Traditional Culture Encyclopedia - Photography major - Warcraft experience, ok plus 50.
Warcraft experience, ok plus 50.
One: Start from the cemetery, then the altar, so that after the hero comes out, there will be several dogs and a lot of wood, and directly take five Xiao Qiang to his home to upgrade the base; When we arrive at his home, we should first see if he is upgrading the base, and then look at its layout. If the layout of the upgrading base is not good, kill all its farmers. If the layout is tight, you can consider forcibly dismantling the gold mine. Don't rush to fight after the other hero returns to the defense. After all, you are five times stronger than him, and then the dog with less blood goes home and gradually retreats; If he starts with 47 or fear, he is likely to be miserable. If he wants to use a lich, it will also keep you from mining for a long time. Entering the third grade will be much slower than you, and his spirit will be hit. During the promotion of the second book: make two spiders to prevent him from appearing in the future: promote the second book quickly, and the second hero (lich) can consider suppressing it again (if you are sure that he has let you toss the second book), or MF; Put down the slaughterhouse, curse one person and one temple, and raise three at once; During junior year: learn from expert wizards and strengthen bones; After the slaughterhouse has built two statues, it will dig out the bodies, build a car, put down the second cursed temple and build a wizard (it is recommended to recreate some spiders). Three books: save about six wizards, and then book a car at the slaughterhouse. Go straight to his house without waiting to buy a group of supplements. On the way, I learned about Skull Master and Mage Master, and set 47 as the three heroes. Decisive battle: nine times out of ten, his opponent hasn't advanced (depending on how you start tossing), even if he has advanced, he has just advanced, and he will definitely not be able to make a fat man (let alone frost wyrm); Don't rush to storm; H kept calling the skeleton in front of his house, hitting him with a car, waiting for 47 and the next car to rush over; Don't forget to add troops at home: wizards and witches are also good, spider (if he focuses on the air force) analysis: 1. The quick push to the opponent is absolutely unexpected, and it may be used to return to the city, but it is very effective; If you are lucky, you may tear down his gold mine or kill many farmers or surround his hero (also call him back to the city for use). Ensuring that the absolute speed rises to the second place creates two heroes, which can ensure the strength of the army and is not easy to be suppressed. You can also choose to continue to suppress each other. Skull Sea is the fastest growing of the Three Books Army, so it can be said that you can start attacking after raising three books (you can learn from Skeleton Masters and Mages on the way), so his army can't be formed in any case (if you hit him hard for the first time, you may not have raised three books when you attack).
Please understand micromanipulation correctly.
The art of freezing lies in the perfect combination of your thoughts and your operation, and the operation I want to say is the basis for realizing all your dreams. First of all, briefly summarize the important thoughts of predecessors, who selflessly contribute their own experience to your future, and I am also learning from their examples.
1, Use of shortcut keys: Needless to say here, remember that all shortcut keys include those for shopping in shops and neutral buildings. Homerunball, a 50-level BN student, said that his biggest shortcoming is that he can't remember the shortcut keys, and he can't remember the shortcut keys for summoning water elements. But my dear birds, you must put yourself in the right position. You are the future, but you are also newcomers. You can't compare everything with the master. Experts on BN are rich in personality and changeable in style, and have many advantages, but at the same time, there are also many quirks that are not good for novices, so we should take the essence instead of their quirks. Style is based on the level, and style cannot be formed without the foundation. Therefore, if you want to play well, play cattle and play your own personality, you need down-to-earth practice instead of learning to be cool from the beginning. What I'm going to talk about is the specific practice method, so don't worry, listen to the summary.
2. Use of shift key: See related comments for details, and add some here.
It is suggested to use Shift more in buildings, rather than in ice and snow battles. It is a common method to complete the construction of mines or trees during the construction process, and it is also a displacement insertion method to explore the road and barracks assembly point on the losttemple map. I want to emphasize the reason why shift is used with caution in combat. Some people think that the shift of ranged soldiers is the most efficient, but it is not. This will destroy the formation and cause losses, because the other side will be finished with a little transfer of troops. The most reasonable way is to shoot at point A, which I will explain in detail later.
