Manual introduction of blue route simulation war
Part number 1. Judgment, bullet shooting point and face-to-face mine
Judgment, or judgment range, is the mechanism used in STG to judge whether a player has been shot. Being hit by the enemy's barrage is the scope of judgment. In the barrage game, the judgment is generally much smaller than your own plane, and the judgment in the blue route is basically as big as your own plane.
The bullet point is where the barrage comes from. Whether it is a self-propelled plane or an enemy plane, there is a bullet point, usually near the center of the character.
When the bullet point of the self-propelled machine coincides with the judgment of the enemy, the output can generally be maximized. Similarly, if the self-propelled plane stands on the impact point of the enemy plane, the blood volume or the disabled plane will fall down. Face-to-face thunder uses the previous principle.
However, it should be noted that the shooting point of the torpedo is the foot of the character, so the position below the torpedo foot should be aimed at the middle of the enemy (the best position among the enemy) when sticking to the face thunder.
Generally speaking, when the self-propelled machine sticks to the face thunder, it is basically standing at the enemy's shooting point, so it must be used at the interval between enemy attacks, otherwise the self-propelled machine may fall down before killing the enemy plane.
In addition, when the self-propelled plane and the enemy plane overlap, there will be body judgment, which is reflected in the fact that both sides of the blue route continue to suffer [unavoidable] injuries and slow down the moving speed. Even if the Rainbow Plan is turned on, the body judgment is a nightmare for the crispy expulsion, and we must try our best to avoid it.
(The mechanism of self-destruction ship seems to be self-destruction when vitality is injured, but note that there is a short interval between the occurrence of vitality and vitality injury. You can use this skill to rub the self-destruct spacecraft and make it slow down without exploding. )
The second part. Barrage type and bomb type
The type of barrage is used to refer to the law of barrage, and the type of bullet (also called the type of bullet) refers to the type of bullet. Although it looks like it, it is actually a completely different thing.
There are many kinds of barrage. Here, just pick a few of the most typical and easy to understand.
Fixed bomb: a barrage with completely fixed direction and speed, which is not affected by any factors. The typical representative is 8-4 Moyer.
Self-propelled sniper (odd-numbered bullets): The barrage coming at the self-propelled sniper will not be hit as long as it keeps moving in one direction. The typical representative is the main gun of the enemy ship, and the other is the needle bullet of 7-4BOSS, which belongs to delayed self-sniper.
Even-numbered bullets: a barrage that is fired in the direction of the machine, but not from the machine. If I remember correctly, the torpedo of 7-4BOSS belongs to this kind, which is characterized by not hitting you as long as you don't move.
Odd-numbered bombs and even-numbered bombs can be collectively referred to as N-way bombs. Please see [Related Video] for details.
Pan-sniper: a barrage that does not strictly follow the direction of the aircraft. Typical representatives are all kinds of auxiliary guns of the enemy. In fact, this type of barrage is far more difficult to deal with than self-propelled sniper.
Blockade bomb: a barrage that covers a large area but leaves a safe area. The typical representative is the torpedo released by lightning in the 8-4BOSS war. Even numbered bullets can also be considered as a kind of sealed bullets.
Self-linkage: basically any barrage form that changes with the position of the robot can be called self-linkage. The odd-numbered bullets, even-numbered bullets and general sniper mentioned above all belong to this category, and there are also many bullet screens that do not belong to this category but still belong to the self-organization association, such as the needle bullets in Leipzig in summer.
As for the types of bombs, they are simply bullets of various shapes. Because the blue route uses the blood system, it is very important to remember the injuries of different types of bullets and try to avoid those bullets that hurt the most.
The typical representative is that the torpedo and the main gun of the combat train have high damage and need to be avoided as much as possible, while the damage of the auxiliary gun is basically tickling. In most cases, you can avoid other barrage without avoiding it.
Some bullets don't seem to hurt, but they do. For example, Yuudachi's exclusive barrage of 6-4, eating an exclusive barrage for a second or two is almost as harmful as eating a torpedo.
The third part. stable
Stability, usually called stability point, refers to the position where a self-propelled machine can be in a safe state without moving. Calvalium is a very effective means to deal with fixed and even bombs.
Typical representative is 8-4 Mo Ye. As long as you stand in a line in front of Mo Ye, most attacks can be avoided. The rest of the attack can be solved by the aircraft carrier.
In fact, there are few places where the blue route can use this technique, but there are many in dodonpachi and Oriental series, such as dodonpachi Daanding.
The fourth part. Moving and launching
Walking is the antonym of stability. In STG, it generally refers to avoiding all or most bullets through a relatively fixed moving pattern.
A very important part of moving position is projectile guidance, that is, the barrage of the self-propelled machine is drawn away by a relatively fixed moving way (usually moving in one direction), thus ensuring the safety of the self-propelled machine.
