Current location - Plastic Surgery and Aesthetics Network - Plastic surgery and medical aesthetics - Who can provide a detailed breakdown of several common tactics of the night elves, especially how to grasp the opening? Thank you!
Who can provide a detailed breakdown of several common tactics of the night elves, especially how to grasp the opening? Thank you!
The following is an excerpt. My suggestion is to watch more cyber warfare. Moon from South Korea is a famous player from fun run.

The battle platform can choose Fang Hao.

Architectural Analysis of Night Elves in Frozen Throne

After reading many previous articles, I feel that there are the most strongmen in NE area, whether posting in tactics (such as FB's famous VS-HUM Raiders, Jude's POM alternative thought) or theoretical research (mathematical analysis, numerical analysis and clock analysis on war3cn), they are much stronger than various raiders and articles in other regions ... wa3er of other nationalities won't give me eggs, which is a fact! I said these words in front of me not to show off NE players, but because the race itself is flexible and contains more factors than the other three races, so this result will be achieved. ...

I've been wanting to write this article about NE architecture for a long time, but I always feel that I don't have enough experience and it's difficult to write this question! As we all know, the design of buildings is different according to the tactics you use. So, can different architectural layouts bring you different battles? I think the answer should be uncertain. Since architecture may not play a decisive role in the war, what is the significance of studying it? It can be simply said that two different players with similar level are playing with the same tactics and the same person. One is to build his base according to strict mathematical analysis and his long-term personal experience; The other is to place the base building according to your own style and some basic architectural experience, without too much consideration.

When two people fight against the same person like this, is it easier for the former to win than the latter because the base building is exquisite (note that I said that the two levels are similar)? Anyone can say not necessarily? Because there are too many uncertainties in every battle of war3, the simplest example is as mentioned above. When two people are fighting against the same person, the other party may not attack your base for the whole game.

I suddenly found that I haven't talked about the text yet, and the beginning is always so wordy. I seem to have read many such articles. In fact, what I want to say is that the placement of the base building may not necessarily affect your war situation, but NEer, as an old bird, I think everyone will be particular about architecture, and everyone's style is different, but some people's architectural placement style does have some disadvantages, and they can't see it themselves. In this case, you should ask the person who won yourself to give some advice. .....

I really don't want to talk nonsense, but I still said something. Let's get down to business. .........

Before placing the base building, you need to have a certain mathematical foundation of war3 buildings and units, so we need to open the map editor to study it. I don't think even people who have used the map editor have paid attention to some of their data, but it is very important for our building placement to have a basic understanding of the collision volume in these data.

Basic data and basic science of buildings and units;

There are basically only two data about collision volume of NE buildings in war3, 144 and 72. I don't know what the unit of data is, and it may be related to pixels. No matter what the unit is, at least we know that the unit of each data is the same. The following is the data about the collision volume of NE buildings and units:

Architecture:

Moon Well and Ancient Guardian: 72

All other buildings are: 144 (including altar and hunter hall)

Units (divided into four categories: extremely small, small, medium and large):

Very small unit (collision volume 8): all air forces (including QML), which is why the air forces are always crowded together. Of course, their volume in the air has nothing to do with the ground.

Small units (collision volume 16): Elves, Fengde (many wizards in war3 are small units, and so is the small G of UD).

Medium-sized units (Collision Volume 32): Most heroes in War3 (both TC and PL are large units) and all units except ballista and mountain.

Large unit (collision volume 48): mountain giant, crossbow.

There is a certain distance between buildings and their locations. Hunter Hall, Ancient Guardian and Moon Well are special buildings, in which there is no range requirement, that is to say, the range requirement is 0. The distance between these three buildings and other buildings is required to be 8. The distance between other buildings is 24.

In order to help understand the concept of placement range, we can divide buildings into two categories: large and small. Hunter Hall, Ancient Guardian, Moon Well are small buildings, and other buildings are buildings.

We have introduced the concepts of large buildings and small buildings, and there is also a concept-minimum void volume: two buildings are placed in the nearest way, and the minimum void size between each type of buildings is different due to the requirements of building placement scope.

This classification is convenient for us to analyze the minimum void volume between buildings, so we get that the minimum void volume between large buildings is 48 (24+24 = 48); The minimum void volume between large buildings and small buildings is16 (8+8 =16); The minimum gap volume between small buildings and small buildings is 0.