3, alt key use: used in the initial battle, not used in the later melee.
4, M key encirclement: press M first and then right-click the hero of the other side, and your troops can encircle.
5, cloning: early construction It is very easy to use multiple farmers to build multiple buildings, but it is not conducive to combat, because the right-click reason is different from StarCraft, so it is difficult to use cloning operations in combat.
6, pay attention to the formation
7. Pay attention to the formation, and pay attention to the fight when you meet, because the formation of the troops that move first is always inferior to the formation of the troops waiting there, and the formation time is a loss.
8. Pay attention to the use and sale of goods. The cost of selling things can be changed, and the role of goods will only appear when it is evenly matched.
9. An ingenious way to avoid the scope of magic: that is, to establish a building decentralization method. The condition of this method is to form a peasant formation at home. Take NE as an example. Later, in the face of the flames and snowstorms in Terran bloodmage, choose that formation of farmers to build barracks in the enemy's casting center, so that your troops will spread out in all directions because they want to avoid the building, and that farmer is on the way to build barracks, so that they will not pull back to that formation of farmers after avoiding the magic.
The above are the main theories related to operation summarized by predecessors. I hope that the birds who are willing to improve their operation will carefully read every topic. I'll make an introduction here, and I won't go into details. The following focuses on a more in-depth discussion on the basis of the above theory. First of all, let me talk to the birds about the specific micro-manipulation practice method: our hand muscles have memories, so practice makes perfect. When we are in contact with any skill closely related to the hand, we should understand and learn to use the memory law of muscles.
Muscles are hard to remember information (so BN experts are honed in thousands of games), but the advantage of muscles is that once they are remembered, they are hard to forget, which is better than our brains. Although it is easy for the brain to remember things, it is easier to forget them, just like memorizing words. You may forget it in a few days today, but once you learn to ride, you won't fall once in a while even if you don't ride for many years. Therefore, practicing hand micromanipulation is also a kind of muscle memory, and it also needs hard practice.
The rule of muscle memory is similar to conditional signal reception. The same signal is added to it again and again. Finally, the muscles are forced to remember this information and form a conditioned reflex, that is, subconsciously complete the correct, accurate and fast operation without thinking about the same situation. This is of course the highest realm.
Knowing the rules of muscle memory, we can use it to start practicing. The principle to remember when practicing is slow rather than fast, steady rather than chaotic. Because there is no good micro-operation map at present, it is suggested that birdman players practice with low-level computers (which can reduce their blood level at the same time), that is, actual combat practice. The advantage is that you can practice various operations in actual combat, but the disadvantage is that the pertinence is not strong and the practice points are scattered, but I think it is also good to practice with computer 1v 1, because the intensive targeted practice is boring and lacks interest, which is not conducive to mobilizing the enthusiasm of birds. For birds, let the computer play first, which is beneficial to cultivate interest. After entering a battle, we should really go through specific operational links such as construction, reconnaissance, killing monsters, harassment, science and technology, economy, anti-harassment, anti-reconnaissance and melee. Please remember the principles I emphasized and explain them in detail.
Simple example: killing monsters. For example, if you use NE as a demon hunter and the soldier is Huntress, then F 1A is a monster, and 1 Team, that is, Huntress's A formation, is also the same monster.
It's a simple operation, but please slow down until your whole operation is accurate only once.
Some people think this operation goes without saying, but in fact, many people will touch other keys by mistake when moving their hands from F 1 to A, and of course they can still press A in the end, but my request for the bird is that you can keep your eyes on the keyboard, but you must watch your hands fall cleanly from F 1 to A, and don't touch any other keys during the process, but press the middle of A key. You can complete such a simple operation in 5 seconds or even longer. The key is to emphasize accuracy, not speed. Why? My above theory has not been in vain, mainly because of two characteristics of muscle memory: memory is difficult to cultivate, and once cultivated, it is difficult to get rid of it.
