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The basic tactics of watching pioneer passers-by bureau must win the whole strategy

Everyone in the passers-by bureau should have a headache. Sometimes they obviously played well, but they lost the battle. In fact, this is not a traditional FPS game, but a team game. Now share the basic tactics with you.

First, let's clarify the concept. I think the success of OW game consists of several factors: lineup, tactics, technology and others (for example, a passerby's internal injection is basically finished). What should be distinguished in particular is tactics and technology. On the forum, I saw that most posts focused on personal skills and paid less attention to tactics. In my opinion, under the matching system, there is little technical difference between the two sides. What really affects the victory or defeat of passers-by may be more lineups and tactics.

1. Understand the essential difference brought by the distance from the resurrection point.

The mechanism of blizzard map design is that whoever is close to the resurrection point will have the advantage. Therefore, it is normal for the defender to lose point A, even if it is lost faster, don't be desperate to grab it. Otherwise, point b may be won by a wave. Such as Ruhua Village and Industrial Zone. Similarly, the attacker must not be mindless when attacking point B, because the advantage of the opponent's resurrection point determines that this is invalid. There is also a common phenomenon in passers-by offices, such as blocking the door at first, and it seems to get cold later. In fact, it's easy for the opposite side to kill you back and get a point. In short: for defenders, point A is a success as long as it is delayed for a long time, and it doesn't make much sense to be brainless. The attacker should take point A as soon as possible to reserve time for the hard point B behind. There is something wrong with passers-by. If you lose one point, you will feel that the game is hopeless, and you will lose the fighting spirit and even shrink back. It is a typical harm to others and yourself. Just look at the professional games and you will know that the defenders at point A basically give up soon. I hope passers-by will reduce this misunderstanding in the future. )

2. Understand the importance of big charge.

The common phenomenon of passers-by bureau is all kinds of coquettish, and the result of coquettish is to let the other side get big moves quickly, especially in the case of stalemate. There will be a team battle soon, and it may be fatal for you to give the other side a big move. A simple principle, if your big move is good, you should avoid being recharged by the other party. If your big move is not good, you must find a way to steal blood to recharge your batteries.

3. How to storm?

When it is necessary to storm a point, it is a good habit for teammates to press Z to send their own big moves to charge. Try to launch as many big moves as possible at the same time or continuously to win in one wave. Otherwise, refer to the previous article, if there are big moves, etc. If there is no big move, try to recharge as soon as possible. An easy mistake is that the wave died while waiting for the big move to be recharged, resulting in a wave of attackers being uneven or delayed. This kind of passerby is too common and must be avoided. Another strategy or opportunity to storm is to try to let the other side reduce its staff first, so as to win a wave with more fights and less. For example, if the temple is deadlocked at point B, the attacker can wait for the sniper to steal 1 person from the other side, or catch a wave of people and make another storm. (digression, sometimes the attacker needs to choose a sniper, such as a temple)

4. Understand the basic positioning of each character and the formation position.

A reasonable team generally includes 1-2 meat, 1-2 milk, 2-3 explosion, and 1-2 remote output (I describe it with ordinary role understanding). Especially on the offensive end of the shopping cart map, it is most likely that people don't know what their roles should do. My understanding is (there is no standard, only personal understanding, and actual combat is improvisation): meat is more suitable to stand in front of the car, on the one hand, to attract firepower, on the other hand, to observe the opponent's position and fortress and other firepower points; Milk and remote output are more suitable for carts and cars, and vehicles are used as shelters to avoid fires; There are several kinds of protruding characters: 1)76, which is suitable for outputting cover fire on the side of the car or behind the sledgehammer shield; 2) Death, flash and source must go both ways, never in the front, clean up the opponent's firepower, and go around to catch the opponent's sniper and remote; 3) Mai Da's positioning should follow the main force, protect the back row, aim at the death and source of the opponent's chop, and so on. If this formation can be achieved, the passers-by bureau is already very good. Regrettably, in most passers-by, what we often see is the joy of throwing darts head-on, the death of Mai Da after rushing to the opposite side, and the charge that the big hammer head never returns. (Again, the above is just a personal understanding and a basic role orientation. You must improvise in actual combat, and there is no spray point, mm-hmm. )

5. Understand the containment relationship between roles and adjust the lineup in time.

This is also a concept that passers-by bureau especially lacks. OW has some basic constraints, such as: death constrains all meat, orangutans constrains source widows, source DVA constrains fortresses and so on. After contact with the opposite camp, or if the battle is frustrated for a period of time, please press TAB to check the restraint relationship between the two camps and adjust it in time. This is more important than technology, believe me. (digression, at present, it is very bad for passers-by to choose snipers in the second second of the opening, and it is equivalent to giving up a basic tactical condition. )

6. Judge the situation in time and seize the breakthrough (the opportunity of individual heroism has come)

Be willful when you meet passers-by. It is almost impossible to drag 5 to 1. What should I do? In fact, some key breakthroughs can often turn things around. For example, the other side is very arrogant, we were killed by many people, and the lineup was not targeted. At this time, decisively changing an orangutan and holding this sniper around may not only break through the blockade, but also boost morale. Similarly, the fortress is also a common hurdle for passers-by. At this time, the thigh can be killed by another source, a DVA and a Shimada Hanzo.