Generally speaking, unguided artillery shells are suitable for fixed artillery shells, and guided artillery shells are suitable for self-propelled barrage (mainly self-sniper).
Because there are too few fixed bombs on the blue route (so I have to keep pulling Moyer out to whip the body), the significance of attracting bombs is far greater than walking.
The speed of the projectile is very important, not too slow, but it is often not good to go too fast. As long as a barrage is chasing behind your ass, it can't hit you.
Applications of fuzes include but are not limited to:
Every day, the merchant ship escort can pass stably by moving the bottom of the board up and down slightly, and the front row of a single ship is not empty (the judgment of the front row of a single ship is small, so it is easier to say that it is easy to operate).
All kinds of enemy patrols and fronts need to move quickly in one direction to avoid the main gun;
Simulate the enemy's Tianshan Mountain in the war;
7-4 needles, the way to lead the bullet is to stay where it is, and wait until the barrage begins to fly towards the self-propelled machine before moving;
The fifth part. turn back
An upgraded version of the fuze. What if the bicycle is constantly intercepted and forced into the corner? Pull back.
First move in one direction at high speed, and then move in the opposite direction at high speed, which can make the self-sniper sparse, thus greatly reducing the difficulty of avoiding. It is necessary to move the robot fast enough. It's best to pull back and block the gap between enemy bullets, so you don't have to dodge bullets at all.
In the blue route, it is mainly suitable for the main gun to avoid enemy large ships. The required moving speed is relatively easy to achieve, just like a torpedo in daily life, it is not easy to use this skill. Generally speaking, the available opportunities are limited.
The sixth part. The use of bombs
As we all know, air strikes have the effect of clearing the full-screen barrage, so if used well, the output will be guaranteed to be correct.
Air strikes have the following characteristics.
1, screen cleaning is instantaneous, and there is a certain interval between screen cleaning and plane bombing.
2. Generally, the plane will drop bombs on the enemy's head at the far left of the screen.
3. It can clear the shells fired by the enemy in our back row.
4. The plane released by air raid can automatically attack enemy planes.
The torpedo in Tianshan Mountain has a unique way of self-attack, which seems to be aimed at the nearest enemy.
So the use of air strikes generally has these principles.
1. If you mainly want to clear the screen and have confidence in your own operation, wait for the enemy barrage to hit your plane, so as to clear as many subsequent barrage as possible. (This is not absolute. If you have enough rebounding ability, you can improvise according to your own judgment. For example, you can interfere with each other's attack interval, clear the bomb as quickly as possible, and then go up and stick your face. )
2. If it is mainly for export, try to clear the fish on the left first, and don't let them attract fire.
3. If the survival pressure in the back row is greater than that in the front row, use air strikes to clear the shells fired by the enemy at your back row, or clean up enemy planes. (This trick is very effective in D3 and D4 of summer fire.)
3. Note that the cannonball has a flight time. Many times, when the enemy fired the second wave of artillery shells, the first wave of artillery shells had not yet fallen. One air raid can clear two shells at a time.
4. When learning rebounding, you should learn to remember the interval between enemy explosions and the movement law of BOSS. Don't use air strike output when the explosive boat comes out (it will cause fire dispersion unless you are killed in the back row. Of course, if you are skilled, you can also look at the arrow on the far right of the screen to calculate the appearance time of the self-destructive ship), and use Tianshan Mountain for output when the BOSS is about to stop (but make sure that there are no miscellaneous fish on the left side of the BOSS to attract fire).
The seventh part. The use of artillery
Actually, there is nothing to talk about. My personal suggestion is to adapt to the aiming position of the machine gun, so that when you want to own the machine gun, you only need to move the robot to a suitable position and click the fire button instantly to minimize the impact on normal operation.
Learn rebounding and planning, you can stand in position before the enemy appears, and even fire directly before the enemy does not appear.
The eighth part. Backplane and planning
Starting from here is a watershed. Only by learning to rebound can you really play games with your brain.
What is a rebound? Simply put, remember the enemy's type, appearance time (or conditions), attack mode, attack interval, attack angle, how many torpedoes can be dropped in a second, and so on.
First, we take out Maya to whip the body. Why Maya is easy to play is because her offensive style can be targeted by rebounds. Valine itself is an application of rebounding. If you play too much, you will naturally remember the time point of each threat attack, and you can rest easy when you use air attacks at that time point. And I think 7-4 is much more difficult than 8-4, because the rebound is difficult, the BOSS position is irregular, the barrage is basically related to the machine, and the situation is not exactly the same every time.
Then take out the daily torpedo boat and whip the body. Why the 70-class torpedo is simple is actually because the player has mastered the attack interval and shooting dead angle of the torpedo boat.
