Tuesday, December 11, 2012

World of Tanks novice qualify for walkthrough


My garage basically medium tanks and light tanks, the only artillery SU-8, the only TD weasel, so may not be in place for the understanding of artillery and TD.

Midline theory, my understanding is that both sides of the base link, then the perpendicular bisector of this connection is the midline, we will basically compete for some strategic places in this line. Midline have any effect? It can help us to judge the situation, that is to say, near the middle can determine which side has control of the area, to decide that we want desperate attack to win victory. The second is due to the presence of MM, the amount of blood on both sides can be said is roughly the same, then the goal of the game one of me with you is consumed each other's blood.

1. artillery

Artillery, I think that is a very big picture. Often very important to look at the small map: that line advantage, that line is a disadvantage. When should I support inferior teammates defensive when advantage should support his teammates quickly offensive tear opponents defense. Often see our car to confront the opposite several car offensive desperately call artillery support, and artillery are still rushing to our advantage head, so how can you win?

The artillery of the most important is the mobility. Relatively large gap between single damage due to the setting of the game, but DPM is still relatively average. For example, the card Karelia to get both sides of the hills, Stratford grabbed K1 hinterland artillery at home when we desperately grabbed these key places, but found that the big E or T92 simply can not transfer. So I checked polyester artillery is absolutely doing my most powerful, of course, the 261 is definitely a good gun!

Second point, to look at the map, when the opposite car lit into the artillery positions, for me, this is absolutely not a threat, the artillery completely full preparation time to find a good location bayonet out car. Do not let your eyes cart teammates stalemate went to artillery, this basically is impossible, the deadlocked case the other line of defense is more reasonable, certainly put you halfway lit, also allows you the Amoy to artillery, opposite level should be impossible to make the situation in a stalemate. Easily given away by the car of one's own eyes what consequences believe some experienced friends know.

Thirdly, with the first point, complement each other, the artillery to transfer position.

2. TD

TD, I really have nothing to write, on the whole TD could not have been squatting, keep up with teammates advanced should look for another position can support to more places, do not squatted not hit the place. You can say that the main advantage of illegal guns to create.

E100 assault guns positive rugged, maneuverability bad concealment representatives should really be as TD play you can this may, as a super heavy tanks push line, I think the reasons are as follows: 1. Generally tanks Artillery bit lines are; 2 heavy tank E100 assault guns. . Or can not withhold blood. Heavy tanks in the body can be avoided paste around the tragedy.

3. heavy tanks

The artillery world you know, love squatting heavy tanks is no way, think about it but the change over superior forces concentrated assault attack the senior artillery hundreds 30S filling most also hit you one shot, and everyone rushed up not necessarily by the artillery the middle of the center ten rings broke thousands injury, but rather one in his early artillery smashed on quickly retracted to hang back.

When our advantage somewhere troops, avoid prolonged stalemate. Because the number of people almost on both sides, so side advantage other places disadvantage, on Behold the one advantage of the road first to organize an effective attack, offensive to decisively when, like I said the artillery, in fact, compared to the moving squatting will better.

4. medium tanks and light tanks

Light tanks, low-level into high-level room, they should not blindly rush to die meat reconnaissance, find a place to hide live.

For medium tanks, the maneuverability of course essential, but do not ignore the importance of the protection. Good protection can let you have a greater chance to live to the mess, or that there is more blood in the mess, or not have been hiding the mess. Imagine the mess can withstand the TD, the artillery gun blood is what a reassuring thing.

For me, the most powerful medium tank is 59 gold car MM Needless to say, outstanding defensive force able to cope with his the considerable majority enemy encounter, engine thrust, though not said more than excellent, but the higher speed car transfer up without any pressure.

Check the polyester I play with a lot of still feel their own level is difficult to control, a 38S of filling neutral so I am not fully grasp the rhythm of this car, but I still think he is the strongest ten medium tanks!

502 strong control field lit capacity so I love it to but I can actually feel the car for battlefield intelligence and grasp of the enemy repression, lit call artillery and then secretly smile back count the money.

Medium tanks, especially check polyester, appear in front on the battlefield, necessarily mean the attack started, friends play heavy tanks must pay attention to with the medium tank, do not wait until the the medium tanks brothers XX died before, of course, some medium tanks about timing is not very good.

Offensive rhythm is indeed difficult to grasp, and often will sell by teammates, so there is a relatively simple method, is interspersed with the support and other heavy tanks exchanged fire. Sometimes, in the face of some of the poll is not a disadvantage, but the scenes go on will certainly lose (formation is compressed, a small number of localized class), our medium tanks to come forward to lead his teammates to attack!

Walk on the medium tank. While practicing before a heavy tank only to find heavy tank line to go very unfortunately opposite the main thrust was not that the there is no damage. But if I was a medium tank, I can be a wide range of migration, and not the people most like to see, you can choose the route of the enemy flanking attack. The medium tank interlude can cause numerical superiority on the battlefield of the small-scale, then set fire to destroy the enemy rapidly expanding advantage. Set fire, do not think that is the United team thing, the field team can have, try to mark the target should be set fire, often teammates will match you, I liked mark opposition team when set the fire, and there have been many times and field team teammates played a beautiful set fire to the victory!

My opinion, the best treatment is not only opposite artillery, but the other vehicles all the bright-off point.

The other highlights to remember where, what kind of car is too bright, which is why the ending TD nightmare.

If a brighter somewhere T95, think about one minute after where he is, he is much more likely still there may still near.

I think that the Y series medium tanks is to limit his speed, transfer rate of 40 really laborious.

Probably remember the position of the other vehicle, consider the other weak or no defensive or relatively complete defense, think about which cars can easily eat (59 protection, to show its advantages in such times the maximum), thus opening the gap, the artillery I said above, the transfer of TD, but also in order to be better able in the mess or after the disc to teammates support.

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