From the minimum gap volume of these two types of buildings, it can be seen that large buildings can pass through large units, large buildings and small buildings can pass through small units, and small buildings cannot pass through any units.

This conclusion is very important for closed architectural style. However, we usually don't adopt a closed architectural style. After all, that architecture is only suitable for some specific tactics, such as the recent frenzy of FB, the bird knight tactics in the civil war in NE, and the prevention of the UD puppy RUSH at the beginning (sometimes not very useful).

More often, we adopt circular open architectural style (this is the focus of my article) and expansive architectural style.

In fact, the unit passability conclusion of minimum void volume is also very important in these two architectural styles, but its performance is not so direct. This conclusion is applied to my circular open building layout, which will make your troops more convenient to fight.

With the above basic knowledge, we cut into the first topic: the layout of circular open buildings.

Circular open building layout

First of all, let me introduce the characteristics of this architectural style and its applicable tactics. It can be said that this layout is the most widely used in war3 today, and the most direct reason is one of ne's mainstream tactics-"three distances".

In the face of orcs and UDs, NE usually adopts "three distances" tactics. Sometimes a small amount of HT may be added according to the difference between the map and the opponent's opening. As for joining HT, it will also have a certain impact on the layout of this building. I'll mention it later. When facing ORC, we often have to consider an important issue. The orcs came to Talas at dawn the next day, which was the problem. Many players have had the experience of being won by TR of ORC at this time, and even some players lost to ORC on this issue, but the time for ORC to come to TR may be slightly delayed (waiting for the catapult twice or more). At this time, if the hero's level and strength are not dominant, and it is possible that the store has not been cleaned up (we have not bought a group to make up for it), then we can only rely on the defense of our own base to repel ORC. It is also very important that there are basically all the water in the four moon wells at home, so drink as little well water as possible on the first night.

1. Features of architectural layout:

1. ring type;

2. Every three adjacent buildings can form a regular triangle (conducive to combat);

3. Orc Big G or Wolf will be attacked by ancient trees at every intersection (this is the performance of the second feature);

4. The "Sanyuan" troops are next to the Moon Well, and you can use the Moon Well to manually press the R key to replenish blood at any time without stopping an attack;

5. Elves at home will also be protected by heroes such as BM and DK.

Let me explain each feature in detail:

1. ring characteristics.

First of all, the first feature is that from the whole building layout, we can see that the whole building of the base is a ring with the mine as the center, and the ring can be divided into three or four rings.

From inside to outside the mine, the first ring consists of the main base, the altar, the hunter hall (not in the blowing tactics) and the miracle tree (sometimes not in the first ring, but in the outermost ring, that is, the third ring); The second circle consists of 4 or 5 moon wells; The third circle (the outermost circle) consists of the ancient times of war, the ancient times of wind, the ancient times of knowledge (in the ancient times of blowing streams or wind), and the miracle tree (according to the characteristics of the map, if the birth point of the base is very open, the tree should be placed here, and if it is the birth point like TR map, the store should be placed in the first circle). The well that can't be put inside is also placed in this circle, but it should be placed on the side near the tree.

The radius of each ring only needs qualitative analysis, not quantitative analysis, because quantitative analysis will make it difficult for us to do it in real games.

The first feature is the framework of the whole building layout, which is the intuitive vision of each module. To have this architectural style, you must first have this framework in your mind, because our buildings are not put together, but born one by one. With this framework, you will naturally move towards this layout.

Some people may ask why there must be such a strict ring hierarchy. As long as we make the moon well into a row with multiple intersections, heroes or units can easily enter and exit; Ancient trees lined up outside the Moon Well. Isn't it enough to cover the moon? Other things don't need to be considered at all, and consideration is unreasonable, so it is completely unnecessary!

Because my architectural layout should not only consider the most basic requirements mentioned above, but also consider the four characteristics of this architectural layout and the anti-harassment in the early stage. If the state of the third ring is not strictly followed, the third and fourth features will not exist at the same time.

Every three buildings form a regular triangle.

