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Chapter 467: Exploration

Camp No. 3 has a relatively regular and dense building complex, and the roofs of various buildings are another good point. It has a huge role in various raid encounters. If it suddenly appears in a raid, it can catch the opponent off guard!

The roof of Camp No. 3 is not only a good commanding height, but also has relatively abundant resources.

Therefore, this point is also a selected drop position in Camp No. 3, which can help players arm themselves faster and occupy more convenient strike positions quickly, creating more conditions for the next raid.

The commanding height of the roof is second only to the mountaintop watchtower. It is controlled by the mountaintop watchtower. This point is more suitable for players to form high and low positions with other team members in local battles, so that they can easily defeat their opponents with ladder firepower.

The stair position can easily be stuck to more field of view areas.

The stairs in the house of Camp No. 3 have obvious differences from the building stairs in other areas, which requires players to use completely different tactics to better defeat their opponents.

The stairs in the building of Camp No. 3 are relatively wider and lack guardrails, which will make it easier for the enemy to reach a higher floor with the help of the stairs, making the stair points lose the characteristics of easy defense and difficult attack. Players can use side-facing stands or squat shooting postures diagonally opposite the stairs to include the entire stair corridor area, stair passages, and entrance doors in the range. This way, the method of expanding the attack area can be used to increase the player's strike intensity and fire density against the enemy.

You can also make good use of smokescreens, which is a powerful weapon to prevent enemy reinforcements.

The smokescreen can quickly block the enemy's vision, causing the enemy to lose control of the attacking area ahead, and thus have to stop and be forced to defend. In the intensive construction of Camp No. 3, players can use this to make a big deal.

Players can throw smoke bombs at the street leading to the ambush area, so that the player's team can send a teammate to complete the blockade of multiple roads to the ambush area, so that the entire team can use more concentrated firepower to carry out firepower attacks on enemies entering the ambush area, and ultimately defeat the opponent with one more tactic. The smoke bombs play a huge role in the concentrated fire energy in the ambush area and are of great significance to blocking the enemy's reinforcements.

Camp No. 3 can block the entry into another large iron bridge of 6, and can block the most important entrance to the central waterway. Therefore, as long as you successfully control the "strategic points" of Camp No. 3, you can help players have more opportunities to receive express delivery.

The relatively intensive architectural design of Camp No. 3 also makes the player team pay a huge price if they are not careful.

There are two directions to strive for good results. One is to practice repeatedly and spend more time, which is the only way to play with all high-quality games; the other is to constantly summarize experience and analyze the pros and cons, and through the optimization of tactics and playing styles, you can still improve with a certain level of marksmanship - this is the general direction of improving your own abilities.

For most players, it is impossible to spend a lot of time and practice repeatedly like professional players and do their jobs as careers. Therefore, Geely hopes that everyone can think more about playing styles and tactics while allocating time reasonably to make their limited leisure more exciting and powerful!

Simply put, players who are familiar with the game will always have an overall plan and idea for this game during the game.

This kind of concept is divided into two types: the first is mainly linear. For example, you must know your goals clearly, implement and cultivate in G Harbor, and go to P City, which enemies you encounter when you leave the city, the range of the poison circle is near P City, and what challenges will you face in the final circle somewhere around P City - if your overall judgment of your plan and battle situation is like this, then this is a linear thinking.

The second type is called modular thinking. You should know that although the journey of eating chicken is full of dangers and challenges are ever-changing, for the players themselves, each game always has the same level. Sun Yaosheng is used to dividing the game into several stages, such as the early stage of landing pick-up assembly, the middle stage of nurturing the running map, the late stage of fierce fighting, and the final circle that determines the outcome. Geely Ge is used to reasonably putting his plans and goals into such "modular" different periods to execute.

For example, in the early stage, I searched enough materials to successfully deal with the next challenge. In the middle stage, I found the vehicle and arrived at the safe zone smoothly. In the later stage, I prepared to kill and kill the special kill to get the full m416 and then hide. When the final round, I tried to avoid being caught and the last enemy could successfully attack the chicken. Based on the linear consideration of the entire game, I used the game process and my own goals to make an overall plan. Sun Yaosheng believes that this is also very important.

In general, no matter how you plan your game, as long as it is summarized based on your own game experience, there is no problem. In linear planning, players emphasize tactical responses to specific terrain and challenges; while modular thinking requires a sense of purpose, achieving different goals at different stages, and adjusting subsequent tactics according to the achieved situation.

You should know that even the most powerful high-quality gamer with the strongest marksmanship needs to combine specific responses with his own goals when facing 99 enemies of the same strength as him, and find a direction and strive forward. Therefore, no player can truly get rid of either of these two thinking. The problem is that for most players who are immersed in the joy of shooting and killing enemies or do not have too much time to repeatedly eat chicken.

For players who are already very familiar with the game but have not reached a high level, it is necessary to start thinking about their own planning methods for each game. Players who constantly exercise their marksmanship and seek fun every time they face the enemy, master more modular thinking and guide the game with goals, and can go further; players who have clear grasp of each game stage can focus on improving specific play techniques and mastering map details. With goals, knowing their own direction of efforts, making progress naturally easier.

There is still a big gap between having goals and not having goals. In fact, when you know what you want, it will be much easier to choose. This not only applies to games, but also to real life.

Many things are explored by players themselves. Sun Yaosheng himself is a player who likes to explore, so he can have a deeper understanding of this game because he is willing to explore and experience it again and again.

(End of this chapter)
Chapter completed!
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