When you complete a simple operation exercise, it is a process of strengthening muscle memory. In this process, your hand will faithfully record all the information you operate and pay attention to all the information. So it is easy to imagine that when you do a wrong operation, your muscles will also accept all the commands, that is, it will record your mistakes truthfully.
Some impatient birds are always blind when pursuing APM, which leads to many operational mistakes. On the surface, they look at their hands really quickly, but I don't know, muscles silently record all this. In the end, habit becomes nature, and there are not many correct operations, but there will be the habit of making the same mistake every time you do an operation. What is even more frightening is that according to the characteristics of muscles, once memories are formed, it is difficult to erase them. For example, in the simple operation above, when people who are eager for success move from the F 1 key to the A key, they always unconsciously touch the Q key first. When they find the A key and press it, it is difficult to change it. Is it difficult to cut off their hands?
So, I mean, according to the muscle's memory law, give it accurate, clean and tidy operation information every time, try to stick to the same operation under the same situation, keep the unity of information to facilitate muscle identification and memory, and don't change a lot of tricks for the same situation. You are still a bird, so it's not too late to lay a solid foundation and practice other tricks. Moreover, for a certain situation, you often only correspond to the only one with the highest efficiency. Not fast, but accurate. In this way, when your hands gradually remember, that is, when you are proficient, you find that even if you intentionally control your hand speed, you feel a little uncontrollable. When you find the speed, it will come out naturally. So, cheer for your efforts and show that it really remembers.
Remember, bird, speed is not your subjective speed of improvement, it will only bring you more mistakes. The real hand speed is the natural speed like conditioned reflex formed by your fingers after hard practice, and it is the ultimate hand speed. The so-called slow and fast, steady and win.
I just gave a simple example above. For other links, I also hope that the birds will adhere to the principles I emphasized to practice.
There may be a very small bird, which just needs 10 seconds to accurately complete the simple monster killing operation I mentioned above, and it may often lead to a result that the hero is dying because he is too slow to complete the operation. Here I reiterate that it is better to be steady but not chaotic, even if the computer takes advantage of one practice, in order to ensure accuracy, even if you watch your hero fall, you must persist in completing this.
The next operation you have to practice. For example, to upgrade a hero in a battle, you need to add points, and the O key is far away. If you press it slowly, you may go to heaven before adding some points. But, dear bird, don't panic, gently put your hand on the O key to ensure accuracy, and then move your hand to the skill you want to add. If you can't remember for a moment, don't do it, but remember that it is moving. Perhaps, your hero has gone to heaven, but you must pay attention.
The reason why I am so wordy is to emphasize that what we are pursuing is micromachining practice, not winning the computer, let alone winning the computer. Therefore, in order to practice, we should break a real battle into several typical links, keep calm and insist on accuracy.
Above, I briefly talked about the specific practice ideas and methods. Next, I want to talk about the theory of multi-line operations.
The most typical one is obviously the two-track operation, that is, the battle theory of front-line melee and rear development.
