php editor Strawberry brings you a beginner's guide to "Capture the Flag". In this game, understanding the basic mechanics is crucial. Players need to grasp the meaning and function of the military flag, learn to rationally arrange lineups and tactics, and how to maximize the use of resources. This guide will help novice players get started quickly, master the basic gameplay of the game, and gain more victories on the battlefield!
1. Basic Mechanism
In traditional tower defense games, the enemy advances along a fixed route. Players build defense towers around them to prevent the enemy from reaching the defense point. If the life of the defense point returns to zero, the defense fails. "Capture the Flag" is also based on this mechanism, and then incorporates RPG game elements, adding combat law, animal husbandry system and various agency interactive elements. In this game, the knights entering battle are building defense towers in traditional tower defense games.
1. Cost
In "Capture the Flag", the resources that knights need to consume when going into battle are called [costs]. Unlike traditional tower defense, where you kill enemies to obtain gold resources, the cost here will slowly recover over time. At the same time, the skills of the knights of the [Fist] profession will provide players with a large amount of fees, so the earlier you enter the [Fist] profession, the more abundant the cost will be.
2. Map terrain
In "Capture the Flag", the terrain is divided into two types, high platform and ground. For example, the red box in the picture below, A high platform with a dart pattern painted on it is a high platform. The high platform can place long-range knights, such as [dart], [skill], [medicine] and most of the [auxiliary]. In the picture below, the blue box has a sword icon painted in the middle. The ground grid is the ground. Most melee units can only be placed on the ground, such as [Fist], [Shield], [Sword], [Knife] and a small number of [auxiliary]. Extremely special knights may ignore terrain restrictions. In battle, the knight's position is a very important strategy, even more important than direction selection.
3. Block
The knight placed on the ground can block the advancing enemies. The number that can be blocked is the knight's blocking attribute. For example, a knight (sword profession) with a blocking number of 2 can block 2 enemies walking on the ground (flying enemies cannot be blocked, and some BOSS may be equivalent to 2-3 enemies, requiring a high-blocking knight).
Each vigilante that can be placed in the ground area will have the attribute "number of blocks". In the game, placing the vigilante in the correct position to block the enemy's progress, and at the same time using output to kill is the most basic and core strategy in the game.
4. Attack direction
The choice of attack direction is the second core strategy of "Capture the Flag". In "Capture the Flag", different knights' attack ranges cover different ground grids. As long as it is yellow, the knights can attack the range (as shown in the picture). At the same time, the knights can choose any direction of 360 degrees. When selecting a direction, monsters covered by the attacking vigilante will turn red; friendly vigilantes covered by the healing vigilante will turn green.
It should be noted that once the direction is selected, it cannot be changed unless the player dies and re-enters the battle.
5. Resurrection
Resurrection is one of the core mechanisms of "Capture the Flag". Proper use of the knight's resurrection to set up formations is the third core strategy of the game.
After the knight enters the battle, you can choose to take the initiative to leave the knight. At this time, half of the cost of the knight's battle will be returned to the player, and the knight will enter the state of waiting for resurrection. After the resurrection CD is over, the knight can join the battle again. , it should be noted that the vigilante needs to spend more money every time he goes into battle.
The flexible use of the knight's retreat and resurrection is the interesting part of the strategy in the game. Using resurrection, you can adjust the direction of the knight's attack, target specific enemies, adjust the defense line, and quickly release the knight's skills.
6. Skills
In "Capture the Flag", the energy consumed by the knight using skills is called infuriating energy. To release skills, you need to go through the cycle of "Infuriating recovery → Casting skills → Infuriating recovery → Casting skills". Some knights' skills require more Infuriating energy, but they have a certain initial Infuriating energy when going into battle, which makes it difficult to If they directly go out of battle and wait for resurrection after using their skills, it will take less time than waiting for them to naturally recover their Qi. This is also one of the resurrection strategies mentioned above.
The blue one is the Qi recovery bar
Display of the skills that can be released
7 . Hatred
In combat strategy, the order of knights entering the battle is very important. Here we need to understand the hatred mechanism of the game, that is, the priority of monsters attacking knights. The knight with the highest hatred will be attacked first.
Without considering the characteristics of the knight:
For the enemy, they will always attack the knight who is within their attack range and is the last to fight.
For knights, priority will be given to attacking the enemy with the shortest remaining distance, unless the knight has special attack priority.
So when facing some long-range enemies, first go into battle with crispy output, and then immediately go into battle with a shield class with high health and thick defense. This can maximize the protection of your own knights and maximize the output. This is also a kind of formation. Strategy.
8. Damage calculation mechanism
In "Capture the Flag", damage is divided into two types: physical damage and internal force damage.
Defense can reduce the physical damage received by the same amount, physical damage = attack power - defense power; internal force resistance can reduce the internal force damage received in the form of a percentage, internal force damage = attack power * (1-internal anti). When the defense in the game exceeds the attack power or the internal force resistance reaches 100%, the guaranteed damage will be triggered, which is 5% of the knight's attack power.
What is special is that some knights have the ability to cause real damage-that is, they can ignore defense, armor and shields and directly deduct the damage from the enemy's health.
9. Sweeping
When the player successfully clears the level with three stars without including friends to support the knights in the formation, the sweeping of that level will be unlocked (except bloody battles). A sweep requires a sweep order, and the level will be settled directly to obtain resources.
2. Introduction to knights
"Capture the Flag" can be divided into eight major professions, but knights belonging to the same profession will have some common professional characteristics, but each knight is unique of. It can be understood that each knight is a different defense tower.
