Active skills:
Stealth: Very useful when exploring. In cooperative mode, you can open the weakness of stealth output BOSS, but it is mainly used to get rid of war.
Reset: little impact during exploration. In the cooperative mode, with the 10000 durable oxygen station, a road can basically be blocked.
Passive skills:
Quick search: you can save a lot of time when exploring, but the effect is not as good as expected. @ #% don't need vegetables at home. Many times, it actually provides a kind of spiritual pleasure, because other skills of scouts are very effective, so you don't have to pretend if you don't care about fine soil.
Silent running: simple and rude, 1 point silent running, 2: 00 point silent running, fast stinger is really attractive, and exploration is more important than cooperation.
Backstab: This is a skill that looks beautiful ... Because of its poor orientation, if you accidentally plunge into the crowd, it means accidentally determining, exploring and installing, and cooperating to see your personal habits.
Backstab Stripping: Skills that look beautiful+1 can save some time when exploring. The disadvantage is that the Cuban class is not as good as hanging balloons, and the things that can be used in cooperation can be peeled off in an instant, which is a low-priority skill.
Pushing people: the action of grasping and throwing has become pushing monsters out, with good performance. You can defeat many enemies when you cooperate, but when you face a group of enemies, catching and throwing is a very dangerous behavior. In addition, infinite C4 has been reconciled, and there is no follow-up operation after throwing it out, so the priority is reduced.
Machine gun continuous ammunition: When using fixed machine guns, random ammunition is recovered, and the skills of cooperation and base excavation are good, especially when the base excavates its own defense, which can save a lot of materials.
Strengthening facilities: the biggest reason for strong investigation cooperation, not much explanation, cooperation is basically necessary.
Passive skills are very useful, both cooperative mode and solo exploration can show strength, and active skills are simple, direct and effective. The whole is simple to get started.
Because the surviving multiplayer mode can carry limited ammunition and equipment, but it can also carry extra materials, so that scouts who are willing to bring a lot of materials can play a powerful role.
Considering the need of frequent defense and search, if a capacity amplifier is to be equipped, it is suggested to increase DEX to improve the running speed.
Active skills:
Arrow rain: it is powerful and consumes a lot, and the overall effect is not satisfactory. After all, the whole bow and arrow is full of bows, which can do great harm to BOSS in theory. However, because of the delay in landing, the probability of completely hitting agile BOSS is not high. Even if the BOSS is surprised to make up the knife, it is impossible to play this trick often after a long cooling time. Exploration and cooperation are of little use.
Self-aiming: It's noon. After opening the skill, you start to lock the enemy in front of you for a period of time, and then shoot in turn. Because the lock is not a head, it can't kill people if the weapon is not sharp enough, and the consumption is not small. Considering that under the new rescue mode, it is sometimes necessary to clear people quickly with high precision and the cooling time is shorter, and the somatosensory feeling is better than the arrow rain.
Passive skills:
Shooter's skills are basically not divided into exploration and cooperation.
Three shots: Should this actually be an active skill? Like the arrow rain, dissatisfaction with the bow led to a big fall and insufficient strength. Mainly rely on the number of attribute bows and arrows to hurt the enemy. Although it consumes a lot, it is still useful in some occasions. Ice arrows are used to kill monsters, and heavy arrows are used to hit BOSS. What do you mean by grenades and arrows? I hope you are happy.
Steady shot: the gun/bow moves slowly and the damage increases. There is nothing to say. Shooting core skills, whether with a gun or a bow, are not as good as selling sweet potatoes at home.
Lying down shooting: the gun is limited, and the critical hit rate of the first shot on the ground increases. The chances of peace of mind are actually not as much as expected, mainly playing BOSS. If you are a shooter with a gun, you will make up for it.
Vertigo arrow: The enemy who is shot by an arrow will hesitate for a while, which is similar to the impact in the sledgehammer special effect. Because it is ineffective for BOSS, other miscellaneous soldiers often can't afford to pick up a few arrows, so the effect is limited. It is not excluded that adding new enemies will be useful in the future.
Strong bow: Restrict the bow and arrow, and the damage will increase when the bow is full. Bow and arrow is a necessary skill for archers, and the bow and arrow trajectory with full bow can be regarded as a long-range weapon. It is recommended to use it with weapons with quick bow opening skills.
Back flip: you can dodge at high speed when you raise your gun, which is far away. At first glance, it seems to be used in pairs with steady shooting, but in fact, if the situation is really dangerous, a swoop can avoid it, so it is unnecessary to waste a skill.
Near-death shooting: you can shoot without loading when you are dying ... this ... has not been used and is not evaluated.
Generally speaking, the shooter's passive skills are very strong, and many of them are real injuries. They belong to whoever needs to be abolished, which is the most lethal to BOSS. Active skill positioning is a bit strange, and I can't remember to use it in many cases. It doesn't matter whether I use it or not. Please allow me to install five passives. Thank you. )
The strength of this profession needs the support of all kinds of special ammunition, so we must use ammunition boxes and ammunition flexibly. Rockets are very cheap powerful output ammunition, which can bring some materials to supplement ammunition for general consumption, and other ammunition is used at critical moments.
At present, I don't think that the increase of DEX will increase the speed of bow drawing. The ability itself is not directly related to long-range injury, so the increase of shooter's choice ability is still relatively free.
storm troops
Active skills:
Melee increase: the melee damage of everyone in the increase range is quite obvious, but the assault damage is high, and the feeling of handyman is useless. I rarely fight with my boss, so I don't have much chance to use it as a whole.