First of all, let me talk about the first line. What I want to say is melee, which is the most difficult situation and the most complicated operation. Pay attention to the formation development in wartime: melee heroes, melee troops, magic troops, medical heroes, long-range firepower and long-range heroes. If there are special forces, they are usually placed in the forefront (such as Chimera, frost troll) or have the ability to simply go deep into the enemy's rear. The principle is that the special forces have strong offensive and defensive ability, which is both a meat shield and a surprise attack. They can be inserted into the enemy's heart to contain fire, and the troops behind you can easily destroy the enemy's main force. It should also be noted that all heroes, no matter which platoon they are in, should stand on the two wings of the team in order to retreat. The following explains the specific operation:
Set melee troops 1, magic troops 2, long-range firepower 3, special forces 4, melee hero F 1, long-range hero F2 and medical hero F3. The first step you need is:1; Open space behind enemy melee units (the consequences for the enemy are unimaginable); f 1; An enemy melee a unit or its rear open space (pay attention to let the hero attack both sides of the unit); 2; A clearing behind the enemy; F2; An enemy's rear clearing or an enemy's melee unit; 3; A the closest melee unit to the enemy (that is, the one in the middle of the enemy's first row); F3; A clearing behind the enemy; The last four; Behind enemy lines (it is best to focus on a hero or a valuable soldier)
Analysis: The above operations inherit the theoretical achievements of predecessors in the forum, but there are also some differences. 1; A The consequence of going to the enemy unit is that our melee troops ran around to beat one of the other soldiers and couldn't find the place to attack, resulting in heavy casualties. For magic troops, it is best to hit the head of the same opponent's melee unit as long-range fire, so as to concentrate their fire. Regarding the enemy melee units of Team 2 and Team 3, there is a right-click shooting theory put forward by predecessors in the forum. I emphasize here that it is best to shoot with the A key, because practice has proved that shooting with the A key can enter the attack state faster and destroy the enemy earlier than shooting with the right key, but it has one more operation, so the benefits are not in vain.
You notice that the first big step above is to let the troops go first, and then the heroes go. The reason is obvious, that is, in order to get more troops into battle early, the heroes are not in a hurry to die, hehe.
The next big step is:1; Left-click on the small head of the person who lost blood at the bottom of the screen; Right-click and pull back (the distance should be as far as possible, otherwise you can't move); Shift+A enemy's rear clearing and then pull back to the battlefield; Alt flashes the enemy's blood and finds the person who sees red (and is in range) 2; Enemy of red blood; Eyes see their red blood and repeat the above steps, then fall back; Flash alt; 3; Red-blooded enemies discovered for the second time (guaranteed to be within range and not pursued); Watch your red blood come back after pulling. The fourth group did similar operations.
Analysis: the standard of pulling your wounded soldier is not to wait for your red blood, but to wait until your blood is over half, and then pull it back when you press the A key. This will enable our soldiers to live longer. When their blood is boiling, they will be directly pulled back to the base or invisible on the spot, and will not be pulled back to fight in a short time. A soldier is a few hundred dollars, so we should cherish it and try to pull him back to the base at the last minute. Note that in every round of self-rescue action of 1, 2, 3 soldiers, I added the operation of flashing alt and then focusing on attacking the enemy red-blooded soldiers, because you can't just pay attention to saving your life, otherwise the enemy will exist for a long time, because your attack points are scattered. So I emphasize both offensive and defensive, but mainly defensive. Some real masters put forward that attack is defense, that is, the same round of operation, he will flash alt first and then save himself, which is related to the confidence and hand speed of the master, but I don't agree with this order and stick to the order of the second big step above me. Because it is a melee, there are more people and more blood. You flash alt. If you have poor eyesight, it is difficult to judge the enemy's red blood units. Even if you see it, it is much more difficult to reach him with mouse A than to pull your own red-blooded warrior back and forth, because your own troop dispatch can be operated through the fixed panel at the bottom of the screen, while the enemy soldiers are moving. The second reason to save yourself first is that even a master will inevitably panic in a melee, and it is not surprising to lose sight of one thing and lose sight of another. If the opponent likes to attack first, his chances of misoperation are greater than yours, so as long as you are calm, theoretically you should have more soldiers than him, and the final victory belongs to you.
It should also be noted that when you flash alt without seeing the other person clearly, you have no time to be depressed, and immediately change it to 2; a; 3; A, the nearest melee unit to the enemy, don't forget that when you complete the first big step, the other party has already carried out self-help operation, and the targets of your 2 nd and 3 rd teams have retreated, so quickly change the targets to the nearest melee unit, remember not to chase, and keep the battle formation.
Also pay attention to the scope. If you see the enemy's red blood, don't chase it if it is beyond the scope.
