Chapter 291: The Solution to the Five-Character Formula 2 (Theory Chapter)
Because of this, the commander must clearly indicate a nearby rally point when retreating, so that the entire team of players has a destination, so that most of the retreating players do not leave the team, and the dead players can come back to assemble after being resurrected.
One might ask, what if the enemy catches up? It's very simple, when you are about to reach the first assembly point, if there are still relatively complete pursuers to pursue, then instruct the second assembly point.
The pursuers must have been left behind more than the retreating side, because for every time the retreating side fell behind, several pursuers would run over to grab the head.
And if the map is relatively large, it is often the case that the player who is left behind cannot find a large army in a short time.
In online games, there is always no shortage of road idiots and whites, and there will always be people who are smart and do not chase the big army, but run to occupy a certain node, or see another hostile player on the road and run to chase people.
For the commander of the retreating side, the choice of the rally point after the retreat is quite important, whether the rally point is clear, whether the players of the team know the location, the distance from the respawn point to the rally point, the direction of the retreat, and whether the rally point has a geographical advantage, all of which need to be considered by the commander in advance and properly.
The direction of the retreat may not be well understood, the retreat is not a direct choice of the direction to retreat, the commander needs to observe the main contact between his own side and the enemy, and then choose the direction that is easier for most players to retreat and more difficult to intercept.
Because in battle, when the situation is not good, the rear row of your side is likely to have been broken through by the enemy, and if you retreat in the direction you came from, you will be intercepted by the advance troops, and the commander needs to choose a more comfortable and less volleyed direction that most players on your side can retreat from.
Geographical advantages are even simpler, for example, if you choose a rallying point on the top of a small hill or near a certain building complex, then your side can have a height advantage or a three-dimensional combat advantage. It's easier when launching a counterattack.
Stop.
The low-end "stop" is to stop and self-adjust.
In the battle between the two armies in the online game, the side that assembles earlier will have a clear advantage, and the blessing of the BUFF can also affect the victory or defeat.
The commander needs to be familiar with the battlefield, be able to guess the approximate location of the enemy, assemble in advance before the two armies officially engage, and add buffs.
If it's a team battle, it's the kind of battle that has many encounters. It is necessary for the commander to pay attention to the time of the buff on his side, and arrange the team to make up the BUFF before the BUFF disappears, and in the case of multiple battles, the assembly before contact is also very important, the kind of rush to the target location, and then rush directly into it without assembly, unless the number of friends and enemies is very large, otherwise it is a very stupid thing.
If the commander knows more about the various buffs, and has done some intelligence work on the enemy. You can also actively intervene in the casting of buffs, requiring players to play more targeted buffs.
The mid-range "stop" is "I stop", which requires the commander to have enough understanding of the battlefield map to attack the enemy and save him, or to occupy a decisive strategic point, so as to force the enemy to have a decisive battle with his own side in a predetermined place.
Or occupy an important strategic position and repeatedly sweep around that position to get stuck in the enemy's throat. Drain the enemy's vital forces to gain victory points or monopolize a key resource. So as to fight for the final victory.
The high-end "stop" is "enemy stop", the players in the online game are all strangers, the opponent is always changing, and the player is unlikely to collect enough examples to study the opponent, so it is difficult for the commander to understand the character and playing style of the opponent's commander, and the difficulty of mobilizing the opponent is still relatively high.
But the commander can disrupt the opponent by various tactical means. Hold down the enemy's speed, then gradually cannibalize the opponent by fighting in detachments to gain victory.
For example, if our side suffers in numbers, but has an overall advantage in the player's personal strength and subordinate command, then the commander should gather most of the weaker main forces to contain the opponent's main force, and let the small team divide and attack.
The main force always hangs the main force of the opposing party. If the enemy army takes the initiative to attack a certain point, it will not fight with them, exchange time for space, and use a small amount of sacrifice on the frontal battlefield in exchange for a local or even overall advantage.
"Hit".
"Hit" is relatively simple, which is the meaning of targeted play.
The commander tells his player which targets to prioritize and how to attack, which can be the player, monsters or NPCs on the battlefield, or even key battlefield buildings and targets.
In the process of commanding, you can try to introduce in detail, explain clearly why you want to attack those targets, and what huge threats the opponent can pose to your side, so as to deepen the impression of your players and make them more obedient to the command.
In addition, a good commander will divide his side into multiple tactical groups, or several teams according to the class, and then assign different tasks to different teams according to the battlefield situation, making more targeted arrangements.
If it is a team battlefield with a relatively small number of people, you can also give more detailed instructions, such as directly saying what skills to use and how to fight.
If your side has a large advantage, in order to confuse or completely annihilate the opponent, you can even carry out tactical outflanking.
The main purpose of "fighting" is to destroy the enemy's living forces as quickly as possible, reduce the enemy's threat to one's own side, or compete for key items, such as Capture the Flag.
When some of the enemies cannot be eliminated in a short period of time, but the threat is high, the commander can consider banning these enemies, or sacrificing some players to contain or control these enemies so that they cannot play normally, and then come back to clean up this part of the opponent after the other enemies are solved.
Although "fighting" is a targeted arrangement in battle, it is often necessary to communicate with players in advance before the start of the battle to preset tactics, and then fine-tune them according to the specific situation when the actual fight begins.
If you really have to wait until the fight starts to talk about the specific way of playing, it will often be too late.
First of all, it is impossible for a commander to say so much at once in wartime, no matter how fast the commander speaks, it is useless, and others will not understand if he speaks quickly.
Secondly, during the battle, the commander needs to make temporary responses to various unexpected situations, and you simply don't have time to slowly introduce the style of play, why you fight like this.
Finally, after the fight, the players are busy fighting, they don't pay much attention to what the commander says, the commander can be there to say how to fight, why to fight like this, but there are very few players who will listen attentively, and the players who listen attentively will also be distracted, thus reducing their level of play.
Therefore, commanders need to make tactical presets in advance before the battle, and try to use simple and short instructions to intervene in the entire battlefield when the battle starts.
If it is said that the "stop" test is the commander's understanding of the battlefield map, then the "hit" test is the commander's understanding of various occupations, important skills, and key battlefield details. (To be continued.) )