Esim - 夾克第四抱-壓秒和堆牆的分析
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jacket1216


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夾克第四抱-壓秒和堆牆的分析 (Military)
Posted 8 years ago by
jacket1216    
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這次我們是大馬我們是打贏了,但是我覺得我們是打輸了。

我們每場的超傷都很高,消耗的資源比對方快。

要不是對方人少,不然早就被打爆了。

其實禮拜一就想寫的,但是有點懶,直到今天高雄打完,有感而發,找個管道發洩一下。

本文大概會分析堆牆和壓秒的好壞。

且會藉由本次和對大馬的戰事為實例。

本文可以和 eric510403文章 交互看。

eric510403 有分析了一下壓秒和堆牆,但我也從我的角度下去看。

各位可以參考看看,若有任何疑問或建議,歡迎各位提出來討論。


前言


這次我們對上大馬,我從Sabah 就開始在觀察了。

直到本次高雄入侵戰

在這幾次戰鬥中,我發現了我們的疏失,也看到了對方(大馬)的長處。

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*大馬方面
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指揮:對方很明顯的是有系統的指揮,從他們的國頻 就可以看出來。

當然上IRC聽從作戰有全額補助,甚至補助Q5,這個是很大的誘因。



補助:Q5

戰術:壓秒的戰術。

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*呆丸方面
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指揮:到關鍵的回合,宗痛會發布消息,呼叫民眾上IRC配合作戰。

補助:由玩家的力量和額度決定補助等級。

戰術:堆牆戰術

本次會藉由8月11號的高雄入侵戰Sabah 下去分析。


壓秒戰術介紹


所謂的壓秒,就是戰場在結束的前5分鐘(簡稱T5),才會開使輸出。

但是壓秒的關鍵是要有一個買高帳指揮官,透過戰場的人數,決定甚麼時候打,甚麼時候要停。

壓秒的好處是對方不知道我方的戰力。

而壓秒的致命傷就是需要配合,壓秒成功與否,取決於指揮官的指揮。


若你沒有高帳,根本不知道有誰在打,而指揮官也不知道有你這個戰力。

在這交互影響下,就是有可能會超傷(Overkill)或少打(打輸)。

那如果我想壓秒,但是沒時間上IRC聽從指揮要怎麼辦?

我是想到一個方法,藉由填寫表單,讓指揮官知道你這個隱藏的戰力。

參與作戰表單樣本。

或許有其他更好的方法,歡迎大家提出來討論。


堆牆戰術介紹


堆牆就是在戰場時間在一開始到結束的前10~20分鐘,讓我方的輸出比對方高出許多(百萬或千萬的差距)。

堆牆的好處是,牆夠高,對方募集不到那麼多戰力,那就會放棄這回合。

如果對方要贏,為了要拆牆,就會提早壓秒的時間,這可以讓指揮官知道對方來了。

而缺點就是對方知道我方的戰力。

且對方放棄這回合,就代表我們的輸出浪費了。

但是牆太高,那超傷(Overkill)就越高,也就是我們浪費了更多物資和額度。

簡單的說,我們的傷害比對方多出10萬、100萬、1000萬都是贏。

既然都是贏,那當然是多出的傷害越少越好,消耗的物資就越少。

如同Sabah這場的戰鬥。



雖然打贏了這回合,但是我們多打了2600萬。

我們浪費了許多物資。

ESIM的戰爭不是看誰打贏,而是看誰的物資先打光。

所以每場戰鬥節省物資,我們才能打得持久



壓秒和堆牆適合的時機


本節帶著個人觀點,有任何錯誤,歡迎各位大老們提出來討論。

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*壓秒
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我個人覺得壓秒最適合在戰場的前1~5幾回合使用。

因為對方不知道我們是否關注這個戰場,不知道要投入多少傷害。

如同Sabah這場的戰鬥。



大馬輸出前三名,都是最後幾分才出來,我們也不知道他們要認真打。

也有人會覺得有機會搶BH,就幫他們輸出,間接讓對方多一個戰力。

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*堆牆
----------------------------------------------

堆牆較適合在以下幾個時機:

1.雙方勝場數相當接近:為了確保勝場數能超越對方,多花費一些物資確保勝利是值得的。

2.在最後幾回合:當我方勝場數在第6或7回合時,為了趕快把這戰場關了,值得投入物資獲得勝利。

        戰事拖越久,我們就需要更多資源;

        花費更長的時間,就代表每個回合都要有人顧,也會延伸更多問題(台灣入夜,沒人盯場)。

3.該回合我方擁有DS(防禦設施):DS能讓我方的傷害提高,也代表對方要耗費更多物資,來追上這個優勢。
 
               若有DS的這回合打輸了,DS就會消失,就像高雄這場



               且DS其實也是國庫花錢買的,所費不貲,有保護的價值。

壓秒和堆牆適合的人選


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*壓秒
----------------------------------------------

壓秒最適合兩種人,其中一種是大坦,也就是霸福(BUFF)全開後,轟5下的傷害有20萬起跳的人。

這種人最需要隱藏實力,剩最後幾分鐘殺的對方措所不及。

太早轟讓對方知道,只是讓他們有時間去找人。

另外一種人是搶章黨,雖然一開始堆牆還是有機會搶。

但你反而讓那些想要搶,還沒輸出的人一個目標。

等於告訴他,你打這麼多,就可以超越我。

到頭來反而被對方輾過去。

除非你牆超級高,高到對方花5G也超越不了。

所以較妥當的方法是,剩餘一分鐘,打到目標傷害值,再看看有沒有其他人和你搶。

有的話再補傷害上去。

這樣會讓你消耗的物資更少,讓你賺更多G。

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*堆牆
----------------------------------------------

堆牆適合步槍兵,霸福(BUFF)全開後,轟5下的傷害有5萬~10萬。

其實步槍兵壓秒的效益不高,你打10萬,對方大坦轟個20萬,你要打2下才能補回來。

所以小坦只能牆只能越堆越高,才能弭補這個差距。

所以較好做法是,小坦"們"先堆出一個小牆。

先把禮物額度打完,等最後幾分鐘再補水療或食物額度來壓秒。

牆的高度由戰場的重要性決定,不知道重要性的可以參考我之前寫的這篇

這樣的好處是,對方如果放棄該回合,浪費的物資也不會那麼多。



結論


希望透過本文,讓大家能對壓秒和堆牆的有一些了解。

並沒有說哪個比較好,只能說輸出的時機很重要。

壓秒和堆牆配合的好,可以省下更多物資。

這遊戲物資(槍和額度)很重要,如果你裝備再好,力量在高,沒有額度打,就只有看戲的份

當然我們這些小坦也需要各位大坦的carry。

只有小坦在推牆和壓秒,也是被對方的大坦壓著打。



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