Fault tolerance, in short, refers to the probability that a system can reduce some factors or choose to generate instability for a particular one. The higher the fault-tolerant rate, the less effect on the effect, the lower the fault-tolerant rate, the greater the impact on the effect. This time we will talk about the fault-tolerant rate of the rifle in the counter war. 1, bursts and shooting "mutual conversion" when the controllability. Most professional players subconsciously target each other's head even when they suddenly encounter an enemy at close range. However, the first to second rounds of bullets often occur, at this point, some guns can be directly turned to splash-shooting, and some other guns with this conversion of the play performance is very bad. Many people have neglected the process of converting this from bursts to shooting. Even if you do keep pressing the firing button, the first two bullets hit the enemy and the bias itself has a huge difference. Some usually do not scar master, occasionally picked up scar think that the gun before 4 bullets pressure gun very easy seconds, strange professional players why would spit this gun close to no second shot chance. If you notice the conversion process of the point to sweep, then the conclusion is more obvious: the 1th to 4th bullet Pressure Second person is very simple, but the first two shots, we will use the 3rd to 6th rounds of bullets, scar from the 5th bullet, the random deviation of the degree has been very outrageous, so many professional players honestly choose a moment to receive the gun and then bursts. It can be said that the controllability of the bursts to the firing switch determines the close fault tolerance rate, then the shooting point of the conversion time is determined to kill a short-range enemy, continue to kill the remote enemy's fault tolerance rate. Of course, this also determines the occasional some players impulsive, should not sweep the time to sweep a few rounds of bullets, wait until regret the survival rate of the bursts-- 2, bursts in time and space on the limit of "density." for players who prefer a continuous speed point, the bursts's ultimate precision and distribution deviation is their most important weapon performance. A long distance to the gun, no one can guarantee that the first shot on the head, the last few shots when the bullet continuous speed point of density, will determine the use of a wave of bullets hit the possibility of the enemy. The velocity determines the intensity of the time, and the spatial density determines the reliability of the actual attack on the enemy's head after the target is correctly targeted. I can't help it here. Special 95, the limit of the speed point of the bullets distribution than the M4 hunter a big circle. 3, "decoupling time" between neighboring wave times bursts. This good understanding, a wave can only dozen rounds of bullets, if all hit partial, want to reliably hit the bullet in the center, you have to wait for this decoupling time. The shorter the time, the longer bursts firepower will be stronger than the other. G11 and M4 of the reverse version of the decoupling time, currently looking at the rifle is the shortest.
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