The ancient trees with bases in NE have high attack power, and the worst miracle tree also has about 30 attack power, not to mention the attack power of the main base. What I mean here is that every three adjacent buildings form a regular triangle. Because of the circular building layout, you will find that there must be an old tree in every three adjacent buildings, which will make the soldiers of the other side want to come in and fight my "Three Far Army", and they will be moved by the old tree when they walk through every intersection.

My second ring (Moon Well) and the third ring (Ancient Tree) are staggered, that is, each Moon Well is just behind the gap between two ancient trees, and the Moon Well is behind the gap, which makes the Orcs or UD's melee troops have to pass through the gap between the ancient trees, and then pass between them, which means that the ancient trees may encounter them twice.

The miracle tree inside, like the main base, can also form a triangle with the moon well or altar. If your opponent's soldiers rush in after your anemic hero, you will let him know what a flexible race elves are.

Why is it a regular triangle, not a regular triangle?

Let's review the basic data of buildings and units I mentioned before. Collision volume of ancient trees 144, Yuejing 72, and the unit is basically 32 (except Fengde, 16).

When two ancient trees are as close as possible, there will be a space (48) for large units to pass through. The position of the moon well behind the ancient tree is almost quantitative, so when walking around the moon well, make sure your unit is unimpeded. In this case, at least two medium-sized units with a volume of 32*2=64 pass between the Moon Well and the ancient tree. Therefore, through calculation, we can know that the straight-line distance from the Moon Well to the center of ancient trees is exactly the same as the straight-line distance between ancient trees.

3. Orc G or Wolf will be attacked by ancient trees at every intersection.

Needless to say, this feature is the expression of the second feature. Whether the other party wants to come in and hit your unit or retreat from your base, it will be met by a big tree. Repeatedly touching the tree will seriously reduce the total blood volume of his troops.

4. The "Sanyuan" troops are next to the Moon Well. You can use the Moon Well to manually press the R key to replenish blood at any time without stopping an attack.

This should be consistent with the radius analysis of each ring I mentioned in the introduction of the first characteristic ring. Of course, radius can only be qualitatively and roughly analyzed, and quantification is absolutely unrealistic. If your sanyuan troops can concentrate on attacking the soldiers next to your opponent's moon well, they will basically intercept your opponent in a ring. Of course, sometimes this is not the case. Sometimes the scattered arrangement can be salvo. This is because the interceptors are close to your troops. Whether they need to form a circle or not, what we need to do is to make each of them as close to the well as possible in recent months, and each unit can walk freely.

Due to the limitation of the second feature, the distance between the Jing Yue ring and the garrison ring is fixed and cannot be changed. The distance that can change the radius of the ring can only be the distance between the ring (the second ring) and the first ring in Jing Yue, and the position of this distance after returning to the city is also very important. Whether it is the need to return to the city or the need for the action of the "Three Far Forces", it is both contradictory and consistent, and both need a large space.

In short, the distance from the Second Ring Road to the First Ring Road is at least 1.5 times that from the Second Ring Road to the Third Ring Road. No matter how much it is, it is not good, which not only affects the distance from the first ring of ancient trees to the Moon Well, but also has no such big space on the map because of the small space of birth point. ...

5. Elves at home will also be protected by heroes such as BM and DK.

Needless to say, the fifth feature, you can refer to the third episode of the moon vs sk.zacard Turtle Island. At that time, how did the moon stop ZC's BM from coming to his house to cut elves? It only needs to build an altar and a moon well at the beginning. Before placing the altar, place it near the tree as far as possible (be careful not to have too much, too much will lead to accidents, TP), and then use it after your DH comes out. Then put a moon well in front of the altar and beside the tree, and keep a good distance from the altar. This distance can be more than 32, which can be used by medium-sized units like Luna (because it is a trap of Luna, BM will not use a few winds after seeing DH, and will be stuck in it when it is used up). If you are not so sure as the moon, you can walk this distance.

If you are uncomfortable with this arrangement, or have no confidence in your position, it doesn't matter, because the hunter hall is built in the back, and the hunter hall will be placed behind the altar. Can't it protect the elves? A * * *, only a few elves, there is enough room. Don't make good use of the moon protection spirit like APM70 and waste building space. Fans of APM70 don't spray me ... Actually, I am also a fan of APM 70, but I don't think it is necessary to put his building like that. He also has his own architectural style. His architectural style is always strange, and sometimes there is only one intersection left. ......

