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Pick up the AK and rush straight over.
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[Map Introduction].
From the floor plan of the map, the structure of the desert TD is similar to the basic structure of the transport ship, but on the basis of the attack route of the transport ship, some more sub-lines are added, and the number of dark passages and obstacles in the map is very large, which greatly increases the difficulty of strategy implementation! At the same time, the importance of tactics can be reflected in the allocation of personnel and the technical allocation of points! Overall, this map is very well developed for tactics, and tactics have become a top priority.
[Main Battlefield].
The main battlefield of this map is the open space located in front of the respawn points of both sides. On this open space, the number of obstacles is very large, but from the order of placement, it is very strategic, there will be gaps between the boxes of obstacles, and the distance between the two sides is long, so that it can reflect the player's skill when playing against guns, and at the same time, this map is also extremely fast for the improvement of technology!
【Upper attic】
From the above**, you should be able to see that there are two corridors on the battlefield in the middle, and this position can quickly hit the enemy players attacking from the respawn point to ensure the survival rate of your own players below! The biggest advantage of these two points is mainly below'If the firepower points are relatively concentrated, the friendly players cannot play an advantage in the gun, and they can use these two points to disperse the firepower of the enemy players! But try to pull back as much as possible when standing, and the more you can get stuck in the enemy's vision, the more you can ensure your survival rate!
[Fire Support].
If your player chooses to surprise the enemy's respawn point, they can use some ambush points that are closer to their team, choose some locations with a wider field of vision, and find some obstacles to shelter. As you can see from the ** in the picture above, the location chosen is still the location of the corridor, and I stand relatively forward, because I can clearly see the route of the enemy player from the resurrection point to support my own players!
[Sneak Attack After Rounding].
In the case that your own players can't attack for a long time, you can use some tactics of stealing home in an instant to open up the battle for your side! Personally, you choose the detour location on the right side of the respawn point, and in the view above this attic, you can clearly see the enemy player's spawn point, and there will be obstacles next to it to cover it. However, it should be noted that you can always stand in this position, and you can rotate on the left and right, so that the enemy player cannot accurately judge your position!
If the pressure point is more successful, it can easily help your players open up the advantage!
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Practice more If the main way is not good, then go to the main case to steal them, you are so good at blasting, tactics and personal skills should have a certain foundation, don't be discouraged, practice hard Every master starts as a rookie.
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If you have no problem with the cooperation, then the first is to be familiar with the map, the map is familiar with very important, otherwise no matter how good the technology is, the terrain technology will be greatly reduced, the only way is to practice more, followed by the application of the stuck point, the formation is better with the standard 221, that is, the second charge card point is a sniper to travel support, but the most important thing is the feel, this is a tacit thing for FTP players who play this kind of competitive class, and it is very important to warm up and play field battles before the game. Finally, the key is to wish you not to run into a team with a G master
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[How to play].
Desert TD is a special map, and attentive players will find that it is a symmetrical map. Therefore, the player's position and the sniper's position are basically the same. As long as you are familiar with the playing skills of one side, you will naturally be able to do it when you are on the opposite side.
So, let's introduce you to the gameplay skills of the Lurkers.
Once the game starts, the lurker has two paths to choose from, left and right. Snipers are advised to attack the right side, and lurkers can quickly reach the battlefield through dark tunnels. At this time, be careful, don't jump down in a hurry when approaching the dark passage, you can stand on the dark passage and aim at the enemy's possible position, and you may get unexpected gains.
When there are no enemies for a long time, you can enter the second floor on the right side of the passage and take advantage of the favorable terrain to suppress the enemy. Also, beware of the entrance to the inner room, once an enemy appears, the sniper rifle will not take advantage of anything when it is close.
The second better option is to attack the right side from the underground, but it is recommended to use a machine gun. This time, you can quickly pass through the dark passage and reach the second floor on the left. Attacking from here serves two purposes, both to cover the sniper on the right and to prevent the enemy from sneaking out of the middle door, which can be described as killing two birds with one stone.
