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Don't the dream of the Three Kingdoms and the national security folk music of Xueyue in the live broadcast sound good? What's the whole thing?
The so-called alignment, that is, the first stage of a game in the Romance of the Three Kingdoms, is also the most important stage in the early stage. Before the first group of P, if a team handles the alignment well in the early stage, it will have a good start and a small part will succeed. The small advantages accumulated online will gradually be transformed into the advantages of GANK, which will have a vital impact on the subsequent promotion rhythm, rushing rhythm and defensive rhythm.

The line alignment of each hero is different, so the line alignment is also different. In addition, there may be some different online alignment methods due to the on-site situation of the competition and the arrangement of the team leader. In short, there are only three kinds of heroes: carry (output) needs to have money every second, and if it is online carry, it needs to bear the greatest pressure, which is absolutely not allowed to be smashed. GANKER, it needs a certain amount of money to equip, but it needs killing and harassment more. SUP (auxiliary), you can sacrifice a position in the economy, but you must never let the other party brush money too comfortably.

There are three alignment details that must be important. First, mend the knife. Second: move. Third: Look at the map.

The first point is simple and can be improved through persistent training. In addition, there is a prop knife-mending axe, which is the most IMBA in Dream Three, and basic knife-mending can be done.

Second: Walking, walking needs certain consciousness and experience, which can only be expressed by language. To take lines A, SA and A, you must calculate the blood volume of the soldier in melee and the distance between yourself and the soldier, and you must calculate your trajectory in the distance. As long as there is no desire to be an actor, you can basically do it well.

Third: look at the map, always observe the small map, pay attention to the time when troops and spells appear, and the alignment of other roads. It doesn't matter that you didn't get many advantages in the early stage, but once you are GANK, all the advantages will disappear.

Then talk about the specific operation of the line.

The first point: control circuit

Before the line control begins, the inferior line must be more refined, and the more cards you can have, the more cards you have, the greater your risk factor and economy. Just pick the right card in the middle. It's up to you to be a hero. Advantage road, don't be too stuck, don't try to rob money from your own tower, and don't trust your own technology too much.

The second point: the analysis of heroes can be divided into three situations:

Weak heroes should be a bit obscene. The enemy advances and I retreat, and the enemy is left and I am right. If you have nothing to do, just play secretly. Don't be too stingy with magic in the early stage. Save yourself a set meal. The more soldiers make up, the wider the gap between your bottles, medicines and grades will be. This is the final result. Pay more attention to your positive compensation and less attention to your negative compensation.

A strong hero should be fierce and domineering. He can stand in front of his opponent's hero and never hide behind the lines. (Only from my point of view, everyone can ...) What needs to be paid attention to is to observe the hate value of the chess pieces, try our best to force the other hero out of the experience area, and pay more attention to his own counter-compensation rather than positive compensation, so that the other hero can't make up the soldiers comfortably.

Even: Even, if the two sides are similar in strength, they would rather give up one more soldier than several heroes of the other side, which doomed the application of line psychology and twigs.

The third point: the control of the military line.

If your line control is better than your opponent and your online strength advantage is greater than your opponent's, you only need to consume more heroes of your opponent. But once the other side's strength advantage is greater than your own, you should be careful of the other side's storm. Often the other person wants to kill you, and will definitely choose to kill you when his own line is more than yours, including Batman's hatred and attack. As long as you figure it out, it's almost the same level, and it's definitely enough to kill you.

If it is 1' s alignment protection 1, you must pay attention to the fact that your hero must be the hero of the other side, and you must be tough, so as to ensure that another hero of your own side is comfortable in mending the knife. The hero in charge of mending the soldiers must pay attention to the work of mending the control line, do not let the line go under the tower of the other side, and pay attention to maintaining the blood volume and blue volume of your hero.

The fourth point: the hero of China.

God's single dish lasts a lifetime, and Solo destroys three generations. SOLO heroes in Zhong Dan will bear as much pressure as team leader C, because the whole team needs to rely on your previous accumulated experience and grade advantages to dominate the later rhythm. No matter what hero you get, if you feel that your rhythm is not enough to lead the team's early rhythm, it is not recommended to take SOLO.

Pay attention to the symbols. Every symbol can be controlled. Never give it to your opponent.

Fifth point: the ability to look at the map and analyze the horizon.

All players should know that most hero's skills can't be released without vision, so when you stand near the forest and face your opponent rushing to attack you, you hide in the shadow for the first time, and your opponent will give up killing because the skills can't hit you. But it is worth noting that when you are close to the shadow, you are more likely to dodge the attack of the other party. But if you find another hero when he attacks you, he is probably already by your side. So don't be too close to the Woods when the wandering Gank period comes, so you can still dodge when the enemy suddenly appears.

Sixth point: state and trajectory

Pay attention to your own state, but also hit the other person's state to an uncomfortable critical point. Still an old saying goes, leave yourself a set of skills to connect, you can rub it in many ways and try to reduce your opponent's blood blue. When the opponent's blood volume is low, he can't make up the knife with peace of mind. It will be more direct if a teammate comes to help you kill your opponent. However, when rubbing your opponent, you must be careful not to be rubbed by too many soldiers, otherwise it is equal to not taking advantage.