Irony: This game is the strongest skill to lure the enemy, the only ability to pull away the enemy who has jumped into the mine, and one of the strongest skills in the rescue mode, and there is no difference in skills (learn about the ridicule of the roof group). It is suggested to run away after taunting, or solve the problem with grenades.
Passive skills:
Re-stepping: The damage caused by stepping on people is increased. A monster that can crush most of the blood directly by stepping on people's pants. However, because the assault does not have good knockout skills, there are not many opportunities for direct use, and the enemy used to repair the knife does not need such high attack power, so the priority is relatively low.
Defense: Being attacked while raising a knife can block, reduce injury and rigidity, and stand back has certain effect, but I can't prevent scratching and scratching my feet, so I have to avoid it. This skill can only be used as insurance.
Attack: increase melee damage and reduce defense. Although defense reduction is still full of pain (you can get a shuttle with a big mouth if you want to see the difference), this game is usually killed by a direct siege or by a direct siege, so it is not too deadly. Assault is very harmful to weapons, so even if it hurts, you usually have to get something.
Defense: It seems stupid at first glance to reduce melee damage and strengthen defense, but there is an alternative assault that works well with this skill (ability increases by ×2, tactical avoidance, defense, treating yourself as an advanced whiteboard, full-time ridicule), but after all, there are two skills, and it depends on personal habits (I have never tried to install the two skills together).
Tactical Avoidance: Sideflash will go around the enemy, which is very suitable for backstab. Facing the danger of a group of enemies becoming enemy piles, it is necessary to adapt to the use of flash to avoid fighting.
Critical strike timing: at the end of each strike, observing the next strike will increase the critical strike probability ... Light weapons and spears have faster attack speed, higher returns, low requirements for timing, and can basically be trained.
Berserker: A melee attack comes with a bully, which will not be repelled by the enemy. However, the heavy weapons and sledgehammers in this game all bring their own bully gas. This skill is mainly used for one-handed weapons and long guns. Although the defense will be reduced, it is better than being knocked down, so it is better to bring it if necessary.
The commando is interpreted as a melee expert ... in fact, it should be written as a light weapon melee expert, because his skills are not very helpful to heavy weapons (heavy weapons and sledgehammers have their own tyrants, and the attack is slow, so many tricks are not available. It is better to use heavy weapons than medical soldiers). This unit should be the most difficult to get started. Only by mastering the game well can you carry so many injuries and laugh with the enemy, but relatively speaking, even with green knives, the damage of commandos is still sufficient (no matter how effective it is temporarily), and many people need to bring some key materials to repair weapons ... Even so, you need to eat some BUFF in melee, and you can't lose the BUFF (smoked dog meat) of melee speed at any time. As for increasing injuries, reducing physical exertion, speeding up blood transfusion, reducing injuries, increasing critical strikes and accelerating physical recovery in melee ... do your best.
Because the increase of STR is directly related to the output of melee, STR amplifier is the core skill of standard assault. Of course, full-time mocking high-level whiteboards can be installed at will.
Alfalfa plants
Active skills:
Healing Boxing: All friends in the range have lost blood, and they have lost blood with the enemy ... It is not a qualified injury skill, because they can't die in seconds. As an auxiliary skill, you need a little cooperation from your teammates, otherwise your teammates will be embarrassed to run away when they want to add blood. Black is available, and the wild team will forget it.
Physical strength increase: in a short time, nearby friendly parties have unlimited physical strength, dust storms and melee applications are applicable, and the rescue mode (FUCKKONAMI) is useless. It is a relatively simple and rude skill. Open it if necessary. It's not a loss anyway.
Passive skills:
Beating people: In a sense, it is a magical skill, which can be launched quickly and repelled from a long distance without risk. And it won't stop running after hitting someone, and it can change direction and sprint. It is much more reliable for the blaster to hit him when he is about to explode than to scratch and kick again. It is much safer to fight a group of enemies first and then engage in melee than to kill people directly, which is also one of the innate advantages of a medic who can dominate melee.
Group reply: medical spray is effective for many people. Remember to bring some crescent grass.
Treatment Outbreak: When the blood volume is high, the range will speed up the speed of blood return and treatment, because the blood volume of medical soldiers is easy to maintain in a high state, and this skill is indispensable. All kinds of injuries are inevitable for melee players and helpful to themselves.
Sparta outbreak: I'm dying, attack and defense ... it still needs technology to maintain its death. I didn't install it.
Backstab's treatment: backstab's blood transfusion depends on him. Even if he is injured, he can find a lone enemy to make up for it. Whether you want to fight melee, use therapeutic boxing, or maintain the aura, you can rely on this skill to balance it back.
First aid: saving people successfully increases the blood volume of the rescued person, and the second level is directly full of blood. Auxiliary medical care can be ordered, but under normal circumstances, no one will wait for medical care to save them. If you really want to open the black, you might as well just pull it up and spray it.
Reflection: Rebound damage when attacked by the enemy, because it can't be hard and straight, so it is of little use. It may be helpful to score some points in melee, but this skill should have no grid. Please wear reflective gloves if you want to use them.
As a melee soldier, Writing Medical Reading lacks the upper limit of damage (STR amplifier is only level 4, lacking an offensive skill), and has more protection (beating people, treating aura, and returning blood from backstab), so it is more suitable for entry. Weapons recommend heavy weapons, with tyrants. Although the flaw is big, it is easy for doctors to replenish blood, and it is no problem to get it twice. Just bring your own weapons and repair materials, and don't forget to eat dog meat.
The STR amplifier of melee medics is the core skill. It is optional to open the auxiliary medic. Is it miraculous to support some blood?