Joke Collection Website - Mood Talk - Hit where you point. Share your experience in commanding the war in Yan Feng.
Hit where you point. Share your experience in commanding the war in Yan Feng.
The happiest thing for a commander is not to win every battle, but to have four other teammates who listen to you and have their own team. The commander was very happy. In the coordination of tower defense, most people are still riding alone, or YY temporary team, it is difficult to be as skilled as wearing armbands.
What I want to say is how to be a good conductor. I don't want to tell you the perfect conductor. Command is not god. You must never make this position perfect, because people are not perfect. As the saying goes, there are people outside, and there are days behind. Who can say that sending troops will definitely defeat the opposite side? So don't blame him for losing the game, because the pressure of command is greater than anyone else.
First of all, the command of a team needs to have absolute personal ability. What is absolute personal ability? That is, life in tower defense can take care of itself, and secondly, it must have the following potential and ability:
1, big picture:
As the steering wheel, arrow figure, and even soul figure of a team, the commander must first be a master of insight into the overall situation, and have better understanding and decomposition ability than others in the early, middle and late stages of the whole game. It's not that the 10 wave is in the middle stage, and the 15 wave is in the late stage, with no fixed form. If you have the ability to destroy each other in the seventh wave, then the later stage will follow. In tower defense, the situation is changing all the time. You need to know everything about the situation. To do this, you need to have a lot of actual combat experience, and often watch videos of other experts, learn other people's command routes, and come up with solutions.
2, good at capturing details:
As the eyes of a team, maybe when the team is upset because of a mistake or sending troops, you should look farther, be absolutely calm, be good at understanding the psychology of teammates, and know which teammates are better at playing which arms and which ones are weaker. Knowing your teammates is more important than knowing yourself. As a rich commander, you should pay attention to the skills of the opposite monarch, blood volume, attack, the skills of the opposite commander, and the opposite arms when you miss the monster. You don't have to look at it once, but you should look for opportunities to see this useful information every time there are strange insects on the opposite side (if you can't remember, you can take screenshots every time there are strange insects on the opposite side, so that you can clearly record which arms they have left).
3. Adjust:
As a helmsman of a team, because he is familiar with various tactics and uses them flexibly, he knows which tactics are more suitable for which situation. It is impossible for any single tactic to sit firmly on Mount Tai, but through the transformation and performance of the cards of both sides, commanders who are good at playing defensive counterattacks can fight back at a disadvantage.
4. Intuition:
Some experienced, well-adjusted and considerate commanders often rely on intuition to specify tactics in the early stage, which often has unexpected efficiency; There is no denying that a good sense of smell is also very important in directing this role.
5. Communication:
The commander is very much like the manager of an enterprise. The so-called management is to manage, to manage, and communication is a bridge for a team. A team with poor communication, like a patient with congestion, can't move, like a vegetable, with an empty shelf but no connotation. The focus of communication is to let teammates fully understand your intentions and even know why you are fighting this wave. Why send troops when this wave can't be fought? Speak your mind tirelessly. People who are not good at communication can't be commanders themselves.
6, know people and be good at their duties:
Commanders should fully understand your teammates, no matter their strengths or weaknesses, whether in combat or in spirit, the more the better. Commanders can't always think about their teammates' shortcomings and laugh at them. You are a team. His weakness has become the weakness of all of you at this moment, and so have his strengths. You should reasonably arrange what kind of arms they make to defend against a certain wave, and tell them when and who should use technology. Only in this way can you see the whole completely and make the most intuitive and accurate judgment. The conductor must play a bad deck of cards to be a real NB.
7, multitasking:
In the field of command, multitasking is indispensable. The most difficult thing for a commander is that you should not only defend your own cards well, but also understand the wave of the opposite attack and the situation of your teammates. To put it bluntly, you are controlling the cards of five people by yourself. Many times, personal ability is good, but the command is bound; I think it is directly related to the fact that people who command well can't keep themselves.
The above are some elements that a commander should have in actual combat. Secondly, a commander's personality factors also have a great influence on command. The personality of a conductor can determine the personality, stability and explosiveness of the whole team. Let's talk about the personality factors of the team leader:
1, reputation
Being able to establish prestige in the team is the first task of the commander. This enables your assigned tactics to be thoroughly implemented, and the players firmly believe in it. Otherwise, your teammates will start questioning your tactics and then go their own way, and you will be happy. How to establish prestige is not limited to fantasy tower defense, but related to personal charm and ability to do things. First of all, you should have excellent personal ability, and you should not be too dull or impatient when commanding and communicating, so that your teammates will like your personality. Secondly, your keen personal vision and calm attitude determine your position in the hearts of your teammates.
2. Toughness
At least, you should be tougher than your teammates (the most important thing for tower defense is not to give up treating the monarch, haha), be optimistic, bring confidence to your teammates in collapse, and spur your teammates who are complacent after victory.
Step 3 be quiet
I have seen many commanders easily intensified by the disadvantages of the situation, and I have seen many commanders arrogant by the advantages of the situation, including ESC. Needless to say, the hero brought to the team. As a conductor, you should be the last person to curse the street, and before that, you must control the whole team not to curse the street, and tell all team members that there is still a chance through your calmness.
4. Majestic
Dignity is not the same as prestige. The former makes you have to do it even if you don't accept it, and the latter makes you convinced. Some people will say that prestige has been mentioned before. Why do you say majesty? Is majesty important? This is a matter of opinion. I have met domineering commanders, and they are uncompromising. If you are meaningful and decisive, what's more, you will shrink back. I've also seen all kinds of saliva conductors, who are talking about all kinds of details from the beginning to the end of the game. There is also a practical command, which says a few words from beginning to end: go to technology, GG. I think it is necessary to have a sense of dignity. If a team is not afraid of the periphery, that is definitely a good thing. As for whether it is domineering or overbearing, it depends on the personality of the four teammates. It is necessary to deal with the weak.
The above list is purely a standard that I personally think a commander needs, and there may be omissions or dissatisfaction with officials. I hope you don't take it personally. It is useless for the author to talk nonsense here. It is better to enter the tower defense practice as soon as possible and understand the word' commander' more quickly and deeply. Don't feel difficult, exercise yourself, which is also part of your ability; If you give, you will get feedback from your teammates. As long as the command cannot keep it.
The conductor is not empty. There are 14 waves at first, 17 waves, 20 waves.
Command is not a dictatorship that gives orders.
Command is the cultivation of the team, and command is the management of the team. If you can't command yourself, you can't command others Command is an imperfect game.
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