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What race pays more attention to consciousness, formation, etc. And pay less attention to operations?
Under the specific analysis:

Among the four sects, NE has the strongest mobility because of its numerous long-range arms (that is, long-range and fast arms can do a lot of operations but melee and slow arms can't, and the most typical ones are the ZZ dance of UD and the fight-and-run of NE's deer). In the later war, we should pay attention to the position of the bear and the position of DH, and we should not let the other side break the law, steal or disperse rejuvenation, but use magic to attack and restrain the bear.

ORC has many melee units, so it has a good grasp of the detailed operation requirements (many people think that ORC has a thick blood unit, so it needs less operation, but that is relatively new-for example, MF is not easy to die, and it takes more time for others to pull away troops when they fight your soldiers, but when the level is improved, it will be found that ORC often needs more operations in the war because there are many melee units, and it needs to pull troops and formations to control the position of arms. LZ, if you pay attention to WAR3 video, you will find that the host often says that ORC needs detailed operation-Xixi and MAGICYANG are the most typical ones, which have been said many times ~), so it is not suitable for LZ.

In fact, UD attaches great importance to formation, and the success of a battle depends more on the quality of formation. However, in the conventional tactics of UD, if Heaven and Earth G+ Frost wyrm is in the later stage, because Heaven and Earth G has less blood and strong explosive force, the required operation is also very complicated. In the early and middle stage of ZZ stream, for the control of long-range arms, since there is no well water supply at home, DK's death entanglement is limited (there is no small purifying potion to sell), and it is necessary to shoot some in the later stage. When the halo level is high, the moving speed will be hit and run soon. ZZ can be played in the later stage, but the blood volume is very small for the arms in the later stage, so the operation requirements are very high; If it is a fat man+a car to fight NE deer, the operation requirements are not high, so just pay attention to the position of the car. Generally speaking, more operations are needed, but UD needs a lot of consciousness. The harassment in the early stage, the suppression in the middle stage, MF and the speed in the later stage all depend on consciousness.

Hum, generally speaking, it is the most unnecessary race after the middle period (relatively speaking. . . Because of the witch's manual deceleration, stealth, breaking the law and stealing the magic manually, small guns scattered attacks and so on. It is also relatively operable), because under the deceleration of the witch, the movement speed of the other troops is not fast, you have enough time to operate some subtle things, and you need a relatively long time to adjust the formation. And breaking the law can be a good meat shield because it is free from magic, so don't worry too much about the sharp drop in their health. The most important thing is that all the skills of the mage troops can be released automatically. Don't worry that the automatic release will make the magic insufficient like other races-for example, the deer can't release automatically, and the elf fire of the raptor DLY can't release automatically (relatively speaking, it will be insufficient if it slows down automatically all the time). It's just that AM's brilliant aura can make up for this shortcoming to a certain extent), and the small gun is a non-mechanical unit, which has the fastest speed and high attack output among the four ground siege weapons, so its advantage is even greater, and relatively speaking, it doesn't have to operate the rear firepower in a hurry like the other four families. Generally speaking, only a lesbian formation is needed. As long as there is a good formation-before breaking the law, witches are in the middle and priests are scattered (not in front, some in the middle, some near cannons and heroes), it is enough to fight against any troops of the other side without too complicated operations. Hum, because of MK's high growth, it also needs higher consciousness. A successful grasp of MF or a successful stealth training can give MK a great advantage.

If you don't use the tactics of "three methods+small guns", then there will be only third-rate tactics (one TR, one sky wave and other tactics have little to do with the formation, and the details depend on the hero's position), while knights or lions don't take part in such operations as drawing troops because of their blood concentration, holy light (third-rate must leave the paladin) and taking refuge.

To sum up: HUM pays more attention to consciousness, formation and so on, and has fewer operations, which is most in line with LZ's statement.

UD attaches great importance to consciousness, and some tactics do not require high operation, so it is more in line with LZ's statement.