Raiders God to take you to fly: in the watchman pioneer, the strength of the match is equal to the details to divide the winners and losers!

In the Watchtower Pioneer, I believe that every player has more or less thought about these questions: why is the opposite side of the charge sometimes so fast? Why are our skills always out of place? In fact, it is not so. The game, every move we actually affect the trend of the game, and move embodied in every aspect, simply look at the immediate intuitive things will let you ignore a lot of details.

At the beginning of this article, Penguin wrote about the two issues that are puzzling everyone. In fact, these two problems are every player has generally thought about, but very few people to think about it again, they are not something forgotten? In fact, you fell something very simple, that is the details. This is not a lot of details, penguin by categorization one by one for you to interpret.

Every hero in Watchtower, in fact, the amount of damage/healing required to fill an ultimate is pretty much the same, around the 1000 (Batiste)-1600 (Reaper) figure. So theoretically, as long as you're dealing all that damage, then your ultimate will definitely fill up once.

But if you have a less-than-ideal lineup in your team, that rate goes up dramatically. For example, if you have multiple sub-Ts like Hamsterball, Roadblock, and D.va in your lineup with no barrier protection at all, they're so big that they can easily charge up a wave of energy for the enemy if they're exposed to the human eye, the proverbial "recharger.

How much energy does it take to charge at once?

As for how much energy you can charge at one time, a simple analysis of the data will make it clear that every shot will cause 20 points of damage, for example, and every hit will increase his charge by 1 percent, and all hits are 25 percent. If all the output of the Soldier 76 hits a full-blooded roadblock using a respirator, it will take about 10 seconds (two magazines + time to change ammo) to kill it, which is 900 points of blood, which translates to 45 percent of the recharge, which is equivalent to adding a half-tube recharge bar to the Soldier 76 in ten seconds. If those outputs hit a normal hero with 200 blood it would take at least 4.5 hits to do that, so does that open up the gap in recharge speed?

Of course, we don't mean that we can't pick heavy bits, but we have to pick them right. Like just said these heavy heroes, they do not have a barrier to protect but have a certain output ability, so they are more suitable to be in the deputy T position: supplement the output, intercept the attack, but the protection ability will need to have a barrier to the main T position to assume the role. So here is Penguin's suggestion: communicate with your teammates and choose one of the two sub-Ts to be the main T as much as possible, the result will be much better. If there is only one deputy T, you can also consider the timely fill a, after all, play the game or to win it ~

Speaking of the big picture, I believe that some of the partners feel that this sub-title is too general: a fps game can have what the big picture? Unfortunately, Watchmen is not a pure fps game, so there are a lot of things you need to pay attention to, and every point of attention is a key detail, to sum up the words, is to say the "big picture".

Point 1: Pay attention to key skills.

Key Point 1: Pay attention to the key skills.

A lot of heroes in Overwatch have more or less a control skill or protection skill, and these skills can be a hindrance to you killing them. Therefore, if we can successfully cause a kill, we must take care of their skills in the end to pay or not, as well as after they have paid a rough cooldown time prediction.

Take the Grim Reaper as an example: the Grim Reaper's ultimate is, after all, to deal damage in the midst of enemy forces, and while the Grim Reaper now has a very high amount of bloodsucking, it's a shame that even higher bloodsucking isn't a second chance to kill, as a casual control can interrupt him and set him up to die. If you're a Reaper with an ultimate, you need to be able to tell whether or not the enemy lineup is delivering the skill, and some of the key control skills are clearly indicated by voice and sound effects, such as McRae's flashbang, Genji's rebound, and Ana's banning vial.

Some of them require a lot of judgment to predict the movement of your teammates, such as Brigitta's Shield Slam, Charia's Shield, and so on, which are easy to observe from the front line. By the time these skills are handed off, that fleeting opportunity for a death bloom can hit you with the best of the best. Instead, you end up jumping in and doing a dance routine and going home happy.

