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A practical guide to land reclamation in the early stage: In the mobile game Three Kingdoms Conquering the World, the actual practice of land reclamation in the early stage is crucial. However, many players are at a loss for lineup matching. This article is dedicated by PHP editor Yuzai, and will deeply explore the practical skills of early land reclamation. From lineup matching to resource acquisition, we will reveal the secret to quickly increasing combat power. Are you ready to embark on the Three Kingdoms journey? Continue reading in depth to make your road to pioneering wasteland more effective with less effort!
First of all, the skill selection of output generals. Many veterans unintentionally choose the skill combination of group attack, group attack, and then group attack.
For group attack tactics such as fighting in all directions, overwhelming force and other tactics, the total multiplier is not low, but that is when facing three targets to fully deal damage.
If we only have two or even one target, the effect of collective tactics is far inferior to that of single-target tactics.
Therefore, I recommend that when carrying tactics, it is best to bring group attack and single target situation. Take Sun Ce as an example. Sun Ce has a dual-target tactics. So in terms of the tactics I choose to wear for him, he can only bring one more group-targeting skill at most. The remaining position is left for single-target skills or unstoppable skills. (The seven flooded armies are not included. The multiplier is high enough and comes with control and damage increase. It is no brainer to put it in the lineup. Of course, it is best to replace the original group tactics)
The second thing I want to share is A kind of use of milk. It is well known that the recovery type generals have relatively low initial attack growth, and they are almost completely unable to compete with some high-speed racing units for the upper hand. Therefore, many friends simply fail and do not click on the first attack at all.
The author does not assert whether this method is correct. Let’s think about the role of replying generals in the team. Is it enough to keep replying so that the opponent cannot kill us?
If we can completely keep up with the milk volume The opponent's output will indeed make the opponent miserable, but you can't defeat the opponent just by recovering blood.
The author believes that recovery generals, including auxiliary generals, have only one role in the team. They assist the output position to deal the required damage. They must deal enough damage to win the opponent.
We need to know that in slg games, the damage our generals can cause is closely related to the current troop strength value.
After the opponent's general has bombarded our side for a round, our output is at a lower blood line and may carry various negative buffs. Do you think he can deal the damage you expect in this round? ?
Of course it is difficult, so the author believes that the initiative value of some recovery generals (the medium-speed Da Qiao is the template) should at least be higher than our output position, so as to reduce the negative impact before the output position comes on the field. The effect is to raise the blood line to deal better damage.
From this we can extend the point of the advanced usage of mid-speed recovery of generals, which is to interrupt the opponent's output rhythm. In some team formations, there is a long gap between the shots of the output generals and the first attack generals.
Take the Taoyuan Bow as an example. Zhang Fei’s full-level initiative without bonus points is 173, and Huang Zhong’s is 153. Since Huang Zhong’s initial initiative is less than 50, before reaching full level, this value is compared to other generals at the same time. It will be even lower.
There is at least a 20-point initiative gap between the two, while the initiative values of medium-speed heroes such as Da Qiao, Zhen Luo, and Huang Yueying range from 113 to 136. By adding full speed points and full initiative equipment, our initiative value can be Easily close to or even over one hundred and eighty.
At this time, there is a high probability that our medium-speed armor will act between Zhang Fei and Huang Zhong, and Huang Zhong’s damage depends to a large extent on the fear effect played by Zhang Fei. At this time, the cool breeze can be used to drive away diseases, and the green bag first aid can dispel the fear and other negative effects on teammates.
Has the damage that Huang Zhong can deal at this time dropped significantly compared to before? Even if our generals are slower to attack, they can still maintain a relatively good state to deal with the situation.
And if the output in the team is a high-speed C that has already been shot, it can also maintain the state when it is shot in the next round.
Of course, looking at it from another perspective, mid-speed milk is inserted between the enemy's functional generals and output-type generals, and you can also directly use control to interrupt the enemy's output rhythm. As the saying goes, I can't beat you, but I still beat you. But your teammate?
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