If necessary, you can also enter the middle of the door to support your teammates attacking from the left.
When attacking from the left, it is better not to use a sniper rifle. It has a short distance and moves very slowly with a sniper rifle, and can be used as a live target if seen by enemies. Therefore, it is recommended that the player use a machine gun to attack from the second floor, which is high enough to check the enemy's movements at any time.
During the attack, try to use the pillars of the platform as cover to ensure your own safety. Cautious players can use flashbangs to interfere with the enemy's line of sight before attacking, and also be careful of enemies coming out of the middle door.
Players who are more confident in their marksmanship can choose to attack from the bottom, and are likely to encounter enemies after passing a bridge. At this time, it is the player's marksmanship and awareness that will be tested, and once discovered by the enemy, it will be difficult to escape without cover. Therefore, the best option is to seal the second bridge in advance and quickly reach the second bridge to find a suitable position to attack the enemy.
Summary] In short, if you want to play this map well, you still need to practice for a long time, and the team mode not only requires excellent individual ability, but also needs cooperation and tacit understanding between teammates. Finally, I hope that all players can play a god-like record through the above analysis.
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Map Analysis
We can see from the small map that the map is symmetrical is a very fair map, and the map is divided into two main roads and the middle attic long balcony, the two main roads in terms of terrain left is the most likely place to break out after the resurrection of the two sides, because the terrain is not too complicated, very suitable for medium and long-range guns, and the right side of the terrain is only covered by a simple wooden door as a field of vision is more spacious, very suitable for the use of sniper rifles.
[Firearm Selection].
The AK47: AK series rifles have always been known for their high-damage recoil, and the output of a certain amount of gun pressure skills is not to be underestimated, and the rifle is most likely to burst into close-range firefights in the desert TD map, and the rifle performs most impressively at these distances.
9a91: 9a91 has won the love of players with its ultra-high rate of fire and portable flexibility, but the body of the submachine gun can burst out with rifle fire, and the enemy can be encountered in the case of close range in more complex terrain, 9a91 only needs to press the ** key, without considering the pressure gun can kill the enemy.
Barrett: We've analyzed that the map is perfect for sniper rifles, and the balcony in the attic is also very suitable, as a single Barrett is enough to hold off the enemy on the right, and the map's chests and wooden doors are all empty in front of Barrett.
[Attack Gameplay].
The right side of the terrain has a very wide field of vision, and the use of sniper rifles is the most appropriate, and one person can firmly defend this avenue, but pay attention to the enemies coming from the attic balcony, and we should not observe the enemies coming from the balcony, so it is best to let a teammate defend and attack on the balcony.
The terrain on the left side is very familiar with the heads-up map, and the sniper style is also more advantageous, but you must also pay attention to the enemies on the balcony, which is best sniper to cover the rifleman's charge.
Zombie mode: The bug of Avenue A is to squat against the wall, and the direction is to move forward slightly to the left, not too much. Walking against the wall, I got stuck at the corner of the wall. >>>More
Flash squat: either arrow key (WSAD) and crouch (Ctrl) press the bottom of the view together at the same moment: the rat's center of gravity is facing the most foot (i.e., the rat's center of gravity cannot be moved down again) diagonally: >>>More
Map: Desert 2 Location: The small door at point B, a staircase with two steps, go up first and press a to slowly go back to get in, and then semi-see-through bandit base! >>>More
The first choice for defending the point is Gatling or cannon, the power is not to be said, and the record is absolutely powerful. For guerrilla, it is recommended to use a Thomson submachine gun or a 35-round AK, which is powerful and moves blocks, as long as you are not besieged by zombies, you can't catch up at all. As for that M249, I don't know about it, I haven't heard of it.
I like to listen to the light**··· It's not a little more intense... Let's listen to Bandari's tune, it's good, and if you are quiet, it won't affect the footsteps...