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− | [[Image:Team strategy image.png|500px|right|link=]] | + | {{DISPLAYTITLE:团队战术}} |
− | {{Quotation|'''士兵''' 不当的团队战术 |真是很好的大屠杀... '''''被敌队屠杀了!'''''|sound=Soldier_jeers11.wav}} | + | [[File:Team strategy image.png|500px|right]] |
| + | {{Quotation|'''士兵''' 评论不当的团队战术|这真是一场惊人的连杀……不过是对方队伍的!'''''|sound=Soldier jeers11.wav|en-sound=yes}} |
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− | 在''Team Fortress 2''中,不与队友互相合作是很难与敌对抗衡的,也更不可能独自面对敌人。 和队伍中不同的 [[classes/zh-hans|兵种]] 合作,是迈向胜利的必要条件之一。这篇文章的主要目的是协助你和你的队伍透过「团队战术」更好地进行及完成任务。至于提升个人游戏水平,请参考[[Strategy/zh-hans|战术]]. For [[Maps|map-specific]] strategies, see the individual pages for each map.
| + | 在《军团要塞2》中,不进行团队合作是很难与敌队抗衡的,你也更不可能独自面对整个敌队。和队伍中不同的 [[classes/zh-hans|兵种]]合作,是迈向胜利的必要条件之一。这篇文章的主要目的是协助你和你的队伍通过'''团队战术'''来更好地进行及完成任务。至于提升个人游戏水平,请参考[[Strategy/zh-hans|战术]]。对于不同地图特殊的战术请参考相关[[Maps/zh-hans|地图]]上的独立战术页。 |
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− | == General strategy == | + | == 通用战术 == |
− | === Communication === | + | === 沟通 === |
− | Due to the absence of a mini-map, and Team Fortress being a class oriented game, communication and cooperation is always a key element to achieve victory. Coordination between the team players and the right balance of classes will always lead the team towards victory. Even regardless of skill levels, communication is the most important ability to learn. Either through the use of teamspeak or the in-game voice chat, a team with good communication and synchronization can defeat skilled players that lack teamwork. Effective team communication and coordination is especially desired in the more competitive venues of the game.
| + | 由于军团要塞2没有小地图机制,而且是以职业为主的游戏,与队友沟通和合作永远都是胜利的关键条件。 队伍中不同的职业互相协调和合理的职业平衡往往会带领团队走向胜利。不论个人技术,学习和队友沟通是最重要的技巧。不论透过游戏内的内建语音命令又或者是语音通讯,一个拥有优秀协调和沟通的团队往往能打败拥有高手但是缺乏团队合作的队伍。在竞技性游戏中,适当的团队沟通和协调显得尤其重要。 |
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− | [[Voice commands]] and text messages are very useful ways to communicate, but, since many in game sounds and the location of the character may affect if teammate is able to hear the voice command and some players may not pay attention to the text chat, a microphone will always be a more reliable way to communicate with your team. For example, vital information such as the location and [[disguise]] of enemy [[Spy|Spies]], the place of enemy Sentry nests and Stickybomb traps and the timing of attacks and [[ÜberCharge]]s (by the enemy or by the team) simply cannot be communicated as easily without the use of voice chat. | + | [[Voice commands/zh-hans|语音命令]]和文字讯息都是和队伍沟通的好途径,由于游戏中的许多声音和角色的位置可能会影响队友是否能听到语音指令,而且有些玩家可能不会注意到文字聊天,因此麦克风始终是与团队沟通的更可靠方式。例如,敌方[[disguise/zh-hans|伪装]]的[[Spy/zh-hans|间谍]]的位置、敌方步哨枪和黏性炸弹陷阱的位置,以及进攻[[ÜberCharge/zh-hans|超能冲锋]](无论是敌方还是己方)的时机等重要信息,如果不使用语音聊天,是很难轻松传达的。然而,值得注意的是,一些服务器使用AllTalk功能,这使得服务器中的每个玩家都能听到所有人的声音,包括敌方团队。在这种情况下,最好使用团队文字聊天来传达更重要的信息,因为通过语音聊天共享这些信息可能会导致敌方团队准备反击。AllTalk通常在一些公共服务器上启用,在这些服务器上,游戏更多是为了每个玩家的社交互动,而不是以竞争为目的进行游戏。 |
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− | However, it is worth bearing in mind that some servers use the AllTalk feature, which allows every player in the server to listen to everyone, including the enemy team. In such circumstances, it may be best to use the team text chat for more vital information, since sharing this by voice chat may cause the enemy team to be ready to counter your attacks. AllTalk is generally enabled on some public servers, in which the game is played more for the social interaction of every player, no matter the team, rather than playing with a competitive mind.
