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Ghost doomsday adventure introduction

Ghost gameplay was originally a very fun gameplay in the doomsday expedition game, but with the update of the version, this gameplay became more and more difficult to operate, but it can still be used before the release of 1 1. Let me introduce it to you.

Ghost opponents: refining station, traction, colonization and blood fort, shuttle and bomber, guard, ball, refraction.

How to break:

For the refining station, it will always be 5 rounds of terminator and 3 laser pens. You can't change its position, you can only take it away.

Traction: with acceleration. After this simple release, the front and rear rows of the first team will accelerate one by one and try to squeeze together instead of pulling into a line. The shield I used to use itself has high mobility, because it needs to consider the strength of the shield and shuttle bombing, and it is much more convenient to take the acceleration.

Colony plus blood: generally, the orange map is close to full attack and taken away in one wave, but often some colonies are unusual and need more than two waves. Avoid the battery and add blood from the front: don't touch it except the cannon. Nothing else can be collected by three laser pens. You need to add a terminator. If it is a cruise or a small laser, you can leave the laser somewhere else.

Shuttle bombing: It is a joke to rely on this main defense, and the worst defense requires two shuttles. The guard put the back of the incision at a small angle.

Defender defense: It is mainly considered to use a laser pen to pierce the backtrack, and then use a black hole to hit down or up, so that a defender is less likely to attack. Tips, using the retrospective time difference, you can send ghosts directly. While waiting for backtracking, the ghost has locked in colonial hatred, which can perfectly solve the shortcomings of the third black hole bomb.

Ball: consider floating one more ball and breaking it all at once. But! Pushing defense needs invisible guards. Aren't you going to put some heavy guns in? The number of forts has been greatly reduced. Look at the small number of people, send three ghosts to explore the road, and the ball comes out. Some fight ghosts, but the guards put them far away, but the hook can't be released. Plus colonial blood, two waves of bombing you. There are many countermeasures. With the addition of black hole guards and shield guards, ghosts are sucked in. Put it in the middle of the refining when it is released. The best way to solve the black hole is to solve the refraction when hitting the wrong side: refraction is to cooperate with small lasers and machine guns, plus colonial blood to quickly clear ghosts and destroy the explosion output. As long as two waves don't die, the ghost will be dragged away.

The strongest combination at present is two guards and four ghosts. All six ghosts beat children.

About release: the guard can leave a battery and give it a laser pointer in the face of weak defense without considering hook. Know the number and location of large lasers present and the strength of your own guards. Generally, the first two are cannon fodder, and the third and fourth are used as guides to check out the boat you need to pull away. If not, try again and you will understand. Another way is to pull the outermost ship away so that the subsequent guards can go deep into the enemy's abdomen.

Core elements: ghosts are needed to blow up colonies in two waves, and the division of labor between ghosts and guards is needed. Guard: the whole lifting is to resist the big laser, the scattered release is to resist the cruise, the retractor is to open the last entrance, and the proximity to the colony is to stop the small organs and machine guns and reduce the speed of ghost loss. Ghost: A single released scout can explore the location of black holes and balls, turn around and look for guards, etc. In low order, pay attention to the position of the warship, and you can use an extra turning time.

All of them, the laser pen has been unstable recently, and a small mistake has gone up in smoke. Some bosses choose to put the refining under colonization or a few feet that are being eliminated. You can only meet the edge of the model, which is the ghost party. After going through the backtracking technique, the scope of my mistakes is getting smaller and smaller, and now it is 12. More people are becoming more and more difficult to judge, and there are more and more ships that can be deployed around. Ironically, the simplest and most effective way to get rid of ghosts is to use backtracking skills to put more boats around! In addition, the new ship can kill the laser pointer.