Sausage Party Cheats

Game Description

Sausage Party is a battle royale type of game that will involve 100 players per game, who will be dropped over Jedi Island, where the game begins with everyone parachuting in with nothing. Players are spread out across the island with their bare hands, utilizing the island's diverse weapons and props. As time passes, there are fewer and fewer safe zones on the island, and explosions will occur in specific areas, and ultimately only one person survives to win

Page 1: Teaching Gunnery

Expanded

Sausage Party is a game that a lot of players like, and today we have a summary of the Sausage Party strategy, including a full range of gameplay strategies, and we like this game! friends must not miss.

Full weapon information summary: click to enter

Gun law teaching

Weapon, collimator diffusion

Because do too hardcore, not teach a little bit of estimation of many students at the beginning of how to bar gun will not be clear, we have this current picture of the ugliest of the chicken game can only rely on the gameplay at present to please the core players (at a glance, it's not the same as those siren goods is not it). .

So we've put more effort into our shooting, and tried to recreate the feel of PC chicken shooting as much as possible.

PC chicken shooting feel and CS and so on is not the same, the gun recoil and other physical effects will be much more harsh, coupled with the cell phone only two thumbs can be operated, both to operate the character to move and the camera to operate the aiming and shooting, so the UI layout and operation logic is also much more stringent.

The base diffusion of different guns is also different, which is better understood by the fact that different guns have different accuracy.

The role of moving, standing, crouching, lying, machine aiming state, the diffusion area is also different, mobile standing crouching and lying machine aiming, machine aiming diffusion will be extremely small, so can machine aim as much as possible with the machine aiming, while moving while shooting is the most inadmissible, frontal encounter with the enemy do not panic, open the aiming and then hit.

Aiming button and design button use

Aiming button left and right sides have, symmetrical design, the two buttons to meet the needs of different situations, especially the left side of the lens button, other games seem to be no, we are designed to avoid the player's right hand thumb roughly aimed at the person to be lifted up after the lens to press the opening, with the left side of the aiming button, the right hand roughly aimed at the left hand directly after the lens, the left hand directly point to open the lens, the left side of the aiming button, the right hand roughly aimed at the left hand, the left hand directly to open the lens. With the left aiming button, the right hand roughly aims at the person, the left hand directly taps the lens, the right hand continues to fine aim, and then the left hand presses the fire button.

Then, we need to pay special attention to one point, our aiming button is a point can open the mirror, long press can also open the mirror.

Long-press to open the mirror this design should also be other games do not have, long-press to open the mirror and tap the difference is that long-press to let go of the long-press will automatically close the mirror, less a click, and the follow-up we may long-press to open the mirror to continue to optimize some of the shooting experience, for the time being, do not say.

Accuracy wobble and breath-holding mechanism

We don't encourage players to move and shoot at the same time, so in the state of machine aiming, there will be obvious wobble when moving, if you want to shoot mindlessly, go out to the left turn io dislike each other may be more suitable for you.

And, under the state of machine aiming, there will be a breathing effect, this effect is most obvious when using high magnification lens, at the same time, we follow the PC chicken shift key hold breath, designed a hold breath button, you can see in the open mirror, click this button, the character will hold breath, this time the lens will not have a breath shaking, but hold breath has a time limit, especially hold breath, recovery will have a short period of time to recover, and the camera will be able to hold breath. However, there is a time limit for holding your breath, especially if you hold your breath too long, and there is a small penalty when you recover.

Bullet Drop Mechanism

Bullets in the game are affected by only one parameter, perhaps the effect of gravity in reality, which is to say that, at the same distance, a hitting a d and c hitting a b should raise their muzzles by the same amount as a hitting a b, depending on the angle of the hypotenuse of the triangle to the hypotenuse of the straight edge.

In reality, it also depends on air resistance and so on, low hit high falls faster, the muzzle needs to be lifted higher, whereas in the game, it only depends on the distance between you and the enemy at 2 points, and it has nothing to do with the height or the bottom, right?

Of course, if you refer to the map grid to measure the distance, low hit high and high hit bottom can be interpreted as a horizontal shot, just this time the horizontal distance than you look at the map grid of the actual horizontal distance elevated muzzle to raise some. Exactly how much depends on the contour.

Play familiar with the direct visualization of the actual distance of 2 points on the line, by gun sense.

Page 2: Multiplier Selection and Use

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Multiplier Selection and Use

Page 3: Resource Map

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Resource Map