| + | === 队伍组成 === |
| + | 《军团要塞2》是一款基于职业的团队游戏,团队中的玩家必须合作和协调才能取得胜利。九种不同的[[classes/zh-hans|职业]]各有其优缺点和独特的游戏风格,围绕着最大化其优势和最小化其劣势展开。然而,无论一个玩家多么熟练,都不可能“完全”弥补他们当前所玩的职业的弱点。一个玩家可能不如另一个玩家熟练,但他仍然可以在当前职业占上风的对决中获胜(例如,一个不太熟练的[[Pyro/zh-hans|火焰兵]]击败一个熟练的[[Spy/zh-hans|间谍]])。这使得选择哪个职业非常重要,玩家会因为了解更多不同职业而得到回报,同时这也使得合作同样重要。可以将其视为一场非常复杂的猜拳游戏。 |
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− | === Team composition === | + | === 练习 === |
− | ''Team Fortress 2'' is a class-based team game in which players on a team have to cooperate and coordinate to achieve victory. The nine different [[classes]] have their own strengths and weaknesses and their own unique styles of play, based around maximizing their strengths and minimizing their weaknesses. However, it is impossible for any one player no matter how skilled to ''completely'' compensate for the weaknesses of the class they are currently playing. One player may be less skilled than the other, but he could still win in an encounter in which his current class has the upper hand (such as a less-skilled [[Pyro]] beating a skilled [[Spy]]). This makes the choice of which class to play very important, and the player will be rewarded for learning more about different classes, and at the same time it makes cooperation equally important. One could think of it as a very complex game of rock, paper, scissors.
| + | 许多新玩家犯的一个错误是将《军团要塞2》视为单独的个人游戏,而不是团队游戏,专注于他们喜欢的职业,并仅从一对一对决的角度考虑策略。然而,《军团要塞2》中的大多数战斗情况都是由多个玩家组成的团队之间的对抗,涉及各种职业。因此,要取得成功,必须以团队的方式思考和工作,而不是作为一个孤立的个体。这包括了解当前团队的职业构成以及对方团队的职业构成,这被称为“队伍组成”。通过让多个玩家选择能够克制敌方职业的职业,通常可以获得优势(例如,使用[[Demoman/zh-hans|爆破手]]和[[Medic/zh-hans|医生]]的组合来对抗拥有许多[[Engineer/zh-hans|工程师]]的团队,从而对抗过多的[[Sentry Gun/zh-hans|哨兵枪]])。然而,重要的是不要过度补偿,让太多人更换职业(例如,一个团队遇到了[[Spies/zh-hans|间谍]]的问题,所以很多玩家切换到[[Pyro/zh-hans|火焰兵]],这可能会导致团队因失去某些职业而变得脆弱)。更好的方法是定期按tab查看记分板,关注团队当前的[[classes/zh-hans|职业]],并相应地建议调整,但如果情况需要,你也必须愿意为你的队伍更换职业。对于一个普通的12v12休閒遊戲,这种组成在大多数情况下应该有效:2个侦察兵,2个士兵,2个火焰兵,2个爆破手,2个重型兵,2个工程师,2个医生,2个狙击手,2个间谍。剩下的四个应该在士兵、爆破手、重型兵和医生之间分配,医生不应超过3个(仅在极端情况下可达4个)。 |
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− | A mistake many new players commit is to view ''Team Fortress 2'' outside of the team context, focusing instead on the class(es) they prefer to play and thinking of strategy only in terms of a series of one-on-one match-ups. However, most combat situations in Team Fortress 2 will be between groups of players involving a variety of classes. Therefore to be successful, one must think and work as a team, rather than as a solitary unit. This includes being aware of what classes currently make up your team as well as the classes that make up the opposing team, this is known as ''team composition''. It is often possible to gain an advantage by having several players that play as classes who counter the classes of the enemy team (an example being, using [[Demoman]] and [[Medic]] combos, to counter a team that has many [[Engineer]]s, thus too many [[Sentry Gun]]s). However, it is important to not over-compensate and have too many people change classes (e.g. a team has a problem with [[Spies]], so lots of players switch to [[Pyro]], this could lead to vulnerabilities in the team due to the classes they lost from switching). It is a better idea to check the scoreboard periodically to keep an eye on your team's current [[classes]] and recommend adjustments accordingly, but you must also be willing to change your class if the situation calls for it. For an average 12v12 pub game, this composition should work on most cases: 2 Scouts, 2 Soldiers, 2 Pyros, 2 Demomen, 2 Heavies, 2 Engineers, 2 Medics, 2 Snipers, 2 Spies. The remaining four should be divided amongst Soldier, Demoman, Heavy and Medic, with no more than 3 or (for extreme turtle breaking only) 4 Medics.
