LOL high-end water friends experience sharing teaches you how to bring rhythm

Source: Internet
Author: User
Keywords LOL

The rhythm of the battle

The battle rhythm is the strength of the battle. The strength of the battle is composed of 3 parts:

1, the strength of the line, your opponent level, determines the size of your line pressure. This level does not mean who killed who, I said many times, LOL is not a very high operating content of the game, so:

Lower section of the knife to a small number of a is the lowest intensity, low score players can often kill in the division or even high score players, but because of the knife, the economy is still flat or even backward. So the low segment we often hear the slot said: This ADC only to fill the knife is not a person, is a fool.

In the case of the repair knife is not leaking, the point is moderate strength. Segmented players can also often kill high score players, but when a middle-class player begins to understand: there is no one LOL player in the world that can only win all opponents on his own operation, and when you encounter a hero who restrains you or a player who is more sharp than you, you also need to shrink. When a middle-division player begins to understand: there is no reason to fight on the line is to take the whole game to make a bet (for example, you crash the other way, you need to gamble to see if you can kill their own way), began to tend to suppress opponents, when the winning will go up.

High-segment knife suppression is the highest strength, as all confrontations are performed in the position and distance control. You think it's hard to fight, but the fist you don't punch is the most intimidating. You have to weigh every soldier to see if you can get a set of skills, every time you miss a soldier, you worry about the next meeting. The high segment also often collapses, but the prelude to the crash must be suppressed, and the chord of the crash must be ganks. Therefore, high segmentation we often hear someone swear: "You are honest to fill the knife, blind TM spell what ah?"

2, Dragon, hold regiment, push Tower, take big dragon time Point and the price of the size, plainly is a sense of urgency. 9 minutes to take the dragon and 20 minutes to take the little Dragon brought the sense of urgency is completely different, the loss of a group of economic backwardness and lost a wave regiment was broken all the way, the sense of urgency is completely different.

The lower section is usually won a wave regiment, and then the victory party aimlessly to take dragons, towers or Tai lung, and even do nothing to return to the back of the supply, the cost of a wave regiment war is very small.

More than the division is already online to gain the advantage of the party by playing Dragons, holding regiment, push tower and other acts to force the other party with their own regiment war, the cost of a wave regiment war is very large.

The high section is by taking little dragons, hold the tower to catch all the way, early broken towers and other practices to gain advantage or restore disadvantage, because the quality of the bureau you can not get the overwhelming advantage of the line, so the earliest starting from 9 minutes, must always prevent such things happen, or try to do such things.

3. The density of the regiment battle. The low segment of the battle density is very high, but the density of the regiment is very low, basically is each dozen each, the real 10 people together of the regiment is basically the final stage, so we often see someone scold a pit said: "You fight but why still old with people spell?"

The density of the clusters is very high, one wave after another, so we often see someone spit a hole and said: "Why don't you? Why don't you go with the regiment?"

The density of the high segmented mass warfare is almost the same as the middle segment, but always let the viewer boring, the Bureau people are always tense, the so-called regiment war, is often 10 people regiment without war, who also dare not to turn, who also dare not make mistakes, who also dare not go away, so we often see someone hysterical criticisms: that TMD can?

You can beat the pace, is the segment you can reach. By the way, a person can adapt to the rhythm, usually backward, but up incompatible.

Second, with rhythm

All positions can be paced.

1, Play wild: Playing field in charge of the 6-level before the rhythm, in the absence of brain-mate in the case, there is no hero phase grams, no good lineup, there is no level, only your rhythm. You can ganks collapse all the way, forcing the other side of the wild non-stop to support but send double kill; You can guess the other side of the wild intention of all kinds of squatting, so that the other side of the field is always reactive and return; You can support all the way to form a fight to restore the disadvantage; even if you buy a 400, you can get the other side up and down the tower. So as to achieve the tactical purpose of stealing dragons.

Of course, you can also be the other side of the fight to do the same thing.

Therefore, under normal circumstances, the 6 level on the front of the pros and cons of only two things: the strength of the comparison between the two sides, or your teammates are not brain residue.

2, Apc:6 level after the rhythm of the drive, your travel frequency and location of choice, will determine the direction of the whole game.

3, on the single: 11 level after the rhythm of the drive, if the 11 level of your core equipment has not come out, but also need a stand-alone farm, this game can not play. 4+1 tactic said separately.

4, Auxiliary: The rhythm of the comeback. Yes, there is no carry, because killing is not the ultimate goal of the game, killing is only a precondition for achieving the goal. This game, the more you play, the more you understand, the more you can find the importance of the auxiliary, in the high segment, all of the comeback is to see the strength of the auxiliary to complete. Because the more backward you play, the smaller the field of vision the infrastructure (tower) provides, the greater the range of vision that the eye provides.

Does the field of vision have such a big effect? In the spectator view, because the map is fully open, you know everything about the movement of everyone, so anyone can become the world's top tactical master. And in the actual game, can accurately judge the movement of opponents and formulate tactics, how many? This is the role of vision.

5, adc:2000 ADC once asked me: ADC can bring rhythm? Before the rise of the Korean stream, it is true. After the rise of the Korean stream, can. ADC is only doing one thing, pushing the tower. If someone blocks you from pushing the tower, kill it and continue pushing the tower. If you've finished pushing the tower, push the tower. If you're done with the tower, push the tower. If you push the 1 towers, push the 2 towers ... In short, you should have only a tower in your eyes, and you should not touch anything outside the tower in any time and place where you can point to the tower.

In addition to the encounters and the size of the Dragon Regiment, all the battles of this game should originate when you want to take away a tower, but not the other side.

All the ADC without push tower OCD are parallel imports, even if you have the best farm ability in the world, the ability to single out, the ability to fight, you are still a hopeless parallel.

Is that too absolute? Oh, the reason is very simple, your behavior and the purpose of the game is irrelevant: it is like saying in a football match, you from the back field with the ball continuously over 11 people, the box is in front of you, and then you TM turned back once again people, a 90-minute football game you have 89 minutes 55 seconds of the ball, Just don't shoot.

You may be the best band Master in the world, but as a player, you are a parallel.

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