Fortune Telling Collection - Comprehensive fortune-telling - Introduction: God takes you to fly: In Watch Pioneer, the game with equal strength is to win or lose the details!

Introduction: God takes you to fly: In Watch Pioneer, the game with equal strength is to win or lose the details!

In the watch pioneer, I believe that every player has thought about these questions more or less: Why is the opposite charge sometimes so fast? Why are our skills always not in place? Actually, it's not. In the game, every move we make actually affects the direction of the game, and chess is reflected in every aspect. Simply looking at the intuitive things in front of you will make you ignore many details.

At the beginning of the article, Penguin wrote two questions that puzzled everyone. In fact, these two questions are generally thought by every player, but few people think about them again. Did they forget something? In fact, what you left behind is very simple, and that is the detail. I won't go into details here. Penguins will interpret them one by one according to their classification.

Every pioneer hero actually needs the same amount of damage/healing to supplement an ultimate skill, which is about 1000 (batiste)-1600 (death). So theoretically, as long as you cause these injuries, your ultimate skill will definitely be replenished once.

But if your team lineup is not ideal, this speed will be greatly improved. For example, squirrel ball, road bully, D.va and a number of deputy T-positions without barrier protection were selected for the lineup. Because of its huge size, as long as it is exposed to people, it is easy to rush a wave of energy for the enemy, which is the legendary "charging treasure".

As for how much energy is charged at a time? Through simple data analysis, it can be clear that: Take soldier 76 as an example, each shot will cause 20 points of damage. Every time he hits the ball, his charge will increase by 1, and all hits are 25%. A roadblock averages 600 points of blood. If all the output of a soldier 76 hits a roadblock full of blood, it will take about 10 seconds (two magazines+time to change magazines) to kill him, that is, 900 points of blood, which is equivalent to 45% charging, which is equivalent to adding half a tube of charging strips to the soldier 76 within ten seconds. If these outputs hit at least 4.5 ordinary heroes with 200 blood, will the gap in charging speed be widened?

Of course, we don't mean that we can't choose to move, but we should choose the right one. These reloaded heroes, like those just mentioned, have no enchantment protection but have certain output ability, so they are more suitable for auxiliary T position: supplementary output and interception of attacks, but the protection ability needs the main T position of enchantment. So here Penguin suggests: communicate with teammates, try to choose one of the two auxiliary T positions and replace it with the main T, and the effect will definitely be much better. If there is only one t, you can also consider making up one at the right time. After all, do you still play games to win ~

Speaking of the overall situation, I believe some friends think this subtitle is too general: what can an fps game have? Unfortunately, Watching Pioneer is not a pure fps game, so there are many places to pay attention to, and every key point to pay attention to is the key detail. In a word, it is the "overall situation".

Point 1: Pay attention to key skills. Among the Watchers, many heroes have certain control skills or protection skills, which will become an obstacle for you to kill them. Therefore, if we can kill them successfully, we must take into account whether their skills have been handed in or not, and make a rough prediction of the cooling time after they have been handed in.

Take death as an example: after all, the ultimate skill of death is to cause harm to the enemy. Although the death now sucks a lot of blood, it is a pity that no matter how high the blood is, it is not a spike. Any control skill can interrupt him and burn him to death. If you are a god of death with ultimate skills, you need to judge whether the enemy lineup has skills. Some key control skills are prompted by obvious voice and sound effects, such as McRae's flash bomb, Genji's rebound and Anna's bottle ban.

Some of them need to be estimated by judging the actions of teammates, such as brigitta's shield fierce, Charia's shield fierce and so on, which are easy to observe in the front line. When these skills are handed over in 7788, that fleeting opportunity, your death bloom, can play the best outstanding effect in the world. Instead, you will eventually jump in and perform a dance, and then go home happily.

Point 2: Predicting the ultimate skill. The definition of the ultimate skill in the game is "the key skill that can affect the direction of the game after release", which is also true in fact, but it is nothing more than that. Although the ultimate skill is powerful, it is controllable and easy to interrupt. And to do this, everyone needs to be vigilant about the ultimate skill.

The first method is to predict the ultimate skill recharge of the enemy. This prediction involves many details, such as the time of the game, the participation rate of the enemy after choosing this hero, and the mortality and empowerment of our hero. For example, it takes about a minute for a hero to fill his ultimate skill, but if our reloading position in the front line is too long and our output has not caused effective killing, then the efficiency of charging the enemy by all the heroes present will be greatly improved, and this time can be as fast as 40 seconds.

If a team battle breaks out between the two sides, we can also observe that our team is not full of energy bars. For example, if we have a new hero with an energy bar of around 80, then there is a high probability that the hero who has not released the ultimate skill has the ultimate skill. At this time, if you have control skills in your hand, you should be closely guarded against the direction of the other hero.

The second method is to remember what ultimate skills the other party has left. In high-end games, it is very easy to cooperate with the lineup, so it is extremely necessary to remember what other ultimate skills the opponent has, otherwise it is easy to send two or three ultimate skills to his own group for extinction. Gravity spewing and dragon adding is the simplest example.

So here Penguin suggests that if the enemy assistant has the ultimate skill to protect his teammates, it is recommended to kill him first or force him to hand over his skills. If the enemy tank has control skills, it is recommended to avoid or predict the interruption in time. If the enemy's output retains the ultimate skill, it is recommended to quickly gather fire to kill or seek protection. Of course, if we have the ultimate skills, we can't have casual sex. It is best to achieve the desired effect and avoid the other party's rapid return without resistance.

In addition to remembering the opponent's skills, knowing his movements is also a compulsory course. At present, after the popularity of iron fist and shadow in high-end bureaus, this becomes particularly critical. Here, Penguin introduces some trends and measures that affect the game.

