Chapter 467: Exploration

Camp 3 has a relatively regular and dense complex of buildings, and the roofs of various buildings are another good point, which is very useful in various raid encounters, and if it suddenly appears in the form of a surprise attack, it can catch the opponent off guard!

The roof of Camp 3 is not only a good vantage point, but also relatively rich in resources.

As such, this spot is also the preferred rappelling position in Camp Three, which can help players quickly arm themselves with faster speed and quickly occupy more convenient strike positions, creating more conditions for the next raid.

The commanding height of the roof is second only to the peak watchtower, and it is more suitable for players to form a high-and-low position with other team members in local battles, so that they can easily take down the opponent with echelon firepower.

The staircase point is positioned sideways, so you can easily snap into more areas of vision.

The stairs in the Camp 3 houses are significantly different from the stairs in other areas, which requires players to use completely different tactics in order to better defeat their opponents.

The staircase in the Camp 3 building is relatively wider and lacks guardrails, which will make it easier for the enemy to quickly reach a higher floor with the help of stairs, and make the staircase point lose its characteristics as an easy to defend and difficult to attack point. The player can use a sideways stance or crouch position to shoot diagonally opposite the staircase, and bring the entire staircase corridor area, stair passage, and entrance door into range, which can increase the attack area and increase the player's attack intensity and fire density against the enemy.

You can also make good use of smoke bombs, which are a powerful weapon to block enemy reinforcements.

Smoke bombs can quickly block the enemy's field of vision, causing the enemy to lose control of the offensive area in front of them, so that they have to stop and be forced to defend. In the densely constructed Camp Three, players can take advantage of this to make a big fuss.

Players can throw smoke bombs at the streets leading to the ambush area, so that the player squad can send 1 teammate to complete the blockade of multiple roads to the ambush zone, so that the entire squad can use more concentrated firepower to carry out a firepower attack on the enemy who enters the ambush zone, and finally take the opponent lightly with the tactic of one more fight. Smoke bombs can play a huge role in the concentration of fire in the ambush area, and are of great significance for preventing enemy reinforcements.

Camp 3 can clip the big iron bridge into another continent, as well as the most important entrance to the central waterway, so as long as you successfully control the "strategic points" of Camp 3, then you can help players have more opportunities to harvest couriers.

The relatively dense architectural design of Camp 3 also makes it possible for the player team to pay a huge price if they are not careful.

If you want to play well, there are two directions to work hard, one is to practice repeatedly and spend more time, which is the only way for all high-level players; The second is to constantly summarize experience and analyze the pros and cons, and through the optimization of tactics and playing styles, so that you can still improve your marksmanship at a certain level - this is the general direction of improving your own ability.

For most players, it's impossible to spend a lot of time practicing like a pro and making a career out of eating chicken. Therefore, Brother Jili hopes that everyone can think more about playing styles and tactics on the premise of reasonable allocation of time, so as to make their limited leisure more exciting and powerful!

To put it simply, players who are generally familiar with the game will always have an overall plan and vision for the game during the game.

There are two types of assumptions: the first is predominantly linear. For example, knowing exactly what you are aiming for, landing in Port G, what enemies you encounter in the middle of your journey towards P-City, and what kind of challenges you will face in the finals somewhere around P-City - if your overall judgment of your plan and the battle situation is like this, then this is a kind of linear thinking.

The second is called modular thinking. You know, while the journey is fraught with dangers and challenges, for the players themselves, there is always the same hierarchy for each game. Sun Yaosheng is accustomed to dividing the game into several stages, such as the early stage of landing and pick-up, the middle stage of developing the running chart, the late stage of the fierce firefight, and the final round that determines the outcome of the game. Gilligo is accustomed to putting his plans and goals into such "modular" different periods to execute.

For example, in the early stage, I found enough materials to successfully deal with the next challenges, found a vehicle in the middle stage and successfully reached the safe zone, and in the later stage, I was ready to kill and get the full M416 and then hide, and when I waited for the finals, it was best not to be discovered by others, and it was best to sneak up on the last enemy and successfully eat chicken - on the basis of linear consideration of the whole game, use the course of the game and its own goals to make an overall plan, Sun Yaosheng believes that this is also very important.

In general, no matter how you plan your game, as long as it is based on your own game experience, there is no problem. In linear planning, players emphasize tactical responses to specific terrain and challenges; Modular thinking, on the other hand, requires a sense of purpose, achieving different goals at different stages, and adjusting subsequent tactics according to the situation achieved.

You must know that even the most powerful marksmanship players need to combine specific responses with their own goals when facing 99 enemies of the same strength as themselves, and find the direction to move forward. As a result, no player can truly break away from either of these two mindsets. The problem is that it's inevitably biased for most players who are immersed in the joy of shooting and killing, or don't have much time to eat chicken repeatedly.

For players who are already familiar with the game, but haven't reached the next level, it's important to start thinking about how they plan each game. Players who continue to practice their marksmanship and find fun in each opponent can go further by mastering modular thinking and guiding the game with goals; Players who have a clear grasp of each stage of the game can focus on improving their specific playing skills and mastering the details of the map. If you have a goal and know where you want to go, it will be easier to make progress.

There is still a big gap between having a goal and not having a goal, in fact, when you know what you want, it will be much easier to choose, not only in the game, but also in real life.

Many things are explored by the players themselves, and Sun Yaosheng himself is a player who likes to explore, so he can have a deeper understanding of this game, because he is willing to explore and experience it again and again.

(End of chapter)