Hardware requirements & pre-war preparation
Team average equipments, the wild team measured 170 + should be no pressure, fixed team if with good 160 should be able to pass.
Personnel coordination, it is recommended that 1 electrician 3dps sniper. This is because the main part of the map terrain is very open and mainly positional warfare, very suitable for sniper play. M1A and shotguns are highly recommended, and any sniper rifles with less than 27k damage from whiteboard ammo should not be brought out for use. This is because this copy of the ammunition control is more harsh. With this in mind, it is recommended that you bring three different types of primary/secondary weapons to ensure that you are thoroughly capable of fighting in emergencies (for example, as an electrician I brought vectors, an M1A, and a SASG-12)
Skills
The electrician's recommendation is to have the old configuration of double-storm scanning + reinforced bunker, which provides a large amount of damage increase to the snipers primarily. As for the six skills of the snipers, you need to come up with two rebounding blood-boosting platforms, two jamming sticky bombs, and the remaining two can strengthen the cover. The rebound platform is mainly used to provide the shortage of ammunition, while the interference sticky bomb is used to deal with drones, drones as electronic equipment if they are interfered with will stop moving and attacking, and most of the station is very dense, of course, due to the target itself is not big, you have to hit the sticking bomb a little more accurate. It is not recommended that the electrician with bfb, this copy of the monster station is not dense, other explosive skills, the same reason.
The talent
The sniper's talent can be used with the most handy now, the electrician is strongly recommended to bring the support platform (kill the enemy to extend the duration of the skill) for two reasons:
1. this copy of the number of monsters, and most of them are the purple name of the veteran monster, it's very good to kill;
2. the new drones and the small air gun tower is different, the drones do not have the desire to find cover. Drones have no desire to find cover and are very brittle, the most important thing is that this thing counts as a monster, so by killing a large number of drones can greatly extend the duration of your move, with the command and so on after the start of the move triggered by the talent is even more cool.
Battle part
Preliminary battle:
This part of the battle counts as an appetizer, basically consists of purple-name veterans and purple-name drones, all the way to kill the past is, do not need any strategy, this place can not beat the past friends hmmm 。。。。
15 waves of continuous battle: after entering into a hall, this copy officially began. Players need to fight off 15 waves of enemies in a row in this hall and install a time bomb four times on that APC on the opposite side to blow it up. The most important thing to remember is this: if you regroup within any wave, you will go back to the first wave and start over. This is the top priority and the most jammed up part of the copy, so whatever you do remember to always be cautious.
BOSS INTRODUCTION
APC: The means of attack is the grenade launcher. The red circle prompt before the second explosive goes off is long (about five seconds). The range is so large that one roll will definitely not be able to avoid it. Explosion damage (pure damage, you can bring in your own armor math) should be greater than 12 w, almost a second to lie down. There will be a fire effect attached to it, which will deal almost 12w of pure damage in five seconds. This fire effect will not last long, but immediately after the explosion, run back to the explosion point will eat fire, so do not run faster than the Hong Kong press. After the first bomb explosion will enter the missile mode, the range becomes the same size as the bombardier's grenade, but the speed is also as fast as that, the frequency is very fast, the damage remains the same.
Machine Gun Towers: two, spread out next to the APC, damage and fire speed are lower, but exposure to fire for more than five seconds can still kill you is all. Can be deactivated briefly through the mechanism.
The first wave
Monster composition: 4 mangaka, 4 columns
How to play: at this time you should be in the second floor window, you can choose to play here, the advantage is that the spray can not touch you, but the disadvantage is that the opposite side of the APC will continue to bombard this small room. Personal advice, after clearing the two jets quickly jump down to fight, especially pay attention to never have a member of the team dropped, after jumping down on the can not come up, if this time the top of the people ate grenades that save no save.
The second wave
Monster composition: mangaka, soldier, bombardier
How to play: this wave in the first wave of clear light and someone jumped down before triggering. It is recommended to clear this wave at the first batch of bunkers on the front level and the one and a half level of high bunkers on the right side.
Third wave
Monster composition: drones
Fighting method: There are two modes of drones, the red light is machine gun drones and the blue light is electric shock drones, neither of which do much damage, so prioritize hitting the blue drones before tossing the red ones. The drones will actively fly over you, but don't move fast and tend to hover, and can be easily knocked out with any weapon.
The fourth wave
Monster composition: mangaka (a lot), bomb thrower, soldier; bomb explosion: sniper (a lot)
How to play: at this time will brush an elite soldier, dropping bombs. At this time, it is recommended to the right side of the second floor to guard, manganese will come up from the left and right directions, but the blood is very thin, it is not difficult to deal with. After dealing with all the people two people to pick up explosives and from the left side around to the side of the boss, the other two people from the right side around to the right side of the boss, there are two control panels controlling the two machine gun towers, one in the left side of the small house, control the left side of the machine gun tower. One is in the small house on the left, controlling the left turret. The other is in the pipe on the right, controlling the right turret. When you turn off the turret with the control panel, the machine gun will be deactivated for a short time. At this time, the bomber will go to the back side to load the bomb, and the two people will make sure that the turret is deactivated. After loading the bombs, all the people back to the right side of the old place to continue to crouch, the left side of the third floor corridor will brush 4-5 snipers, all kill the end of the fourth wave.
