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How to fight the various arms in the battlefield 1 multiplayer mode?

Battlefield 1 is an action shooting game. The picture of this game is very exquisite, where players want players to shoot with weapons. Many players here are asking how to play in the battlefield multiplayer mode. Then the following deep space high play is a detailed explanation of the analysis of the combat strategy of each arm in the battlefield multiplayer mode. Let's take a look at it.

1. The M1 hunter of the Commando has been weakened, but it is still sharp. One of the advantages of the hunter over other versions is that it opens the mirror quickly, and the other is that it is scattered little, so although the paper data looks ordinary, the actual effect is better than all other shotguns.

2. The assault version of M1918 is the best, not the trench. The charge sacrifices the waist ejaculation, but it is actually quite enough. In exchange, the aiming stability is greatly increased, and it is invincible within 25 meters. The trench version is flying after the mirror is opened. Try it, and you will know that the charge is to use 3% waist shot for 1% aiming stability.

3. Don't fire these two guns when they are over 3 meters. Mark the enemy first and then get close to them before hitting them. In 1918, the face is invincible, and one gun and one pistol are optional. The default is good. Sub-weapon anti-tank grenades are necessary. Generally speaking, guest anti-infantry is very easy to use. Rocket launchers and anti-tank mines switch zones, and sprayers are generally used to hit enemies at a distance with rocket launchers. Mines are very powerful against trains or in some narrow places, and they can also be buried at enemy fixed tanks. It is extremely shameless. 4. Medical close-range raids in 197 are brutal, but it is almost slag-to-explosion when it exceeds 3 meters. mondragon has the disadvantages of few bullets, low fault tolerance rate and less than three shots. 8.25 lengthening neutralizes the characteristics of mondragon and the 197 mopping-up, while M1916 is characterized by 26 rounds of bullets, which are powerful and 3 shots are killed, but the firing rate is slow and the recoil is large, so you should not be crazy to control the rhythm. There is also a walk like waist shooting shit, which leads to embarrassment at close range. My habit is this: 1916 sharpshooter, equipped with the lowest power mirror, opens the mirror when meeting 5 meters away, and controls it 1 meters away. Pulling a pistol directly at close range or launching a bayonet charge

The best pistol is an automatic revolver

5. Medical care should learn to save people with a sliding shovel, which is awesome and efficient. The specific operation is to hold the needle when sprinting. When approaching, press the squatting sliding shovel+hold down the left button, slide to the side and let go to save people+get up and find shelter. The whole action is done in one go, and generally the needle-sticking animation will be omitted. 6. Support soldier Louis has strengthened stability, Madsen.

7. Take a small bag, fill up the long and short guns in an instant, and fill up the auxiliary weapons such as grenades and mortars after 15 seconds, so you don't have to wait on the ammunition box. Nearly all the support soldiers can fight. If weapons are used, M199 Bayes is useless, with slow firing rate and average power. Madsen and browning are easy to use. Madsen has a wide range of applications and a good amount of eggs, so it has no obvious shortcomings. Browning's words are even more distinctive. There are fewer bullets, but the firing rate is comparable to that of a submachine gun, and the power is not bad. You can fight with the commandos by using the trench version, but you'd better use the sight version. It's also quite easy to paste your face at close range. There is a mirror at a distance, and the key is a tripod. You don't have recoil when you get down, and it's not bad to fight with people at a distance. Some people think that there are fewer bullets, and the suppression force is not as good as mg15, but if you stay in a position for a little longer Auxiliary weapon mortars usually have empty explosions, which are easy to use when hitting exposed infantry, and high explosives when hitting tanks. Mortars come with two smoke bombs to interfere with the best sight. Anti-tank grenades can be used, and infantry can also be used.

8. The rear seat direction of the last item of the machine gun of the support soldier must be left and right, not vertical. Choosing left and right can effectively reduce the vertical rear seat and improve the aiming accuracy.

9. The explosive crossbow of the support soldier is almost useless, with low power, and the supply bullet is slow to death. However, the accuracy of the mortar has improved and it has been used. The rice cooker map is very easy to use.

1, AA or AA car hit the plane skills: Don't fire when you are far away, wait for the plane to dive near you, and often take it by surprise. With the next tip, you can often kill it

11. The most deadly place of the plane is that AA hits 1 meters in front of the nose, not the body, so you should calculate the advance amount, and don't think that hitting it will cause high injury. When the plane dives near you, it often hits the front of his nose for one round, so the plane can't be pulled up and hangs up. It's heartless to cooperate with the last close-up shot.

12. My plane is not bad, and the bomber is a must in the group. If there is a master dog fighter escort in the group, it can ensure that the whole game of the opposite tank is worse than death. The method is to start the bombing. The default model is to send the teammates to airborne important points first, and then fly directly to the first point opposite, and then drive as soon as possible. Correct the direction by the left and right fuselage and AD key, ensure that the dropping point passes through the predetermined route of the opposite tank, and throw out the two kinds of bombs quickly when it arrives, so that one third of the tanks will be blown up at the beginning, and the tanks will die if they are lucky enough to wait for the point

13. Now most people don't know how to play AA, so the plane is not easy to be shot down by anti-aircraft guns, which is embodied in firing at a distance from your plane. Now AA has a range of only over 3 points, and firing at a distance is not only a fight.

following the above item, if I fly a plane and AA keeps shooting at close range, I will directly turn to fly in the opposite general direction. The bomber moves up and down while flying, so that the anti-aircraft gun can constantly modify the preview point, and the attacker will do the roller maneuver. This is a great move. 99% AA can't hit the plane with roller maneuver.

14. AA's skills of hitting the plane are supplemented. Unless the enemy plane approaches a dive, it is not allowed to keep firing. This is also a point for many novices. If the enemy plane flies in the opposite direction and starts to maneuver, it will be fired in groups of 4-5 and hit intermittently, which can often keep the pressure on the plane. AA must pay attention to observing the planes, otherwise it will be easily stolen by planes. My cooperation with AA on the ground can hardly put pressure on us. < P > This is my killing record and the scores of all arms.

15. When flying a bomber, you can mark the aircraft tanks with the first angle of view. The co-pilot has a small angle of view and often can't see the surrounding planes. The pilot can help mark them.

16. The cavalry cuts the infantry and rushes to the infantry while cutting.