training). With the increase of time, the tower of the base can also prevent the extreme TR of Terran (such as the top shield infantry violence 36-40 people rushing). If Terrans choose to mine, they will also turn the money originally converted into big G into treasures (head rings and claws) on BM, so that BM can provide excellent single-point attack output. If only in terms of resources, we can look at the combination of troops in this way. The traditional ORC50 population troops are two heroes, four big G's, three wolves, seven white cows, 1 family. Okay, then. Let's calculate the resources consumed by such troops. Hero 425 gold 100 wood, 4 G800 gold, 3 wolves 7 540 gold 120 wood, 2 white cattle 390 gold 80 wood (in addition, upgrade needs 100 gold 50 wood), 1 subject 255 gold more than 60 wood. Total: 25 10 gold 4 10 wood. Three heroes RPG combination, three heroes, 1 white cow, 1 wolf riding. Hero 850 gold and 200 wood (the other three books are 325 gold 190 wood), 1 white cow 195 gold and 40 wood (another upgrade needs 100 gold and 50 wood), 1 wolf seven 180. Total: 1650 gold 520 wood. But at this time, we can find that in the combination of three English RPGs, the hero's treasure investment accounts for a large part of resource consumption. In other words, on the surface, the combination of three British RPGs is very thin, but in fact, the resources occupied are similar to or even more than those occupied by a 50-population army! (For example, you bought two magic cards of 300 gold for Xiao Y.) In most cases, such a three-British army can resist the attack of the opposing army of 50 people (but please note that defense and attack are completely different, and this combination cannot support you to attack your opponent's home court). This also makes it a bug tactic against terrans who open MK mining on EI map. Because of the flexibility and mobility of 3 heroes, it is difficult for people to effectively harass and prevent you from opening 2 mines. As long as the purpose of mining in time is achieved, Terran 49 is just a joke! We don't analyze the specific tactical process here, but only talk about pure theory. Interested friends can look at the representatives in the attachment for themselves. In the same way, the method of riding a wolf is similar. It's just different from RPG's slow play. Violent wolf riding is to turn resources into a wave of fastest troops in the shortest time, and directly ask a wave to kill opponents! Of course, for the same reason, the opponent can also choose a completely violent way to carry your wave, but if the opponent responds according to your previous play, then he is still at a disadvantage. Why? In fact, the beginning of runaway wolf riding is a process of resource consumption. We can analyze why violent wolf riding has become a bug-like tactic by calculating the total amount of resources consumed by both sides. When everyone saw me riding a violent wolf, I always arrived at the store before BB, and then as soon as the hero came out, I accelerated to my opponent's house. In order to minimize the prevention of NE countermeasures, we take the violent wolf riding case in the orc civil war as an example. At this time, the following situation will occur. 1. Successfully destroyed the rival store. This is the best case, because it means that the resources you spend 50 gold on acceleration have become comparable to those of your opponent, and you have successfully consumed your opponent's time resources and heroic experience. Why do you say that? First of all, without the store supply, it is impossible for the opponent to build a big G first, and it is impossible for the hero who goes to the leveling to continue MF. If he forces MF, it is impossible to become bigger, that is, the opponent can't use the troops transformed from his previous resources in the most effective way. However, because your BB started slowly, you skipped science and engineering first, which has certain advantages in time resources. 2, the opponent paved first and then drilled, and there was no chance to dismantle the paving. This is a second-rate situation, because it means that you spend 50 gold more than your opponent. The opponent's time resources and heroic experience are not lacking. But at this time, the first thing to look at is the reaction of the opponent. Usually at this time, the master will choose to go out for training. And my single BM, whether it can be dismantled or not, is cut at the mouth of the cave ... This so-called master's mindless play, which looks super stupid, actually implies mystery. Because if you dig his hole, he will consume a certain amount of gold and wood when filling it. Most importantly, at least three farmers are unable to work. If a few farmers go into the cave to resist, you should be happier, because he can't kill you and will lose more farmers' jobs. In the above two cases, the opponent lost considerable resources, which caused the opponent to delay the time of transforming the resources at hand into troops. Only on this premise, the violent wolf riding can gain an advantage in such a period of time. Having said that, I actually want to tell you that any single-player game can't escape the planning and selection of resources. This is the basic rule of the game. And because of the fixed