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You can try it, Dragon 7 shoots a bullet and you immediately right-click it to walk, about the time for Dragon 7 to run 3 4 steps or so on those calves, it can send out the next shot, this is the shooting interval of Dragon 7, practice more, a once, the bullet comes out and run away immediately, run 3 steps and then a once, or get close to the opponent's direction P a little, if the other party has been chasing you, h or s, you can see what you hit. There is no need to beat the dog with a lot of dragons 7 dancing a in the same one, a waste of firepower, and besides, the dog runs faster than you, it is best to p back in the direction or directly p yourself, and then right-click to pull away, run 3 steps and then p yourself. Spearmen dance generally a can retreat to the floor on the road by themselves.
When a small number of units hit a small number of units, right-click the dragon 7 that has little blood or is being beaten to the back, and then shift+A to the floor to return to the front line, and then leave it alone and continue to operate the next attacked dragon 7Actually, I personally feel that dragon 7 dancing is much easier than flying dragons or Zerg farmers flicking their tails, and it is the same level of operation as the stinging snake dance, which is basically brainless, and the requirements for formation and movement are not high.
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This is similar to throwing the flying dragon and throwing the thunder car, a once, a pull, a move, and then a again. It depends on proficiency and reaction speed.,And micro-exercises.,If micro-exercises are not good, don't go to the dragoon dance.。。。
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Dancing Dragon Knight Method: Choose a certain number of dragon knights, right-click 1 on the enemy's frontmost pawn (such as a fanatic) and then hold shift, 1 on the empty spot behind you, then right-click on another pawn, and then tap 1 more on the open space behind the open space just now, until each enemy soldier is counted, so that you can take time out of the battle to take care of the construction of your home. Note that if you accidentally don't hit the pawn and click on the open space, immediately give up shift, press A to do an automatic attack, and then control this can also be used to escape after the templer discharges, hold down shift+t, and then click on the open space behind (uh.
That one. The above is turned. )
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Local war or team battle operation? There are categorization....
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One. There are 3 reasons why dragoons can dance, and I have summarized them:
1: Rate of fire, the rate of fire of the dragoon is not very fast, at most it is a little faster than the flat gun tank, which means that the dragoon can have time to let you run after a run.
2: Movement speed, the speed of the dragoon is relatively fast, faster than units that can increase speed but do not have it. Such as dogs, saliva, zealot, mammoths (thunder carts are an accident). This provides the necessary conditions for the dragoons to distance themselves.
3: Fire, if you look closely, you can see that there is no problem with the standing direction of the dragoon's muzzle, that is, no matter how the dragoon moves, he can fire the cannon without changing the face, and long-range units like machine gun saliva must face the target before they can fire. (Wyverns and Thunder Carts can be thrown, with the exception).
This increases the rate of fire of the Dragoon in disguise.
The operation of the dragon riding dance.
Just like those 3 reasons, the dragoon will not fire again immediately after firing the cannon, and at this interval, the dragoon will pull away from the running position, and generally right-click to move (do you use m?). Absolutely). When a distance is stretched or the cooldown time of the cannon is over, press A or H (A and H will be selected at different times), A will point to the open space of the enemy group **, and must not point to the unit, otherwise all the dragoons will attack that unit, and the dragoons outside the range will move, wasting the opportunity to attack, of course, when you want to be strong tanks, technology balls, lurkers or something.
That's it, fire a shot, move it, fire another shot and move it again, and grind the opponent's troops to death in this way, and you can go to the Internet to upload the map of this kind of exercise.
Two. It is a group point shot, and then immediately pull away, in fact, it is to cancel the action backswing, avoid unnecessary actions, and then pull back, continue to shoot, and then immediately pull to cancel the backswing.
Three. Shoot, pull away, shoot again.
The core of the action is to move the large force as a whole and grasp the firing interval and distance, and never waste a little range and firing interval.
Four. Use the A button to hit the enemy troops, and then click on the open space in the upper right or elsewhere as soon as you finish. Run away for a distance and then return to the car, pay attention to the time of firing the cannon, not too fast, otherwise the cannonball will not be issued before the rate of fire time has passed, this dragoon dance is effective for short-range troops.
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Keep these points in mind.
It's actually the operation.
