Spark game
Spark is the only ace fighter who uses heavy machine guns. First of all, compared with other suppressed players, the most obvious difference is that the magazine has 100 rounds, so the continuous output ability is extremely stable. However, the shortcomings have also appeared, that is, cumbersome. Spark not only warms up heavy machine guns before firing, but also makes people want to cry when firing. To make matters worse, her skills do not provide any acceleration or displacement function, and passive and small skills, if used during firing, will lead to repeated preheating actions of heavy machine guns. The above-mentioned cumbersome characteristics make her stable big magazine look a bit tasteless.
Secondly, her skills have only two functions, one is to protect her own capital, and the other is to optimize her output ability. In other words, no matter how embarrassed she is, positioning is a heavy but powerful battery with a huge gap between the upper and lower limits. In the competition, she is often alone, and her ability to hunt and harvest is basically zero, but as long as her teammates cooperate and contain, she will become the most horrible output machine.
Spark is more afraid of snipers and heavy soldiers, because she has the shortcoming of heavy loading and has no endurance of heavy loading, so it is easy to be regarded as a living target, especially in some maps with complex terrain and more commanding heights, such as North Church. Among them, Vulcan can almost perfectly restrain sparks: there is nothing wrong with the burning bottle to make the already heavy sparks align, and even if the sparks are successful, Vulcan can can pull the cushion by passive bombing again, and the key group's wartime big move can make the spark output for a few seconds useless.
Spark is restrained by some guerrillas and repressive players, such as Fengfeng, Tesla and Leila, because they don't have the stealth skills or the effect of temporarily improving their attack power like Spark and Time Agents. More importantly, their bodies are as fragile as sparks, but the outbreak of injuries is not necessarily stronger than sparks. As mentioned in the previous skills section, the head shot damage after passive triggering is 34%. Combined with the horrible firing rate of the spark machine gun, it is conceivable that even if the guerrilla is crazy around you, as long as you capture his figure for more than half a second, then he is likely to be killed by your injury first.
To sum up, Spark needs to occupy the commanding heights like a sniper and use shield skills to avoid being caught in a short time. At the same time, teammates need to arrange one or two people to harass the other sniper, otherwise it is easy for the sniper to break the shield alone.
The advantages of going to the commanding heights are: first, there are often bunkers that are easy to hide; second, you can see the battlefield around the stronghold clearly, and you can judge whether the other party is harassed by who appears and disappears. If you think there is, then quickly solve the enemy in the frontal battlefield, then jump down to meet your teammates, and then gather fire to catch the enemy guerrillas in the rear air or separate yourself and restore your vision.