Fortune Telling Collection - Comprehensive fortune-telling - Operational problems of Warcraft
Operational problems of Warcraft
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 team at home. Take NE for example. Later, in the face of the fire and snowstorm in Terran bloodmage, choose which group of farmers to build a barracks in the enemy casting center, so that your troops will spread out in all directions because they want to avoid the building, and that group of farmers is on the way to build a barracks. After avoiding magic, they will pull back to the formation of farmers.
The above are the main theories related to operation summarized by predecessors. I hope the birds who are willing to improve their operation will read every topic carefully. Here is an introduction, and I won't go into details. The following focuses on a more in-depth discussion on the basis of the above theory.
Let's talk to the birds about the specific micro-manipulation practice method: our hand muscles have memories, so practice makes perfect. To get in touch with any skill closely related to the hand, we must 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 bird 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 stability is better than chaos, even if you are taken advantage of by a computer, in order to ensure accuracy, even if you watch your hero fall, you should persist in completing this exercise. 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 an enemy unit is that our melee troops are running around to fight one of the other soldiers, and they can'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.
As you have noticed, the first big step above is to release the troops first and then the heroes. 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 truth is self-evident: heroes are good at fighting blood, self-help is easy to attack, and main attack is more important than auxiliary.
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.
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