resources and the number and types of arms, the game itself has an optimal solution. You can see a very simple example. Here is an example of small-scale contact: there are two points A and B, and point A is the wild monster. After MF, you can get a good treasure and raise the hero to 1 level. If time is 2 minutes. Point b is the little monster. After MF, there are ordinary treasures. Heroes cannot be upgraded. The MF time is 1 min. The distance between point A and point B is 1 minute. At this time, the Red Army is at point A and the Blue Army is at point B. Now let's look at two possible options for the Blue Army. 1 is to predict the Red Army's mfA point and seize its mf. 2. Practicing strange things at point B. But the problem is, if we go to point A and the Red Army doesn't have mfA and we don't catch it, then the Blue Army wastes 1 minute to March, which could have finished practicing point B strangely. And if we catch the Red Army mf, we may earn some Red Army troops, or we may let the Red Army return to the city and clean up the remaining monsters at point A, which is equivalent to mf finishing point B. This is a problem, and this kind of problem will often be encountered in the game. In fact, there are many similar problems. For example, the Red Army did not return to the city but was in the distant MF, and the Blue Army just attacked the home of the Red Army at this time. As a result, the holes of the Red Army were almost demolished. The Red Army returned, the Blue Army returned to the city, and then the Blue Army chose MF as a nearby point. But if we insist on the essence of these problems, it is actually the planning and selection of resources. We can look at it this way. 1, economic resources-converted into troops; 2. Military strength (economic resources) plus time resources-finding a possible advantageous period against opponents; 3. Superior strength (economic resources) and proper time (time resources) consumed the opponent's strength and finally became-heroic experience; 4. The opponent will be short of soldiers at the same time and need to supplement (economic resources); Without considerable strength, opponents will probably. In the process of consuming resources, whoever chooses better will win the final victory. Therefore, always pay attention to your own resources and think of the most effective way to gain the initiative in resources, which is the key to whether a single-player game can win! Of course, there will be a very interesting situation at this time. You can review Feifei's RPG style again. Because of RPG style, most of your resources are spent on buying permanent equipment (such as headgear and claws). In that case, even if your hero dies, for your opponent, the resources he gets in the column of heroic experience are asymmetric with the total resources you pay. For example, 1 level 3 BM is dead, and your BM has 3 headbands 1 9 claws 1 shoes 1 electric balls. The BM you built with more than 1000 gold is dead, and only 255 gold resources are needed for resurrection, providing your opponent with 150 experience. The key is that after the resurrection, your 1000 gold is not lost, because the treasure is still there. And if you turn the resources you bought into soldiers, the soldiers will die, and you want so much gold for the soldiers, so the opponents can gain more experience with the same resources. Therefore, compared with players with poor operation and weak ability to control soldiers, RPG is undoubtedly more advantageous. Violent wolf riding, on the other hand, tried to make the opponent lack certain economic resources and time resources from the beginning, and tried to make the opponent unable to effectively turn these two resources into heroic experience. And after the initial stage, there are still 3-4 big G's to train with BM. Because of the strong force and relatively fast mf efficiency, you can get better compensation for the time resources you lost in the early stage. If you make a choice, you will have the initiative and advantage, and you may eventually win the game. You can know my details. Do you really think it's easy to make a tower WS? Have you really seen an orc who can only do tower WS and can easily kill VS 17+? Except me, of course! Hehe, let's sum it up. In fact, the so-called flying stream is just a solution for players who are not operating well, and a different way of resource transformation. Not a fixed routine or tactic. Actually, Warcraft has no tactics at all. All choices are solutions of different data, and there must be an optimal solution corresponding to your different resource choices. As I said above, any choice always has its corresponding optimal solution. Liu Feifei has great advantages, but it also has great disadvantages. For example, put all resources on the hero as much as possible to make your hero extremely powerful, but at the same time, because there are few units and too much emphasis on a single point, once the opponent has a large number of restricted units, there will be irreparable loopholes in your play. Finally, if your operation is not good, then you can try Feifei. If you are very confident in your operation, then I suggest you continue to practice conventional tactics. The opponent's conventional tactics can be better qualified for more situations.