Chapter 477: Fighting in the Room
If you stand in a high place, the direction is a low point, the field of vision will be larger than below, find the enemy at such a height, hit low with high, we have the advantage, eliminate the opponent do not rush into the bottom to collect equipment, because there are not too many high points in the city, make use of this point, wait for a while, you can attack the players attracted by our gunfire.
At the junction of the wall and the road, but this point is relatively low, and players on the roof of the building in the distance have a good chance of finding it, and blocking most of the area in front of it in view, so we can't enter the open area in front of us without an advantage.
To fight here, you need to fight low and high, but unlike above, we have cover to dodge, we can observe the enemy's position, but the opposite side does not know our precise coordinates, you can shoot continuously outcropping, that is, the time for each outcrop is very small, only a few shots at a time, continuous operation will make a large number of bullets hit the target, the speed must be fast, once the enemy is mortally wounded, he will take action to avoid the battle, he can directly rush to the opposite face, and the time to replenish the first aid kit is enough for us to pass this journey, Eliminate it from within.
Corner close combat is to jump out of the house when you jump out, it is very common to move forward, it is this ordinary corner full of death killing machine, for the area behind the corner, but at this time I don't know, only according to the limited footstep sound, judge whether there is someone behind, but also receive the interference of other gunshots in the city, if the other party according to our footsteps in the house, judge that we enter from this direction, here squatting is the most terrible, we should walk slowly, do not expose the footsteps, The enemy is difficult to locate.
If the footsteps are exposed in the early stage, both sides know that there are people nearby, which causes a head-on battle, shooting at close range, the outcome is unpredictable, you can't take such a risk, you don't expose your footsteps, so we know that there are people behind, and the enemy doesn't know, so here you squat and cover according to the protrusion at the corner of the house, waiting for his arrival.
Although there is almost no cover around the corner, the player here, close to the junction, can poke out and shoot frantically at the opposite side, because the aisle is almost straight, and the bullets will hit the opponent very densely in this direction.
It is the best way to come from the side of the load-bearing column, even if someone snipes at you, you can rely on the load-bearing column to fight around, which can instantly bring back the disadvantage, and then both sides will be fighting head-on.
At this time, behind the wall near the junction, the probe shoots the opponent, and in the case that the opponent does not react, it is best to eliminate the opponent, so that there are new requirements for firearms, UZI and UMP9 are the best guns, the bullet capacity is moderate, the rate of fire and power at close range are very high, compared to the shotgun, there is a higher margin for error, in the case of judging the wrong position, the submachine gun is at best the first few bullets have deviations, but if the first shot of the shotgun does not hit, then our advantage will be instantly wiped out. If the enemy detours from behind the pillar, we don't need to probe, parallel to the wall, and rain bullets at the enemy, even if there is cover to cover it, it will be hit by a sudden attack, and it can be easily eliminated.
In eating chicken, most of the places to search for materials are in the building, the area in the building is very small, and the interior is separated by a room, the player's vision inside will be seriously obstructed, if there is no sense of defense, it is easy to be killed by the enemy who rushes out of the room, the battle in the building, the distance between each other is very close, this environment, the gap in marksmanship is narrowed a lot, more is the exploration of consciousness and footsteps, there are many players with good marksmanship, but this wants to win in this environment, You need a lot of combat experience to do so.
First of all, the precautions for fighting on the first floor, on the first floor, you can switch back and forth between the house and the outside environment at any time, the player comes from the outside, and the player walks through the corridor full of rooms due to the partition of the room inside, and it is possible to rush out of any room and kill the player, to avoid this danger, the player can climb over from the window to the outside of the first floor, so that the player can look inside through the window is very intuitive, and many enemies can be solved.
When the player attacks on the periphery of the house, he should also pay attention to the outside environment, the environment in the direction of the red arrow has a lot of cover, and the probability of the enemy finding himself will not be too high, so the main direction of defense is the inside of the house, that is, the roof or the enemy on the second floor, some players will jump directly from it after the search, pay attention to this can greatly improve the survival rate of the player.
The stairs at the junction of the first floor to the second floor, the stairs between the floors are a good point, because the players on the two floors can be observed at the same time, sometimes, the player is chased by the enemy on the first floor to the second floor, and he can sneak attack it at the point in the picture, the player is injured and enters the next floor, the enemy will definitely chase after him, and it is a good choice to block again.
When shooting, pay attention to a few small details, and keep the player as close to the second floor as possible, which will increase the player's height, make it easier to get headshots, and make enemies harder to spot.
As the player is close to the second floor, the view of the first floor will be much smaller, so tilt your head as much as possible to observe the situation. There is a railing in front of the player, and when looking at it with a tilt, look for a cross in the front sight to prevent the bullet from hitting the railing when shooting.
After dealing with the first floor, don't blindly rush to the inside of the second floor, because the gunshots emitted by the player's battle with the enemy are likely to make the enemy in the front area find a good angle, squatting on you who are coming up, players should remember, don't win the battle once, relax your vigilance for the next process, always be vigilant, from the point of observing the first floor just now, observe the second floor, the most important thing is to watch the opening and closing of the door, if you can see the situation inside the door, it is better, if there is no enemy, this room can become the player's attack point.
When the player enters the house from the outside, the first place to observe is behind the door, and other players inside can locate the player's position through their footsteps, when they want to enter this room, the enemy has already been prepared, and if they are prepared, they must be prepared to fight or not, and the one who loses must be the player, so no matter which room you enter, you must be vigilant about the environment at the door, if you find an enemy, you must shoot at the first time, and even the door can be pierced with people.
In addition, after the player eliminates the enemies in the room, when screening equipment, they should also hide in the visual blind spot after the door is opened, in case the player is happily searching for supplies, and the enemy takes advantage of the fisherman.
Such a doorway location is also a dangerous position, when you want to cross, you must first observe the next player's path, there are two places in the doorway, you should choose a reasonable place, after understanding the area ahead, it is best to move forward quietly, when the enemy does not find the player, use static step, you can increase your concealment to the maximum.
Although there are many corridors with small room partitions in buildings, corridors like the one shown in the picture are even more dangerous. The probability of the enemy appearing is the same as the probability of rushing out of the room, if it is in the case of early landing competition, the player may encounter other players who are searching here, if it is the mid-term safe zone stage, the enemy here becomes more terrifying, after the search phase, most of the players here are squatting, in the search phase players pass here, but the two sides are fighting, if they are sneak attacked, with a heart or not, then the player is a mortal situation.
(End of chapter)