The attack regularity of torpedo boat is too strong, especially rhythmic, and the bottom of the board is a dead angle for the torpedo boat behind, which leads to a slight movement of the bottom of the board.
My own style of play is like this. First of all, I slowly moved from the upper left corner to the lower left corner to ensure that the first wave of 3*4 torpedoes was in the lower left corner when they all came out. The lower left corner is the shooting dead angle of the torpedo boat above. Even if its attack interval has passed, it can't release the torpedo as long as it is in a dead corner.
Then the torpedo boat in the middle will start shooting. At this time, it will move up quickly and leave the dead angle of the upper torpedo boat at the end of shooting, causing the upper and lower torpedo boats to start shooting at the same time.
After that, the rhythm is a long interval of torpedo shooting in the middle-"torpedo shooting up and down-",which can be said to be a barrage that monkeys can easily hide from, and it is very stable. Be careful not to enter the dead angle of the torpedo boat above or below, otherwise the rhythm will be chaotic.
This is the advantage of rebounding, which is equivalent to becoming an all-knowing and all-powerful god. What happens next is entirely in your own hands.
After rebounding to a certain extent, you can plan. Because all the data of the same enemy fleet type on the same map are exactly the same, you should know exactly where to go, whether to put torpedoes, whether to use air strikes, and so on. And it has become a programmed work, avoiding bullets before the enemy sends it, and there is basically no possibility of turning over.
In the case of planning, you can prepare for the output before the enemy appears, and achieve the effect of the enemy instantly.
The ninth part. Upper use of torpedo
Torpedo, as the attack mode with the strongest instantaneous explosion ability, needs to plan how to use it. One of the more basic uses is to blow up two groups of enemies with a wave of torpedoes.
After learning to rebound, you need to think about the position of the next wave of enemies when fighting this wave of enemies. In most cases, the next wave of enemies will appear immediately after this wave of enemies is completely wiped out, so this usage:
Equipped with five torpedoes, if the next wave of enemies will appear on the left and right sides, use the torpedo in the middle to finish the final blow to the enemy ship mother when she moves to the middle, and then the brushed enemy will directly eat the four torpedoes on both sides, without death or disability. I often do this during low-level map training. If equipped with advanced torpedoes, even low-level ships can meet all kinds of enemies instantly.
In addition, if the boss has a backbone, there is another way to plan a face-to-face thunder:
The BOSS of 8-2 moves very fast and irregularly, and basically can't hit the face-to-face thunder, but she will stay in place for a short time after a fixed wave of attacks. At this time, almost every shot of the face-to-face thunder will hit, and Tianshan can also be used before she stands still, so that Tianshan's self-propelled torpedoes can basically hit.
In this way, the personally recommended torpedo is magnetic mine, because magnetic mine can significantly reduce the requirements for the timing and location of torpedo release, and at the same time, it also has excellent results when sticking to the face mine. Although the golden torpedo sticks to its face badly, it doesn't work in the middle of the road, and the golden torpedo sticks to its face badly.
Part number 10. Destroyers should also play mock battles.
Originally, I wanted to record a video, but when my stupid mobile phone was recording, the game would get stuck, which was not enough for playing simulated warfare and I didn't want to use the simulator, so
There are two main enemies in the destroyer's simulated war. One is the enemy's high-output patrol (that is, you, Tadad), and the other is the enemy's eating and drinking. Unless the cannon is a big seven, it will hardly produce much output to the destroyer, and the aircraft carrier can also be used to destroy the bomb. (According to wiki data, an airplane with the shortest cd and full skills can take off in less than 1 1 sec in the first wave, and any shells can be stably destroyed. )
So how to deal with them?
The output of the patrol, or Tadad, comes from the invincible main gun, but the main gun of the patrol has a characteristic that the shooting angle is relatively small. At the same time, the shooting distance is not particularly far.
So except for the first wave of shells, it is not easy to hide. At other times, if you retreat to the top, bottom or left, you can avoid Tate's main gun by shooting dead angle or shooting distance.
Then after about ten seconds (because the torpedo has a built-in cd, it is best to wait for the cd to pass), go around from the top or bottom. When Tadad's main gun enters the cd, stick your face and take all the front rows of the opponent, forming three dozen six, at least two of them must be taken away.
As for eating and drinking, it is not so easy to deal with. I don't practice eating and drinking myself. In theory, eating and drinking should greatly reduce stress. I can only run as fast as possible to a place where there are few bombs to avoid. Is it better to run up or down? Not sure)
Then, if you don't play well, quit and re-enter. It doesn't cost oil anyway. Laugh.
Personally, I think destroyers should try to carry anti-aircraft guns in simulated warfare, after all, they don't output by flat fire.