After introducing the characteristics of my circular architectural style, do you have a certain understanding of it?

The following is a concrete display of this architectural drawing.

2. Architectural layout display

LT:/fight/ Warcraft/br _ guide/0507/673477 _ Layout on 3.html.

/fight/ Warcraft /br_guide/0507/673477_4.html

3. The building layout steps:

Because the layout of buildings is completed one by one, and it is not a circular building at once, is it difficult to layout buildings one by one in the game?

As long as you put them in order (this is basically certain, because of tactical reasons, there are two or three moon wells behind the Tanyue well, and then there are two old trees behind the Tanyue well. If you don't build a store, put one at this time, and then just fill it for a month or two, and then you can put it according to the previous building, and then you can control the distance. Of course, controlling the distance requires you to have game experience and hone your architectural style.

The following is a detailed explanation:

1. The altar should be placed slightly outside the main pedestal, and the first moon well should be placed according to the altar.

After the moon rises to the altar, we should put aside the ancient war. The location of Zhan Gu should be about 72 meters away from the Moon Well (the volume of two medium-sized units is the volume of a Moon Well), and Zhan Gu is in the left front of the Moon Well (the first Moon Well leans against the forest on the right) or the right front (the first Moon Well leans against the forest on the left);

3. Then, it is the second moon well. This moon well and the first moon well are in the same ring (the center of the ring is a gold mine), but they are actually in the same row. The distance from the first moon well is very important, because this distance will affect the distance between the ancient trees in the third ring road around you. This distance should be judged according to the size of the birth point space. Generally speaking, the volume of a medium-sized unit on TR, TM and TTR can be (more than 32 but less than 32).

4. After that, Moon Well follows Moon Well, with the same distance as above. The location of the hunter hall is not too particular. In order to protect the elves, it should be placed next to the altar, near the forest. If you don't need it, put it near the gold mine and don't take up too much space.

5. Shops-that is, miracle trees. According to the size of the birth space, relatively open images like TM and LT are placed on the periphery, that is, the third ring, and the ancient war on the other side is on the same ring with it; The space of birth points on maps such as TR, TTR, GW and EI is relatively small, and three ancient trees have been filled for defense. So the miracle tree is placed inside, one side is close to the main base, and the other side is close to the forest. The distance from the forest can be larger, which is convenient for the unit to pass. In this way, one side of the first circle is the altar, the other side is the miracle tree, and the middle is the main base.

Actually, it's better to put the miracle tree inside than outside the Third Ring Road. It doesn't have much HP. Once it doesn't go out, the hero can buy blood.

6. By 2: 00, two ancient trees should have been planted (knowledge tree and wind tree, or two ancient trees of wind tree), so it is necessary to make up the moon well. The moon well is placed the same as the last one, with a distance of almost 32, so that all the moon wells form a ring. The position of these two ancient trees is very easy with that before the Moon Well. Put one next to the ancient war and the other. In this way, the third ring is formed. If the distance between your moon wells is placed according to what I said above, then three ancient trees are closely arranged in a ring, and the distance between them is 48 (the gap through which a large unit can pass).

It doesn't matter much if there is a deviation in the placement of two ancient trees. You will find that every three buildings will form a regular triangle.

Well, the placement steps are basically like this. It is difficult to grasp the position and distance in words, but it is easy to grasp in practice.

4. Comments on this building designed by myself:

The architectural layout is very suitable for the tactics of "three distances" and blowing, but not for the tactics of bears and deer, because such a layout may make bears squeeze out together, which is not conducive to the suppression in the middle period of hem; It's even worse to stay away from the buzz near TR. If you still have a few HTs within a distance of 3, the third ring of the building layout will be changed, that is, the peripheral buildings will be changed, and there will be one or two large-scale gaps instead of being completely blocked.

Having written so much, I only make it clear that there is one architectural layout. I'll just write about the architectural layout of a coward, which can prevent hem from suppressing and approaching TR, and prevent UD from double BC. Next time. ....

/fight/ Warcraft /br_guide/0507/673477_5.html

References:

/fight/ Warcraft /br_guide/0507/673477.html

I suggest you go here to learn more about it.

/fight/ Warcraft /br_guide/