Fifth wave
Monster composition: snipers
Sixth wave
Monster composition: agents x1, snipers, drones x2, bombardiers (a lot of)
How to play: agents are elite, because he will only put the machine gun tower, so don't care much about him. First, get rid of the drones and bombardiers, and then take your time. By the time the first agent comes out, he'll already be throwing mines
Wave 7
Monster Composition: Pure Drone Wave
Wave 8
Monster Composition: Reckless (lots of them), Linesmen, Drones
Fighting: This wave is the one where those who don't read the strategy guide to open up the field are almost certain to perish. Why is it so? Because this eighth wave of monsters is the only wave that doesn't follow the rules. In the seventh wave you get explosives, if you move the machine gun tower, the eighth wave of monsters will immediately brush out, due to the dispersion of this wave of monsters will directly hit you by surprise, either hand over the big or destroyed. The first thing you need to do is to get the machine gun tower off the ground, and then run back and finish off the wave before going for the bomb.
The trigger is a normal trigger, maybe I had a bug that time. the bomb was refreshed in the eighth wave, on an elite sniper.
Ninth wave
Monster composition: machine gun, soldier
How to play: the first time the machine gun brother, the difficulty is not too difficult, all kill can be. The machine gun brother here is not the one with the shield icon, it's a normal machine gunner, so it's not difficult at all.
The tenth wave
Monster composition: machine gun brother, reckless, drone x2
How to play: especially pay attention to the reckless and drone, don't be machine gun brother killed.
The eleventh wave
Monster composition: machine gun brother, bombardier, reckless, drone, sniper after the explosion of explosives: sniper
How to play: this wave of monsters is more mixed, with explosives that elite is a machine gun brother, this time, the fire suppression will be stronger, it is recommended to kill the bombardier after the death of drones and reckless first kill snipers.
This wave of monsters will be more mixed, the elite with explosives is a machine gun brother, this time, the suppression will be more strong, it is recommended to kill the drone and reckless first kill bombardier. After the bomb explosion will still brush a wave of snipers, and at this time the APC will start a round of missile fire, it seems to be a person will be pointing a person to shoot him constantly (because when I play this person is me...), it is recommended to run a little more scattered. It's recommended to run a little spread out, but gather quickly. Snipers are quite scattered, just hit the line. The possibility of this wave extinction is relatively high.
The wave of bombs exploded after the missile fire will also be accompanied by howitzer fire.
The twelfth wave
Monster composition: medic x2, machine gun, sniper x1, drone
How to play: the first time to appear in the medic, but the platforms are too few, so it is not climatic, the difficulty is not high.
The thirteenth wave
Monster composition: double agents, a large number of machine gun brother, nurses
How to fight: this batch of fire suppression is very sufficient, but due to the lack of lethal force snipers and sprays, the agents with high defense can consider throwing a platform to stand jerk. But because of the amount of nurses, so the monster's blood return will be faster, prioritize the killing of a few nurses and then go to get machine guns.
The fourteenth wave
Monster composition: drones, four agents, mangabeys, soldiers, bombardiers
Hitting method: note that at this time the agents will be using jump mines, but not commonly used, but with the bombardiers and soldiers with a variety of grenades as well as the agent's own interference with the bomb is still a circle of the ground, pay attention to avoid.
The fifteenth wave
Monster composition: five agents, soldiers, nurses, machine gun brother, bombs
The method of fighting: the final wave, but also the most monstrous wave (almost 16 a batch), a **** brush three batches. The first batch as above, the second batch of monsters and the third batch of monsters with the previous batch of brush is not much difference, the same will be refreshed agents, the third batch is a bunch of drones. This wave needs to be steady. Four agents will be very dense mine jumping, although the column of soldiers die relatively quickly, but the machine gun brother will be covered by a large number of nurses crazy output fire, the risk of exposure will be very high. Be patient and kill the nurses one by one, then the agents, and finally the machine gun. After killing all the bombs, the bombs will explode after the missiles will be fired, but do not brush the monsters, after the fire apc will self-detonate, after the boss after the wave of monsters will disappear, and then the copy will be over. A **** will come out of two sets of items, the boss dropped a piece, the completion of the mission back to a piece.
About why this copy of the card ammo
First of all, because of the monster, an average of 10 monsters per wave, plus individual wave brush twice, this **** is a small 200. Secondly, this copy of the current I found only three ammo boxes, one in the upper entrance, the other two in the hall underground passage, each ammo box can only be opened once, after opening the ground will be able to replenish the ammo (a person to open on the line). Under normal circumstances to open an ammo box enough for you to fight, but if it is a wild team you go down alone to open the ammo box is likely to be unable to go back, so with three weapons is definitely not a problem choice