Next step 3: This step is the operation of releasing all heroic magic. Because the hero collocation is complex, there is no fixed formula, but there is also a general rule to follow, that is, pay attention to the combo operation of two main heroes to an enemy hero, and then cooperate with the auxiliary skills of medical heroes to pay attention to the mastery of the magical opportunity of medical heroes. Don't use it too early, and don't wait until you die, because your troops may cooperate with the blood-adding troops.
Finally, the fourth step is the operation of special forces and the skill operation of magic forces.
Analysis: Based on the particularity of the fourth step operation, it is also the most difficult to grasp its operation opportunity, that is, uncertainty, and it must be operated according to the composition of the special forces and its magical characteristics. Should be able to run through the first three steps.
For example, red-blooded soldiers within range can cooperate with special forces to carry out comprehensive attacks, and can also be used to continuously attack enemy heroes. Dragons and birds in the air can fight heroes. Obviously, the ground can be used as a meat shield in front, and the special forces in the air can also be used to volley the enemy's arms with the least blood from the beginning.
General analysis of the four steps: the order of the first three steps has time significance. The general idea is to operate the troops first, then the heroes, arrange formation attacks first, give consideration to self-help, then carry out concentrated attacks, first operate the main hero, then operate the auxiliary heroes, and finally remember the operation of special forces. The reason is self-evident: British blood is longer than soldiers, self-help is easier to fight, and the main attack is more important than aid.
It should be noted that although so many operations are rich in content, it only takes 1 2 seconds from the first step to the third step. If you count the interleaving operation in the fourth step, you should complete one round of operation within 5 seconds at the latest, and pay attention to the round-by-round cycle. Keep operating until you break the other person, unless your hand breaks first. You don't have to be afraid. You can adapt to this operation quickly as long as you practice hard. But when you are really at a loss, you must grasp the key point of the battlefield, that is, the hero. It is also possible to save concentrated attacks or even self-help operations to operate your hero. Using the hero's skills can sometimes reverse Gan Kun. To be flexible in actual combat, it is best to practice according to my four steps and the operating practice principles I mentioned above. You can let the computer develop, wait for it to hit you, and then practice melee operations.
I regret to tell you that this is only a first-line operation, and we haven't talked about home construction yet. Don't scratch your head Of course, the real two-line operation is not that simple.
As I said above, the slowest time for you to complete a front-line battle is 5 seconds. After you finish, you need to look after your home. First, you should be clear about your strategic thinking, whether to develop science and technology or violence. If it is science and technology, you should go back and look at the base and related building upgrades; If it is the latter, we should pay attention to whether it is necessary to cut back to fill the population. In short, before you enter the game, you should establish your own strategy and tactics and carry them out. No matter what you are operating, you must have a strategic string in your mind. The following explains the specific operation method.
Whether you are a science and technology, building a sub-base to develop the economy, or a violent soldier, the operation is generally unified. Look at the top right corner of the screen when you finish a front-line battle. If you have enough resources, you can upgrade if possible. If there is a shortage of population, we must make up for it. You'd better habitually return to the base and immediately carry out the next round of front-line operations. I hope the birds can get into the habit of business cycle, which will cultivate your ability to take care of the overall situation instead of focusing on local wars.
On the four skills of the immortal banshee
Banshee is an immortal magic weapon. Compared with the basic magic arms of other races, the Banshee is more expensive, but its health is the least among all mage arms, with only 285 health for the primary and 365 health for the master. However, WAR3 is a highly balanced game. Usually more powerful units will be set to have corresponding weaknesses, such as AC for high attack units, but anemia, deer for magical immune units, but no armor ... According to this law, the banshee's health is extremely low, the cost is relatively expensive, and it is bound to have practical value. Don't shout "the mage army is too fragile." Which mage has blood as thick as fat?
