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What do you mean, with the audience?
Carry audience is a popular language expression, which is usually used to describe people who have performed well in a certain competition or activity. It means that someone performs well in the competition, and his/her performance can determine the result of the whole competition.
In competitive sports, carry-all usually refers to the excellent performance of athletes in the competition, which has become the focus of the whole competition. For example, in a basketball game, the scorer may affect the whole game, because his/her scoring ability is excellent and can determine the result of the game. Similarly, in a football match, an excellent striker may take the whole game, because he/she can decide whether the team can score goals.
Carry can be used in other fields besides competitive sports. For example, in a work team, someone may drive the whole audience, because his/her ability is excellent, and he/she can undertake important tasks and succeed. Similarly, in social activities, someone may also drive the audience, because his/her personality is very attractive and can be the focus of the whole activity.
Network terms commonly used in games
1, GDP: refers to the sum of the heads of the two teams in the competition, which is usually used to indicate the strength gap between the two sides.
2. Team extinction: refers to the death of all players in the game, usually used to indicate the failure of the game or battle.
3. Wild area: refers to the wild area in the game, which is usually used to refer to the responsibilities of the wild players in the game.
4.APM: refers to the number of operations per minute, which is usually used to evaluate the player's operational ability and hand speed in the game.
5. Head shot: refers to hitting the opponent's head in the game, usually used to cause a lot of damage and killing.
6. Terminology: refers to the specific words and expressions used in the game, such as "grass", "rhythm" and "card position".
7. Mount: refers to gaining an unfair advantage through plug-in and other means in the game, usually used to refer to cheating.
8. Consciousness: refers to the player's ability to predict the game progress and opponent's behavior in the game, which is usually used to express the player's game wisdom.
9. Overlapping passivity: refers to increasing damage and killing opportunities by attacking the same target continuously in the game. Usually used to refer to the attack skills of some heroes.
10, rhythm: refers to the coordination and sense of rhythm of the players' team in the game, and is usually used to express the team's cooperation ability.
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