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Chapter 250 Overall situation and tactical thinking

In fact, when Sun Yaosheng chose the location of the landing point, there were many issues that he needed to consider, because these locations were not without people, but definitely someone.

In this case, what Sun Yaosheng needs to do is to screen, eliminate some relatively strong teams, and then find a suitable position for their landing in all other slightly weaker teams.

He has carefully studied the positions proposed by Sun Yaosheng, but he has never been determined. He has been thinking about these two games and finally sorted out his thoughts.

After all, he has no experience in commanding. Now he has been in commanding since he started, and he is also very focused on doing this.

Sun Yaosheng also knew that everyone in the team was actually making efforts and working hard to become stronger, so he also needed to work harder.

He has been studying the issue of playing style and tactical strategy during this period. He didn't think this kind of thing was important before, but now it's really important to play in team games.

To become an excellent commander, you need the best overall view of the whole team, which is essential.

Next is the irreversible execution ability and accurate judgment, as well as the review and understanding of the overall picture of the game map and game mechanism. Just knowing how to command is not enough, and you must also have a marksmanship that will not drag the entire team down, and the hawkeye ability to discover things around you. This is also the reason why most snipers are commanding.

After all these are all, you need to have an excellent attitude and a heart that takes the blame.

As a commander, you cannot blame others for the game, you must leave it to yourself!

For example, when you need to pull a gun, you must specify the detailed gun position of the team member when you make accurate judgments, and then you can execute the person who pulls the gun.

Why command?

Because the position of the gun is moved, it is the least easy to express and the other party is not easy to understand and understand.

Therefore, it is very effective to command yourself to perform changing tasks in the early stage of team building - to achieve tacit understanding.

Efficient gun pulling and good results will also increase your weight in the team.

These are the prerequisites for the best team command. If you cannot do these, you will basically be out of the way with command.

Command is the most core position of the team, and you must be very cautious when choosing commands. After all, it is for the entire team to move forward in the game.

In fact, tactics and strategy are an aesthetic. From the point, line and surface, point is personal memory, line is team cooperation, and surface is battle situation game.

In fact, there are only concentrated battles, encounters, ambush battles and tough battles.

As long as you grasp these types of battles well, it is actually very easy, but how do you fight these tactics?

Encounter battle refers to a battle that occurs when both sides suddenly meet in the same area and have no time to deploy troops, ammunition distribution and tactical arrangement.

But since the game PlayerUnknown's Battlegrounds is a game between a team, how to learn to deal with crises is a skill, and mastering this skill is a knowledge. The encounter is not only the spirit of the sword-drawing of the brave who meets in a narrow road, but also the perfection and reliability of the preparation plan.

Common preparatory plans include the following cases:

a. The sentries on both sides of the enemy and us suddenly encounter unclear the number and position of the opponent. The positions of 1 (sentinel) and a (enemy sentinel) are opposite each other and cannot retreat or attack, teammates (No. 2) who are close to favorable terrain should quickly complete the shooting point to cover 1 to retreat or cover another teammate (No. 3) to enter the commanding heights (or form an angular formation with 1, 2, and 3) or a triangle high and low formation)

If the combat strength between teammates is balanced, you can choose to use interactive propulsion tactics, and set up guns to cover each other, and the last teammate (No. 4) serves as the firepower player to support each other, and the 2nd and 3 alternately break through the defense line.

b. If our sentinel does not enter the enemy team's butt, and the opponent has discovered position No. 1, the sentinel is a position that is experienced and familiar with the terrain. Therefore, the enemy must determine the cover that can be avoided at the moment when the enemy discovers you and retreat quickly. Assuming that the enemy has not dispersed its formation and the sentinel is very clear about the enemy's position and number. After receiving information, positions No. 2 and 3 can quickly pull the enemy's gun line from the left or right side of the sentinel, and shoot alternately to form an angle crossfire.

Ambush is a tactical offensive behavior that requires sufficient understanding of the terrain in advance, including the need for scouts to detect a clear action pattern of the enemy team.

For example: "The only way to escape poison" and "airdrop boxes".

Ambush wars are divided into two types: waiting for hiding and luring. Ambush wars are used to attack enemies in the movement, and they are reconnaissance in advance on the number of people, time and routes of the enemy team. Waiting for hiding refers to understanding the number of people, time of poisoning, and ambush after the route. The latter is luring the enemy. The so-called luring the enemy to siege and attack the enemy with a siege point, which means knowing that the enemy is placed in a single unit to attack or harass sparrows, and then the main team will silently ambush the enemy and support it.

Of course, there are also limb-cutting actions, such as capturing the place and landing an individual target, killing teammates with the highest individual combat capabilities (usually scouts) occupying the enemy's stronghold. If they are outdoors, they can quickly make up for the transfer (there is a detailed question here, it is best to make up for the killer, so that the enemy cannot know the specific number of you), and transfer to the expected ambush point (if you can guarantee that the enemy is far apart, you can choose to lick it, which is very risky.)

A tough battle is a key place to conquer the enemy and consolidate defense, such as cities, passes, fortresses, trenches, and strongholds. These points often occupy strategic basis points or support points for important battles. Complete defensive fortifications in advance have defense plans to form a relatively complete defense system.

Since we have already understood the battle, we will strategically analyze the so-called support points of the battle. For example, the final circle is washed on an empty plain, and there is a toilet in front of you. For example, there is two drainage canals below City Y, and there is only one toilet and two drainage ditches nearby. You are standing in a house area next to a circle with an absolute disadvantage, and the circle just radiates to a house. Then your house has become the strongest stronghold in the circle and can also become a strategic point. If others try to shoot in your sight, it means that you can easily shoot in the stronghold. Similarly, if you become a target, you must have a master who takes a different sword and attack the building.

Holding on will become part of the strategic plan of winning rate, which is the strategic arrangement of the support point of the battle.

The so-called defense plan is first arranged according to the structure of the house. Everyone's responsibilities form cross-fire power or whether it is necessary to jump out of the window if the building is attacked, then whether the toilet needs to be crouched or the window is strafed.

(End of this chapter)
Chapter completed!
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