Let's take a look at the skill of the junior banshee-curse. Curse effect, casting interval of 1 sec, 40 mana cost, 70 range, 33% air strike probability-what do you mean? On average, if you hit three times, you will get an empty shot. It can also be understood that only eight soldiers of the first team 12 are actually attacking, and the other four do not pose any threat to you at all, that is, the actual number of the opposing troops is only 1/3 of the number of people who have been visually observed. Assuming that there are 90 people in the other side, all of them are cursed, and the population that effectively attacks is actually only 60 people; For a small example, one of your spiders is shot at by a group of muskets, and may only survive for less than 2 seconds. You don't even have time to pull it off the line of fire, release a death coil for him, and let it go underground ... It just hangs up. If these muskets are cursed, the spider may live for more than 3 seconds, although it is only a short second. Even if it doesn't break the fire line, it may throw a death coil or drill into the ground. By the way, in fact, many times we are not poor, we have money, but it takes time for the troops to rebuild after being hit hard, and the base is often promoted during this time. In WAR3, time is also a valuable resource.
Many people think that the practicality of the curse can't be compared with the slowness of the witch Hu, but only by taking Dou Hu as an example. Banshee's curse costs 40, while witch's slowness costs 50 and initial 200, which means that a banshee can use the curse 5 times, while a witch can only use slowness 4 times. If there are four banshees and four witches on both sides, they are all junior, which means the undead can curse 20 units. As for the duration, if it lasts for 60 seconds slowly, the effect on the hero is only 10 second, while the curse can last for 120 second, and the effect on the hero is as long as 60 seconds. No matter how you look at it, the advantage in duration is great. Although curses can be dispelled, don't forget that magic skills that can be dispelled are not just curses.
Let's take a look at the expert banshee's skill-anti-energy shield. Anti-energy shield effect, no casting interval, consumes 50 mana, lasts 90 seconds, absorbs 300 magic type attacks, and is immune to state magic, which cannot be dispelled or stolen. Take fighting nonsense, for example. Recently, a popular game is called Domineering Stream, that is, a hero who can't be killed by sending paladins and hill TT. His small body, as fragile as my beloved lich, may be killed by a volley and then a double kill (perhaps this word is not suitable for him), but if we can apply an anti-energy shield to the hero at the first time, the situation will be greatly improved and we will fight. It is extremely easy to become a sheep, cripple and purify ... and if there is an anti-energy shield, it will greatly prolong the combat time of these units, and at the same time, it will also lead to the ineffectiveness of enemy mage troops to a certain extent.
Finally, take a look at the ultimate skill of the banshee master-occupation. Needless to say, it seems that people who don't play UD know that they can permanently occupy an enemy or neutral unit, but they can't get on: magic-free units, flying units (some people say that they can be caught by spiders, but they don't know without experiments), neutral units above level 5, magic cost 250, action distance 35, and no explanation interval. When they occupy the moment of completion, banshees can sacrifice themselves, break through the population ceiling and cannot be dispersed. However, it seems that few people use this skill in actual combat, because they need to train banshees and complete the mage upgrade. Most undead players have never even built a curse temple from beginning to end. But if they have made a banshee, it is recommended to complete the master training and take precautions. Even if the opponent did not create any ultimate arms until the end of the battle, such as tauren, knight, fat man and so on. It is also good to complete the mage upgrade-after all, it is likely that he saw the mage banshee, resulting in no tauren or fat opponent. This may be true.
To sum up, the banshee is not as impractical as many people think, but any arms or skills must have its position and its unique and irreplaceable special effects, and so is the banshee.
Six details of the dead in wartime
1: death pact
This problem has been discussed before. Most people think that the evil aura of level 2 should be upgraded to level 4, but I think death pact should be upgraded, because in terms of the composition of troops, DK4 must have a rabies. After the dog is upgraded to Fury, it is 350 without aura, the first aura is 350+35=385, and the upper limit of ordinary unit movement speed in War3 is 400, which is the second aura. Fat people are slow, but even with a level 3 aura, fat people are not much faster. And level 4 DK is the key. In case of death, it is a pity that it will even fail. Small invincible only 7 seconds, can not guarantee safety. However, if you want to make a big blood bottle, you need RP. At this time, the importance of the contract came out. Eating a fat man at a critical time may decide the outcome of a game. Once I fought with humans, in order to kill my DK, I concentrated almost all my firepower and gave up the formation. When DK was still around 200HP, I ate a fat man, and DK was instantly full of blood. By the same token, when I am fighting UD, if I see that the DK halo standing at level 4 shows only 1 level, I generally don't focus my firepower on DK easily.