1.He won't fire again immediately after firing the cannon, so let the dragoon run away, right-click, and press A after a certain distance or the cannon's cooldown is up
2.The group shoots, then immediately pulls away, canceling the action and backswinging.
Without wasting a little range and firing intervals, this is the main thing.
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It's a matter of formation and quantity, the formation is also a fan type, it's better, the strength should be about the same, if the result of a hard fight is 1, the difference becomes 3 (plus the result of the dragoon chasing when retreating), and there is a point shot, point shooting, pay attention to the range, and the problem of firepower waste, don't go crazy to point one, otherwise the dragoon can't release the cannon.
Throw the words is generally 3 steps back 1h, to find a wide place to throw, otherwise it will be stuck, if you practice well, you can 3 steps 1a, point shot off the enemy army with less blood to see the dragoon blood is less quickly pull back, sacrifice some operations to retain troops.
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In fact, it's very simple, just a once, pull the dragoon to right-click in the direction away from the enemy, the main thing is to master the rhythm, don't pull the dragoon back again without attacking. To attack, right-click behind it.
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Dragoon Dance, simply put, is after the dragoon is formed, when operating, press the H key on the keyboard, hit it back, press the H key.
It depends on what kind of class you have on the other side, and that's basically how it works! With more practice, you can find a more appropriate operation effect!
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It's nothing, grasp the distance of the range, take a step back and press h, and immediately move again after firing the gun, and achieve hit&run.
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Downstairs correct solution Practice more to estimate the distance.
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。。。This is a method of operation, not a class.
It's the H&R operation of the Dragon Knight.
Trick.. It's not a trick ... Interstellar, I think the more beautiful operation is the Zerg throwing the dragon.。。
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Pull away the attacked, and then H key to attack, mainly to use the range advantage of the dragoon.
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Well, it's almost like the typing. Generally, there are more two keys to press BV.
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Most of them are needed, skilled in operation, such as dragoon dance, point to shoot thunder, are required to be skilled in the operation of the soldiers, but also fast enough, relatively simple line of lightning, choose two electric soldiers, t will put two lightning bolts together, you can put the two in a row, when the lightning is put back a little, when the electric soldier starts to go, and then turn back to the location where you want t, you will find that the two electric soldiers are two lightning in a row. The same goes for the fog of the scorpion... This game is mainly about familiarity and operation.
It's good to have a lot of more.
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You can play with the computer first, hotkeys, all in the game, yellow letters.
When practicing, you can use cheats, and play hotkeys naturally with more time. No rote memorization.
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Go to the official interstellar ** under the "Interstellar Blue Book", everything upstairs says is in it.
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Rhetorical question How to call it an advanced operation, a hotkey or a micro-operation
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The dragon knight is a more operational class of the gods, and the dragon rider dance is to operate the dragon rider and let the dragon rider do a short distance back and forth out of the unit's attack range. And then attack. Let's go and practice more. It can also clear mines after cooking.
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You say dragon dance, right, just use shift.
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shift, you can also use h myself to communicate more with h, and I hope to communicate more.
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I'm guarding a place to fight, and it's good.
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The so-called dragon riding dance, the correct name should be hit&run, translated into Chinese is to finish running, because the earliest began with the dragon knights of the god race.
Take advantage of the two advantages of the ranged class being longer than the opponent's melee class or the short-range ranged class, and then moving faster than the opponent, so that your troops are always outside the opponent's attack range and within the range of your own attack through operation, and then simply put, you can always fight others if others can't hit you.
The main point is that the attack distance is larger than the opponent, and the second is that you must move faster than the opponent.
And then how to use it, in StarCraft, such as Dragon Knight, Wyvern, Machine Gunner with stimulant to increase the firing range, Minelayer, and Protoss aircraft carrier, etc., you can use this kind of hit&run on the opponent's troops with less blood or slower speed and smaller attack range.
Good luck.
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Upstairs is very correct, the main thing is to use the range and attack interval of the dragoon, try to avoid the dragoon being attacked at their own attack interval, and it is generally used in small-scale battles.
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A kind of operation of dragoon, generally used when hitting a class with a close range or a range closer than dragoon, is to retreat, and then hit (h or a), and so on, calculate the interval, so as to suffer as little damage as possible from the opponent without reducing their own damage output.
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