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CF mobile game power supply station area b raiders skills countless routines.

Many players like the CF mobile game very much. How to play in area B of power supply station, and how to play by defenders? Then come with me and see what happened!

Infiltrator attacker

Attacking area B is actually the most severe test of teamwork, grenades and marksmanship. Point B is notoriously easy to defend but difficult to attack. If the defenders have good marksmanship or a large number of people, infiltrators generally don't crush point B, but sometimes they will crush point B. When pressing point B, first throw smoke bombs near the tiger's mouth to prevent middle enemy snipers and teammates from throwing thunder in area B (be careful not to throw flash bombs), and then let Steyr force them. Pay attention to the wooden case when you press it up. You'd better wear it more often. Watch your right side when you go in, then watch your small position B, and you can get off the bag when you are sure it is safe. It's still easy to keep after taking off the bag. Be sure to press point B quickly and accurately, and quickly return to the anti-interference point after downloading the package.

Defender introduction

This posture is a defensive posture and the only way to prevent the infiltrator from going to point B, but the squatting posture is very easy to expose. Generally, when an infiltrator attacks from escape, there is not only one enemy. If he only shoots from the front, he is easily killed by the other side. You should know that the defense in zone B is relatively easy. Easier to defend than to attack. It can be a single card or a dual card. The position of the single card is generally behind the triangle frame and the middle frame. These two places are more flexible, and there are many places where you can card.

If the first infiltrator doesn't find you, you can wait for the people behind you to come in before spanking, which will work wonders. Single card points need to be flexible, constantly change points to dodge, and don't give infiltrators a chance to surround you. When defending, it is not cost-effective to use 1 for 1. If we can hit more infiltrators, we can get more blood. Dual cards are relatively simple, one at the package point and the other at the moon gate, which complement each other with guns or flashes. It is recommended to use explosive weapons such as the son of the wind, Hellfire and Steyr. The advantage of using the son of the wind here is that it can be fatal. When the enemy sees the son of the wind, he will have a natural fear and will not confront him head-on.

B: The space is very narrow. The son of the wind and all kinds of shotguns can show their talents, leaving the enemy with nowhere to escape. This position can only see the bust or even bust in the enemy's field of vision. The infiltrator's attention is mostly attracted by entrance B, and the defender has a great advantage in this position. They can keep a deadly or high-explosive weapon here, and listen to the footsteps and wait for the enemy to take the bait and accept their heads.

This point is located on the steps of the Moon Gate in Area B. If the infiltrator tries to attack Area B, he will be attracted by the enemy in Area B and forget behind him. Defenders should seize the opportunity to shoot at the enemy. If the marksmanship is not particularly good, they will certainly gain a lot. There are many obstacles in this position, although all of them can be penetrated, but this position invisibly increases the requirements for players to predict and penetrate.

When the infiltrator breaks through point B, if the defender's posture and position are hidden enough at this time, the infiltrator will be caught off guard. And this point is easy to defend but difficult to attack. If used properly, it can be regarded as impregnable. Of course, this is relative.