2. The transmission of power struggle and the pursuit of enemy heroes
This requires a certain degree of proficiency and awareness, that is to say, to create a shadow and put it in the opponent's main base (or a monk hiding in a tree not far from his base). When the enemy hero returns to the city empty-handed, your DK will also be transmitted to the shadow in the enemy base with the transfer right, so that you can give him a stool to hang up his hero immediately after he returns to the city.
It's a bit difficult and needs a quick response. But it is very useful, and it can also cause psychological blow to opponents:) And it has a great sense of accomplishment after success.
3: Sleep
This may be known to most players, that is, when the opponent has the right to transfer, how do you get him to hand over TP?
In the early days, for example, DL's initial magic can release two sleeps. After the first hypnosis and encirclement, don't wake him up immediately at this time. When the CD time is almost up, let him finish the second sleep when using teleport to interrupt his teleport. Once the teleport is interrupted, it will enter a long CD time, so he has to hand over TP or give up the hero of 1. Another point is that for DH, turn off DL immediately after hypnosis and let G bypass it, so that DH will not be attracted by your magic.
4. Rushne1Evil aura of skill learning.
Generally speaking, for NE, if it's not far away, I believe many UDs will rush to it after upgrading the base, and if the opponent's hero is DH, I suggest upgrading the aura of 1 skill at this time, because DK can't release several death entanglements under mana burning, but G can move faster than AC, which makes it easier to rush (as I learned from the video of Gostop).
Episode 5: Gargoyle kills the jack-o 'lantern.
I believe everyone knows this, that is, drilling the moon well several times first, so that when he right-clicks the well to replenish blood, Wisp becomes a "repair" and is more likely to be killed:)
6. Details of early timber harvesting (see photo)
At the position of TR 1 1, the general player will start to control the picking of A tree, and the AI of Xiao G will automatically pick C tree after picking A tree by default. At this time, we only need to manually control Xiao G to pick the B tree after picking the A tree, and the position left after picking the B tree can be placed in the store, which is good for the store and the slaughterhouse (in time, except
Sweet click-hum teaching article
Anti-hum on Turtle Rock: Welcome friends who like WAR3 to join the group 6590360. First of all, TR is beneficial to suppress hum and tower rush, so it is suggested to use the following buildings to open, and build fewer farmers-barracks-altars-psychic towers-farmers. This opening can give consideration to harassment and escalation, and I think it is a very good order. In the case of UD vs Hum, it mainly depends on the operation of the early infantry and small G. The dominant party in the early stage will be in the leading position in the whole game, so we must pay attention to the early operation. If you have no confidence in your own operation, it is suggested to build an ice tower first and then DK will take the small G to level 3. On the map of Guiyan, it's easy to climb three books to get Rush. You can build a lich earlier and then stand up with two skull sticks. If Xiao G isn't hurt, you should be the third hero as soon as possible.
Then the third hero MF brought down the second slaughterhouse at the same time, so that the double slaughterhouses can be quickly replenished after the consumption of World War I, which can be said to be an invincible combination for Hum. In the early stage, DK harassed the small G double line, and then DK joined forces to practice to level 3. At this time, the attack is groaning, and DK has little blood, which can be said to be the most dangerous moment. The timing of the opponent's attack is very good. At the same time, I didn't manage the blood volume of DK well, which is also a mistake. Well (expressing hesitation, etc.) ... and then hanging up the lich was really the hardest time. But in the third book, Hum's mage was unarmed, so I used the tower and the lich.
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