7. Point distribution map of the station

Although it is faster for many people to occupy a progress bar at the same time, it depends on the terrain. For example, point A in the industrial zone is surrounded by platforms and intermediate points. The correct way for the attacker must be to clean up first and stand around the high platform. The defense is the same. Otherwise, wait for the other party to fire on all sides and shoot the middle into a sieve. Besides, it is easy to jump off the platform, but it is difficult to look up from the stage. Didn't you see what Lao Meng's chicken teaching said? The other person looks down at you at a 45-degree angle and leaves immediately. This position is fatal. Basically, all the occupation maps are similar terrain: point A of King's Avenue, point B of Huacun and so on.

8. Correct posture at the end of the attack

Another common phenomenon in passers-by bureau is that the finish line is finally shot down, and as a result, the other side is resurrected and lost, which is the most annoying. I believe this must be common sense in the future: as long as the other side gains an advantage in the battle near the resurrection point, immediately block the door at the resurrection gate to prevent the other side from entering the point, and don't just stand at the point and wait to read the article.

9. Who should you hit first?

The premise is clear, and actual combat must be improvisation. But some basic rules (in order of priority): snipers-forts/forts/French chickens/opponents' snipers, and snipers from both sides of the passers-by bureau must confront each other's firepower points, which I think everyone is familiar with; Mcdaddy-the other side/the other side/the other side; Orangutan-the other party is being killed; Flash-the other side of milk; Death-another piece of meat; Source-fortress/opposite milk; French chicken-the other side's breakthrough/fortress (if you are good at technology, don't die first), there is more to say, and then emphasize that it is only a reference, and it is changeable in actual combat.

10, how to push the car?

When the attacker pushes the cart, the speed of three people will be limited. Don't be silly, just stand by and watch that car. The garrison stops, as long as 1 the car stops. If there is no one beside the car, the car will automatically reverse, and the defender does not need to stand by and watch the car! The defenders don't have to stand by and watch that car! The defenders don't have to stand by and watch that car! The passers-by bureau repeatedly shouted that the cart is the meat of the defender. When someone pushes a cart across the street, you must look for opportunities to get close to the car and stop it from moving forward. This is also a common phenomenon of passers-by: the defender's back is protecting the shield all the way, even if the car is three steps in front of him, he dare not come forward to stop the car.

1 1. At any time, independent combat is not as good as organized attack and defense, and the terrain is well used, which is enough to deal with most passers-by.

For example, the defenders on the King's Road often start all kinds of mindlessness after the fall of point A. To be correct, the road between point A and point B is an S-shaped bend, and it is more effective to organize a wave of defense in this bend, even delaying a lot of time. Don't fight guerrilla warfare after the fall of point B, because the attacker is wide and the defender is narrow, which is easy to be annihilated by artillery fire.

The correct way is to retreat to the corner between B and C and organize defense. In dorado Passers-by Bureau, it is very common for defenders to block the door and kill. In fact, turning the attacker's cart to the covered bridge is a narrow bottleneck. Whether it is frontal fire defense or robbing people on both sides, it is easier. This is especially true for No.66, and it is also common for the defender to be killed back, resulting in a wave of A points being lost. A simple principle is: let the other person stay in a narrow space as much as possible, while we are in an open space. The organized attack and defense will be more effective.

12, you must learn to read the killing tips in the upper right corner.

Be sure to turn on "Options Settings"-"Games"-"Break Prompt On". How important is this information? If there is no voice communication in the passers-by office, I tell you, this is very important! Even your most important source of battlefield information. I don't need to say more about the importance of intelligence in any battle, do I? How do you think? 1) If we continuously kill or kill key players of the other side, then this is an important attack/attack opportunity. 2) When we are killed, we need to quickly realize the position of our slain character, indicating that there is enemy situation or even more information in this position. Example: 1) storming point A and being suppressed by the other fortress is an excellent opportunity to attack point A. Even if you are killed immediately, it means that the other fortress is not in place for at least a few tens of seconds. 2) Our angel was killed by death. At this time, we McRae should immediately look back for each other's death position and destroy it. 3) Our sledgehammer and wet nurse are near the car and will arrive at the target point soon. At this time, other players appear on the screen to be killed continuously. Should the wet nurse change back to life? There should be no, because the continuous killing of opponents means that many people are outside, so it is more important to ensure that the sledgehammer arrives at the point. Soon, our bodies will be resurrected at a new resurrection point. These are all examples, but we should emphasize the importance of killing information.

13, please pay attention to the rhythm.

In contrast, the highlight of stealing pictures is a "dry". But "dry" also needs "rhythm" to last, right? Passers-by often rush in without thinking, and don't look at the present situation, so they are outnumbered. The result is that one's own side comes back to life in turn-dies in turn and enters a vicious circle. How to bring rhythm?

1) The other side has occupied some points, so when we attack, we must make up the superior number before attacking.

2) We occupied some points and the other side attacked. Don't stay on the point. Those who are highly mobile and can save their lives will go out to harass and delay each other's assembly. If they can steal people, so much the better.

3) Be sure to master the situation of the opponent's big move CD and our big move CD to decide how to fight in teams. Remember, the winner in the first round often takes the initiative. Every time you fight in a team, you should pay attention to the use of the other team's big moves. Without brains, handing over a big move will only attract the opponent's next round of counterattack, and we can't cope.