Point one: a high platform with excellent view. In some maps, the high platform is the "battlefield" of the gun position. For Gunman, having a high platform is equivalent to having a broader vision and a safe output space. If no measures are taken, it is likely to pose a more serious threat. Therefore, if the enemy's artillery position charges too fast or our rear row is harassed, we need to reflect on whether there is no hero who controls the high platform and take corresponding measures.

For a simple example, Black Lily can be said to be Gao Tai's favorite hero, and Gao Tai's foresight can make it have super spike ability. And if you want to win this team battle, firing her must be the first task. Your lineup can be replaced by heroes like Winston and Genji, and you'd better not try to solve it unless you have to. Once you don't play well, you will at least delay the rhythm of your teammates' attack for at least one minute.

Point 2: Beware of the enemy's sneak attack. In the group battle, sometimes there will be such a scene: we have already achieved great advantages and are ready to advance. Suddenly at noon or EMP, our position will be disrupted in an instant and the enemy will kill us. Therefore, before preparing for the opening of the regiment, we must observe whether the enemy's whole regiment is fighting against the front line and whether the absent enemy is on the way back from the resurrection. If these two points are not satisfied, then the enemy is likely to be waiting for an opportunity nearby.

The method of prevention is also very simple. If you have the shadow of EMP in your hand, Penguin suggests finding a position near the wall as soon as possible to get a good view and take precautions in advance. If it is some output that is ready to release the ultimate skill, then you need to maintain your self-protection skill or control skill, and quickly lock the position after hearing the voice of the ultimate skill to ensure that it will not succeed.

So as long as you are careful enough, the sneak attack of other heroes is basically not easy to succeed, except for shadow prevention.

The details in the above article can be said to be the most basic content that needs to be mastered in the game of Watching Pioneer. If you pay attention, you won't have any questions about the beginning of the article. But just knowing this is not enough. Your teammates may not notice these details or omissions, which requires you to share information, that is, communicate and report.

Some friends have just made great efforts to rush to the high section, and the fish pond will make them afraid to speak for a long time, but in fact, the players who can run to the high section are still there because of their strength, but they must report to the meeting if they want to score points.

The reporting point here is to share your known information and trends at any time. Generally, the enemy information that can be shared includes: the release of enemy skills, including ultimate skills and common skills; You can call teammates to gather fire and kill enemies who make mistakes or fight alone. The enemy's potential threats and trends: such as the iron fist cutting into the back row, the shadow of being harassed, and even the enemy stealing points and cars. So teammates can reserve skills to prevent.

And the scoring in the team battle also needs your more participation. Take Zhandian map as an example. In addition to the above necessary reporting points, when you are ready to cut in, you need to inform your teammates about the distribution of the other side and the route suitable for attack. If you break in after discussion, you will know more and the success rate of this attack will be much higher. Moreover, due to the dense stations in the map, you need to help the team find the heroes behind the enemy and inform them in time, so that the teammates who cut in can kill them in time. If there are architectural items, such as cameras, batteries and living places, you can tell your teammates to be careful and help remove them.

In previous articles, penguins have said that these are the most basic necessary conditions, whether it is cooperation or lineup. What makes them really useful is communication.

Through communication, you can share your views, cooperation opportunities and skills with your teammates. At the same time, this kind of communication will certainly change at any time with the progress of the competition. Here's another example of penguins for a detailed interpretation.

It happened before a group war broke out. We and the enemy both have doomsday iron fists, but the difference is that the enemy is protected by Charia, and we are just ordinary hooks. In order to break the shield of Charia and contain the iron fist, we communicated the current situation.

First, we negotiate to break the shield. This task was given to our Balu and Lucio, and our shadow also advised us to hack Zarya's skills before the team battle began. We took this opportunity to set fire. Finally, I decided to let the shadow try first, and then I didn't consider breaking the shield and gathering fire. The following is how to deal with the enemy's attack and come up with various feasible schemes to prevent accidents.

Later, it also put forward requirements for protection. Our fragile back row is Anna and Lucio, of which Anna is the most dangerous. In this team battle, our Anna also has hormones. Finally, we decided to concentrate our positions and be protected by the front row. You really can't consider giving hormones to road bullies or iron fists to maximize the effect. Because the enemy's iron fist with shield is easy to change even if it is killed, in order to avoid losses, it is necessary to know the position and recovery measures after problems occur.

Finally, actual combat communication. Because the shadow successfully hacked Zarya, and the enemy's communication was not smooth, the enemy's iron fist cut into the battlefield without a shield, and finally there was no blood. Although Anna was not cut off, Tiequan was about to cut off the opposite back row in the battle, and Luba was killed, so Anna received the signal in time and injected Tiequan with hormones. In the end, Tiequan won the team battle with a wave of opposition and two rows.

As can be seen from the above example, communication plays an extremely important role in this team battle. Without communication, our shadow will not reach the team in time and miss the opportunity. And if the iron fist doesn't respond, it is more than enough for the iron fist to cut off our back row with a shield and leave safely. In the end, it is easy for us to be suppressed first. The direction of this team battle is another script.

As the third part of the basic consciousness of the watch pioneer, I believe everyone has a basic understanding of the details that need attention in the game. As the last article on consciousness teaching, I am also grateful to all of you here. I hope you can improve through my article. Finally, Penguin summarized the main contents of the three articles.

The first article: lineup matching; From the analysis of semi-pushing lineup, this paper discusses the formation of excellent lineup.

Chapter two: heroic cooperation; Make clear the responsibilities and tasks of reloading and assisting yourself, and cooperate with each other and make excellent cooperation.

Chapter three: detail communication; Understand the details that must be known in the game, and learn to win through scoring and communication.