1. Dart
High platform long-range knight, mainly dealing physical damage.
Usage: Dart has lower cost and faster attack speed than other techniques of the same strength.
Will give priority to attacking enemies in the air and is the main occupation to deal with enemies in the air.
This is very important. If you do not have this profession in some levels, you will not be able to defeat the flying enemies. Therefore, it is recommended that everyone cultivate one or two knights with the dart profession.
2. Technique
High-range long-range knight, mainly deals internal damage.
Usage: Compared with Dart, the cost is slightly higher, the attack speed is slightly slower, and it does not have the characteristic of giving priority to air.
It can attack air units, but it is generally not used as the main anti-air force. It is generally used to deal with high-defense enemies.
It is worth mentioning that due to the damage calculation mechanism, if the enemy's defense power and internal force resistance are not much different, it is usually much more effective to use internal force damage. Therefore, when dealing with a large number of enemies, group attack techniques are often more suitable than group attack darts.
Group attack knights are usually used in conjunction with shields. Shield knights can block multiple enemies, while group attack knights take advantage of the opportunity to deal damage.
3. Shield
Ground melee knight, mainly dealing physical damage.
Usage: Responsible for blocking enemies, taking damage, and attracting the hatred of remote enemies.
Most shield professions have a high blocking value of 3, and some of them have the ability to heal. They can only block 2 before the governor channel is opened. However, they can be matched with the dart profession. Only 2 knights can defend the pressure. Small all the way. And when the high platform position is tight, treatment can also be assisted on the ground.
4.Fist
Ground melee warrior, mainly physical damage.
Usage: Low cost, quick to enter the battlefield, stand in the field in the early stage and be responsible for the recovery cost.
Fisting is currently divided into 2 branches:
[Defensive Type]
Defensive boxing professions generally block 2 and have skills that automatically restore costs, but have output capabilities. Weaker. Suitable for placement in non-primary positions for defense and recovery costs.
[Attack type]
The attack type boxing profession has only 1 block number, but every time you kill an enemy, you can get 1 point of entry cost, and all the initial cost will be returned when you exit the formation. Cost of entry into battle.
Using the characteristic of the offensive boxing profession that the initial entry cost will be refunded when retreating for the first time, you can temporarily enter the battlefield when the cost is tight at the beginning, and then retreat when the cost is sufficient in the later stage to achieve a cost-free strategy. And since attacking punches usually have higher attack power, they can also be used as low-equipped ground warriors for output.
5. Knife
The ground warrior is mainly responsible for output and auxiliary blocking.
The sword's block is mostly 2, so it exists as a knight who can resist pressure in the early stage. The attack speed of the knife is slow, but it can attack 2 enemy knights at the same time.
Some knives can become block 3 after turning on skills, and can be used as the main output in the mid-term to resist pressure. Can be used with a shield or sword.
6. Sword
Ground knight, mainly responsible for output.
Compared with the shield and sword professions, swords have lower defense and fewer blocks, but have high output and long output distance; some swords are physical attacks, and some swords can use internal force to attack. Compared with high platforms, For warlocks with internal energy output, the sword with internal energy output is more resistant to hits.
Most swords are melee attacks, and some swords have the ability to attack from a distance. They can also hit air units. The knights who serve as auxiliary darts are also good.
7. Doctor
Gaotai knight is responsible for treating other knights.
Restores the health of other knights within the attack range, which can be divided into single targets and groups. A group can simultaneously heal three friendly parties in the attack range. It is usually a circular range with itself as the center, but the attack speed is slow. The single target is suitable for use when the treatment pressure is low. It is usually a 90-degree fan-shaped range and requires long hands. But the scope is narrow, and group milk has its own advantages and disadvantages.
8. Auxiliary
【Auxiliary Category】
Mainly used to control enemies or assist teammates. It is generally used to add various debuff BUFFs to enemies, such as slowdown, restraint, stun, etc., and to add BUFFs such as additional attacks to teammates to assist in combat. In the * level, auxiliary professions can effectively assist the main knight's output and greatly amplify the main knight's advantages.
Basic tactics
In battle, we need to pay attention to the type of enemy, the order and route of monsters, as well as the threats to our knights, etc. At the same time, we should also learn as much as possible about the skills and characteristics of our knights to flexibly adjust our combat strategies.
3. Advanced skills
1. The use of punch is to use it as output when the shield or knife pressure is high in the early stage. Since they will have to retreat sooner or later, they can use their health to delay the enemy and reduce the damage received by other knights.
2. In some maps, the space suitable for the knights on the high platform is small. The sword can be placed on the side of the enemy's refresh point, and the auxiliary output can reduce the enemy's health. Of course, be careful when encountering long-range enemies and being knocked down.
3. If the vigilante goes into battle on a grid with enemies, the enemy will be pushed to the edge of the grid. This can be used to push enemies on the ground units to the back, reducing the pressure on them to go into battle.
4. After the defense line is constructed, you can properly retreat some temporarily unnecessary knights and put them into resurrection cooldown to cope with subsequent situations.
5. When guarding two adjacent points with obviously different pressures, the attack range of the two opening punches can be staggered in an "X" shape, so that more squares can be covered and the attack pressure will be higher. that way.
The above is the detailed content of The basic mechanism that novices of Capture the Flag by Wisdom must understand. Beginner's guide to Capture the Flag by Wisdom.. For more information, please follow other related articles on the PHP Chinese website!