Principle #2: Anticipate the ultimate. The in-game definition of an ultimate is "a key skill that, when unleashed, affects the course of the game," and it is, but only just. Ultimate skills are powerful, but they are controllable and easy to interrupt. And to do that, you'll need to be on your guard for the ultimate.

The first way to do this is to predict the enemy's ultimates. This involves a lot of details, such as the time of day the game is being played, the rate of participation of the enemy in the game, and the mortality rate of our heroes and their recharges. For example, it takes about a minute for the average hero's ultimate to recharge, but if our heavies are on the front line for too long and our output is consistently failing to deliver effective kills, all of the heroes on the enemy's side of the field will be recharged much more efficiently, and it can take as much as 40 seconds to recharge.

And if you're in a team fight, you can also watch the energy bar that's not being filled. For example, if we have a new hero and the energy bar is at 80, it's likely that the heroes who don't have ultimate skills have ultimate skills, and if you have control skills in your hand, you have to be on guard against where the other heroes are going.

The second way to do this is to memorize what the other team has in their arsenal.

In the high end, it's easy to match the lineup, so it's extremely important to remember what the other team has, otherwise it's easy to have two or three ultimate skills to send your team to the end of the game, and the Gravity Spray Dragon is the easiest example of that.

So here's what Penguin suggests, if the enemy auxiliary has the ultimate skill to protect his teammates, it's recommended to go for it first and try to kill them or force them to give up their skills. If the enemy tank has control skills, it is recommended to avoid or interrupt in time. If the enemy output retains the ultimate skill, it is recommended to quickly set fire to kill or seek protection. The first thing you need to do is to get your hands dirty and get out of the way, so that you can get out of the way and get out of the way.

In addition to memorizing your opponent's skills, it's also important to understand their movement. This is especially critical after Iron Fist and Black Shadow's current popularity at the top end of the game. Here, Penguin introduces some of the steps you can take to influence the game.

Key point 1: High platforms with excellent vision.

On some maps, the high ground is the "place to be" for guns. For the gun heroes, with the high platform is equivalent to a wider field of vision and safe output space, if you do not take measures, then it is likely to cause a more serious threat. So, if the enemy gun position is charging too fast or our back row is being harassed, you need to reflect on whether there is no control of the hero of the high platform, and take corresponding measures will be much better.

To give a simple example, Black Lily is arguably the most favorite high platform hero, and the high platform's vision allows for superb kills. And if you want to win this battle, evicting her is definitely a priority. Your lineup can be swapped out for heroes that specialize in cuts like Winston and Genji, and it's best not to try to resolve it against a sniper until you have to. Once you don't get a good hit, you'll at least slow down the tempo for your teammates' offense for at least a minute.

Principle #2: Guard against enemy sneak attacks.

In a group battle, sometimes there will be such a scene: originally we have achieved a great advantage ready to advance, suddenly a noon has arrived or EMP, the foot of the line was instantly disrupted, so the enemy counter-kill. So, before we prepare to start the group, we must observe whether the entire enemy group is in the front line of the confrontation, and not in the enemy is not in the resurrection of the road back, if these two points are not satisfied, then that the enemy probability of the neighborhood waiting for the opportunity to start.

And the way to prevent it is very simple, if the hands pinch an EMP black shadow, penguin suggests that as early as possible to find a wall station card perspective, in advance to do a good job of prevention. If some of the output is ready to release the ultimate skill, then you need to leave a good self-protection skills or control skills, when you hear the voice of the ultimate skill quickly follow the sound to lock the position, to ensure that it will not succeed.

So as long as you're careful enough, it's basically not easy for other heroes to sneak up on you, except for the Black Shadow.

The details above can be said to be the most basic things you need to master in the game of Watchtower. If you're on the lookout for it, then you'll basically have no questions at the beginning of the article. But knowing this is not enough, your teammates may not always pay attention to these details or have omissions, which requires you to carry out intelligence **** enjoy, which is the collective term for communication and reporting points.

