Author: nga-stream year, autumn
Today I found that many people do not understand the intensity of the second set of skills, here is a simple share. The tone of this post is: Armed Assault loses to mobile strategy in terms of versatility and difficulty of use, but it can perform well on many occasions. Let's take a look at the use of the second set of tactical skills.
Fire-controlled irradiation
Fire Control Irradiation – Focus.
First of all, let's introduce the collection of fire.
This was previously the only one that worked in both sets of fires because the other fire sometimes failed. And there is a case of "the first time is normal, the second time and later completely invalid". (But after the 11.4 update, this set of fires will sometimes fail in some maps, co-authored you made a game on the bug?) This set of injuries will be said later.
The cooldown of the set fire is only 10 seconds, allowing all characters to attack one target in 4s and the original target after 4s. (The cooldown of the transition is also 10s, why does anyone think the transition CD is shorter?) )
There are two problems involved here, 1. When the fire is set, the attack distance of our long-range humanoid form is regarded as infinite, so the fire collection will not affect our remote position; 2. Melee will choose the nearest path, if it cannot attack the target of the set fire, it will clear the enemies or obstacles blocking the road, and the melee will not turn to fire after the end of the set fire.
This is very reliable, or rather, the fire set is actually a greater improvement for melee combat. Compared to the transition, if the jump is said, it is that without other enemies within the attack range, we can attack the specified target in a single human form. That set of fire allows all of our melee to attack the specified target in the right terrain (no obstacles) and will not turn fire at the end.
Full bullet launch
Full ammunition firing - firepower.
Ideally, it would be an aoe count damage that deals 120% of the computing power, but can achieve 840% multiplier damage if calculated. But in fact, it is a completely useless effect, not as good as another set.
Full ammunition firing - suppression.
Very ideal damage reduction skill, reduce the damage of three attacks by 10%, and name a figure black knife black cannon general attack critical hit 15000. Suppose, for example, in 5-350, the skill hits 2 black knives and 1 black cannon, and one skill can bring about 13500 damage reductions, which is actually very impressive. (It's just that the battery is more reliable for Angela, and there seems to be no enemy who relies on general attack to eat at present?) Overall, this skill is certainly useful and intense.
The biggest use of full bomb firing is still fixed-point stun. A brief introduction to four places that basically covers all usages:
1. Interrupt neutral terrain effect
Electromagnetic radiation devices are neutral terrain where the player does not actively attack, but is a great threat. The damage to the team with low training in the early stage is very outrageous (high training aoe will die). Some figures will also appear two, do not interrupt one and then set fire to one, will be very sharpened by this thing. If there is a similar mechanism in the future, then full bomb launch is definitely the most reliable tactical skill.
2. Interrupt the persistence skill
Hermit Crabs, Guardians, Impactors, etc., can interrupt the skills of these characters and will not be repeated. This one might be used a little more.
3. Interrupt non-persistent skills that continue to cast spells
What is a non-continuous skill for continuous spell casting? You can draw an analogy to the maid's big move. Among the enemies, the most typical balloon in Liutu at present is this balloon.
Previously analyzed, if the six figures have endless, then the balloon will be the most threatening enemy, with extremely high computing power and calculation, two balloons can even be guarded in seconds. However, the balloon CD is only 5s, and it is difficult to lock the skill with Angela, at this time consider the full bullet launch.
The Balloon Monster 's (Splasher) skill is a triple shot, which clears the skill bar instantly before the first shot is spit out, and if it is stunned at this time, the skill is interrupted and the charging bar is cleared. Pairing with Angela can steadily interrupt each skill release.
This was something that the first set of chargers could not do, as the charge gave Angela only -3s, while the full bullet was equivalent to -5s (interrupting the skill), and the stun would not charge within 1s. (Of course, the first set of blowers can have the same effect, but the full bomb can stun two or even three balloon monsters at the same time, which is Aoe's advantage.) )
4. Interrupt the non-sustained skill of the pre-shake
Still take the six-figure enemy as an example: lamentations.
This thing is outrageously long before it can be broken directly, making his skills ineffective. Due to the long interval between lamentation attacks, the long pre-skill shake, and the interruption of the skill, the "burning" and "electric field" debuff on our body will be emptied because it cannot be continued.
The above is basically all the things that the full-bullet stun can do, and interested players can try it. Of course, the timing should be grasped, if the full bullet is premature, then the enemy's charging bar will be charged from 70%. In general, proficiency is required.
Space-based strikes
Space-based strikes – breakpoints.
Damage is 80%* (100% + extra multiplier), ideally dealing 110% to 120% of the take-off damage once every 3 seconds, with little damage gain
Space-based strikes – attacks.
The damage boost here is the tactical skill damage and not our overall total damage. The damage boost is calculated by a common sense of 40%* (100%+30%*3), but it's strange how ym's programmers wrote it. The measured initial magnification was 40%, the first magnification was 40% * 130%, the second increase in injury magnification became 40% * 190%, and the third time was 40% * 250%. What a strange bug this is.
Many people think, isn't this just a mosquito leg? There is one to say, it is indeed a mosquito leg. There is no cooldown time for attacking the stronghold, and in the case of full strategic technology points, it can be set at fire + five-cent cannon *5, causing instantaneous damage of 300%-750% of the computing power. This damage may indeed not be as high as most characters' ability to put skills, but the advantage of space-based strikes lies in the ability to summon enemies.
In the case of using a rain-and-dew character like bkx, or in the case of a 6-26 monster sea + warrior war roar full-screen aoe, the space-based strike can be brushed. Are armed assaults weak? Not weak when the mechanism is fully understood and used properly. But armed assault has many serious problems that limit its intensity.
1. There is a bug in the collection fire
The firebugs are not repaired for a day, and armed raids cannot become the mainstream for a day.
2. The difficulty of operation is not equal to the benefits
Very precise kills are required for space-based strikes to work; full-shot launches require prejudgment of the timing of stuns accurately stuck. And the next one can top your operation full benefits in the case of lower difficulty in operation.
3. Space-based strikes are severely restricted
First of all, the magnification is very low, and it would be better if it were a little higher. But at least you can add a slash line hint, or you can make ai auto cast the slash line. You ai worry about what your b-full bomb does every day. And the damage is the highest computing power bonus, for the physics team, only rely on the nurse to support this damage, too pulling.
summary:
At present, the intensity of armed assault is supported by full bomb firing. There are bugs in the collection of fire, and space-based strikes are pure clown skills without careful operation. Considering the situation of the enemy in the six figures, the full bullet launch does have the same intensity as the set of skills next door.