What are the tactical strategies for CF?

Updated on tourism 2024-02-28
12 answers
  1. Anonymous users2024-02-06

    I think AK works well and hope to accept my suggestion.

  2. Anonymous users2024-02-05

    **Defender of the Nation Defensive Strategy.

    In the country of blasting, the previous gameplay of black towns, desert ash, and power supply stations has been accustomed to lurker players, and after breaking through, C4 is under the A and B lightning points, and then takes defense to win. Often, C4 can be the key to a game victory. And as a defender, the player will also try to buy time, protect A and B mine points, and annihilate the enemy in one fell swoop.

    Let's write a strategy for lurkers and defenders of the country.

    The defender comes out of Gate A (very close to the lower pack) and takes a sniper at the door to aim in the direction of the midpoint door (Figure 1) to prevent lurking and breaking through the middle door, at this point the sniper has a wide range of sight, and can look underwater from the position of the bag point in Area A (Figure 2), as long as the enemy appears at the sniper's range point, he can kill the enemy quickly.

    In the middle gate position, the sniper can watch the enemy passing underwater along the downhill slope of the drawbridge, which can effectively defend against enemy attacks underwater. (Figure 3) In this picture, Sniper has a very strong defensive offensive to block the enemy's attack. The first time I wrote a CF strategy, the text is not long but fine.

    What kind of defense is the key to victory, but the country of ** is generally a defender attack, if it lurks too strongly, you can refer to my strategic direction to fight.

  3. Anonymous users2024-02-04

    This question is more complicated, there are too many things, not one or two sentences can be made clear, it is recommended that you go directly to the official website forum, there are a lot of things about this aspect, you can take your time.

  4. Anonymous users2024-02-03

    Connect the dots. CF ballistics are not suitable for splashing water.

  5. Anonymous users2024-02-02

    766 solves all your gaming problems.

  6. Anonymous users2024-02-01

    The use of the gun should be well coordinated with people, mainly because the timing and footwork of the gun should be matched well, for example, the big bird can't hit after aiming, which is the reason, and the action is generally fast! Aim and stop and move, my personal experience! I also want to communicate with you more, you can add me q to communicate or play together,

  7. Anonymous users2024-01-31

    LZ, those guys haven't played at all... The main thing is to turn on g, what ghost jumps, open a ghost mode, and want to laugh when you see a ghost bouncing in front of you

  8. Anonymous users2024-01-30

    Ghost Jump (silent and flashing, murderous and invisible).

  9. Anonymous users2024-01-29

    Dodge. Jumps (this is from the Festival).

  10. Anonymous users2024-01-28

    Knife room tip 1: Right-click heavy knife is your special skill, left-click light knife is your common skill.

    Heavy knives have amazing lethality, second only to the AWM sniper rifle, a heavy knife down often causes the enemy to die immediately, but sometimes you hit below the leg is likely not to kill people, at this time don't use the heavy knife to kill the enemy, it will only make the enemy take advantage of the delay you use the heavy knife, immediately use the left light knife to slash, a light knife can knock the enemy down.

    Knife room tip 2: Don't retreat too often, this will be an important factor in your enemy's **.

    Maybe there are many players who don't know that the back button will have a relatively large "punishment" in the game, if you press the back button to run, the enemy will move forward a little faster than your back speed, and after a while will catch up with you, so if you want to run, you have to run like a look, don't face the enemy to retreat, if you try not to use the back button in close combat.

    Knife room tip 3: Reasonable use of outflanking tactics, attacking from behind is also good.

    Attacking from behind may be shameful for many players, but this is tactical wisdom, and just like in the real wars of the past, those who have brains are often halfway there. For example, the Desert 2 map, if you are a defender, you can avoid its edge (most people on the Desert 2 map will fight at Gate A), rush straight up from the middle gate, if you are lucky, you will not be discovered by the enemy, and break them from behind one by one, don't be in a hurry, you must solve the enemy with one sword, otherwise it will be easy to be discovered.

    Knife room tip 4: Learn to ambush around the corner.

    What would you do if you were alone against a large number of enemies? Rush up and slash? It will only cost you your life in vain.

    Because the enemy is psychologically prepared, and if you run away, the enemy will think that you are very good to kill, relax the combat vigilance, like the desert 2 map of the bend of the point, stop at a bend, listen carefully to the footsteps, at the moment of the moment, suddenly go down, no matter whether the enemy appears or not, this moment is the moment to decide your fate, if the enemy runs together, luck, a few knives, if you don't cut, just wait to accept the fate of the group chop, if the cut is early, the enemy is still behind then change places, Wait for the enemies to disperse and destroy them one by one. Be careful not to run around, or your teammates will think you're dirty and end your game at any time.

    Knife room tip five: learn to squat, jump, move**, don't be rigid.

    In hand-to-hand combat with enemies, use several active buttons flexibly. Squat, if the enemy is good at using a heavy knife to slash above his chest, then crouch down before he uses the heavy knife, and then when he runs out of heavy knife, immediately go up and return the knife.

    In knife fights, the focus is still on jumping, you can jump left and right, but don't jump backwards (the penalty for backwards has already been mentioned), and don't jump forward too often, this is only for breaking through enemy lines. Jumping from side to side often, you tend to turn enemies around, and it's easy to dodge enemy attacks, especially the attacks of the right heavy knife, so be sure to learn this.

    The key is to practice more

  11. Anonymous users2024-01-27

    A lot of headshots! Aim more! By consciousness!

    If you want to snipe, you have to be fast! I recommend using the M4 as a sniper first! Hit the enemy's sniper with M4!

    When you snipe, you have to shake from side to side! When you snipe, you can only hit the head! Or you're over!

    Hehe! Use the sniper after you have practiced, so that you will be very fast when you use the sniper! You'll be a fast gunner!

    It's all about practice! A lot of headshots! Practice awareness!

    If you practice, don't hit your body! Force your own consciousness! I wish you a speedy success.

  12. Anonymous users2024-01-26

    Marksmanship and experience.

    There is nothing to say about marksmanship, it is necessary to "practice"! It's OK if the opponent's marksmanship is bad, and it's OK if your own marksmanship is excellent.

    Speaking of experience, try to use jump out when you flash out (only for AWP), it is still difficult to snipe, not everyone can throw you! The rest is up to you to kill your opponent.

    If the other party flashes, there are only two possibilities: jump sniper; Flash Sniper.

    To deal with the jumping sniper, you can move a little before he lands in an instant, and the timing of the movement should be mastered (this should be practiced, mainly experience), and the amplitude of movement should also be appropriate, and the amplitude is small equal to not moving; If the amplitude is large, it will affect the frequency and accuracy of your shots, take advantage of the weakness of AWP's relatively long interval between each shot, and shoot as much as possible in the effective time, and the small movement amplitude will be able to get more opportunities to shoot (the accuracy of the foot does not move at the moment of shooting).

    It's skillful to deal with snipers in minimaps, usually the distance between you and the enemy is not very far away, and it's important to use the wall penetration in the minimap, so that you can shoot in advance (listen to footsteps, listen to gunshots, judge the frequency of your opponent's flashes based on experience, etc.), so that the opponent will feel that he will be bleeding if he can't see anyone, or that he will be flattened as soon as he shows his head (maybe he will think you are cheating, but in fact he doesn't).

    iceworld is a good example, as long as you are holding a big gun, at the beginning of each game you can stand in the position where the gun is located (the approximate position and not be seen by the enemy in the middle lane), diagonally against the diagonal wall, press the gun to shoot 30 bullets, you are likely to kill the enemy who is going to pick AWP or 43 or AK gun on the opposite side, try it!

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