There are some partners who just struggled to rush to the high score section after a long time of fishponds will make them afraid to talk, but in fact, the players who can get to the high score section is still because of the strength to, but if then want to get to the score, it is necessary to be able to report points.

Here's the report point is to share your known intelligence and movements at any time, generally available to share the enemy intelligence include : enemy skills release, including ultimate skills and ordinary skills; positioning errors or fall single enemy, you can call teammates to come to the set of fire to kill; the enemy's potential threat and direction: such as cutting into the back row of the Iron Fist, the Black Shadow, or even harassment. The potential threat and direction of the enemy, such as the Iron Fist cutting into the back row, the Black Shadow about to harass, or even the enemy that may sneak in to steal points and cars, etc., is something that your teammates can reserve their skills to guard against.

And you'll need to be more involved in the battlefield. In addition to the above, when you are ready to cut in, you need to notify your teammates of the distribution of the other side as well as the appropriate route of attack, and then break in after the discussion, there will be a better understanding of the success rate of this attack will be much higher. And because of the occupation map of the station is relatively dense, you need to timely help the team to find the enemy's back row heroes and notify, convenient to cut type teammates in time to kill. If there are construction-type items such as cameras, turrets, and life support stands, you can tell your teammates to be careful and help take them down, etc.

As Penguin has said in previous posts, these are the basic necessities for both matchups and lineups. It's communication that brings them into real play.

Through communication, you can share with your teammates your opinions, the timing of your matchups, and the linkage of your skills. At the same time, this communication is bound to change at any time as the game progresses, so here's another example from Penguin to explain it in more detail.

The time occurs before a group battle breaks out. Both our side and the enemy side have an Iron Fist of Doom, with the difference being that the enemy side has Charia for protection, while our side just has a normal Suck Hook matchup. In order to be able to break Charia's shield to get a hold on Iron Fist, our side communicated about the current situation.

First, there was a negotiation to break the shield, which was given to our Roadblock and Lucio to accomplish, and our Black Shadow offered to hack Charizard's skill before the battle started, so we could take advantage of the opportunity to set up a fire. In the end, it was decided to let Black Shadow make the attempt first, and then unsuccessfully consider breaking the shield to set fire. This is the place to think about how to deal with the enemy's offense and come up with multiple viable options to prevent accidents.

After that, there was a requirement for protection.

Anna and Lucio are the most vulnerable backrowers, and Anna is the most dangerous. In this battle, Anna has hormones, so we decided to focus on the front row to guard the door and protect her. Because the enemy Iron Fist with shield cut even if killed is also very easy to one for one, here in order to avoid losses, must be clear stand and after the problem of the recovery measures.

Finally, it's all about communication in the real world. As the Black Shadow successfully hacked Charia, and the enemy miscommunication made the enemy Iron Fist cut into the battlefield without a shield, and ended up with no blood tragically set on fire. Although Anna was not cut, Iron Fist was about to cut the opposite back row and Roadblock was killed, so Anna received the signal in time to give the hormone to Iron Fist. In the end, Iron Fist won the battle with a counterattack on the two back rows.

From the above example, we can see that communication plays an extremely important role in this battle. If there is a lack of communication, our Black Shadow hacking Charybdis can't reach the team in time and misses the moment. If you don't have a response to Iron Fist, it's more than enough for Iron Fist to cut off our back row with his shield and then leave peacefully. In the end, our side can easily be suppressed first hand, the direction of this group battle is a different script.

As the third article of the Watchtower Pioneer basic awareness, I believe that you have also been on the game need to pay attention to the details of a basic understanding. And this article as the last awareness teaching, but also thank you can see here, I hope you can improve through my article. Finally, Penguin will summarize the main points of the three articles.

The first article: lineup matching; analyzing from the semi-land push lineup to discuss the formation of excellent lineups.

The second article: heroes with; clear heavy and auxiliary their own duties and tasks, each other to play excellent cooperation.

The third part: details of communication; understand the details of the game you must be clear, and learn to win by reporting points and communication.