| + | 掌握多个职业比只擅长一个职业更重要。了解你所玩的职业的优缺点,这样你就可以在需要时做出明智的切换决定。了解每个职业可以扮演的不同角色也很重要,例如,让团队中唯一的[[Engineer/zh-hans|工程师]]切换到[[Medic/zh-hans|医生]],以便团队可以推进敌方的据点夺取[[Capture the Flag#Intelligence/zh-hans|情报]],这不是一个好主意,因为在夺旗地图中,夺取和防守情报同样重要。一般来说,与其说“有人能当医生吗”,不如自己切换到医生并满足这个需求,前提是你当前的角色不是至关重要的。 |
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− | === Practice ===
| + | 另一方面,试图成为每个职业的高手玩家也不是一个好主意,至少在你玩了一年左右的游戏之前不要这样做。不仅非常困难,而且在游戏中玩一个你不熟练的职业实际上可能会对团队的努力造成更多的阻碍而不是帮助。对你的团队来说,更有帮助的是在2到3个职业上成为高手,并且在另外1到3个职业较为熟练,而不是在所有职业上都有所了解,但没有一个是精通的。 |
− | It is important to be good at a few classes rather than just one. Know your class' strengths and weaknesses, so that you can make good calls about when you should switch to another class. It is also important to know the different roles each class can play, e.g. asking your team's only [[Engineer]] to switch to [[Medic]] so your team can make a push for the Enemy's [[Capture the Flag#Intelligence|intelligence]] would not be a good idea, as it is equally important to both capture and defend intelligence in a ctf map. In general, instead of saying "can somebody be Medic," it would be a better idea for you yourself to swap to Medic and fulfill that need as long as you are not already playing a vital role.
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− | On the other hand, trying to become an expert at every single class is also not a very good idea, or at the very least, not until you've had at least a year or so of playing the game under your belt. Not only is this very difficult to do, but also playing a class you're poorly skilled at during a game may actually do more to hinder your team's efforts than help them. It's more helpful to your team to be a specialist at 2 or 3 classes, and be "pretty good" at another 1, 2, or even 3 others on the side, than it is to be sufficient at everything, but a master of nothing.
| + | 尝试找到适合你游戏风格的战术,并提升你在这些职业或与之相近职业上的能力。例如,并不是每个人都能掌握[[Spy/zh-hans|间谍]]清晰的渗透思路、高超走位以及偷袭敌队的技巧,或拥有稳定的手来玩[[Sniper/zh-hans|狙击手]]。有些玩家发现自己更适合在后方支援团队,有些则擅长从远处击杀敌人,而另一些则更喜欢近距离战斗。找到你擅长的职业,并找到提升这些职业的技术以及熟练度,不过,最应该练习的是那些你相当不错但还不够精通的职业。如果你发现自己完全无法掌握某个职业,可能最好暂时忽略它,专注于提高那些你“好”或“中等”水平的职业。 |
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− | Try to find what kind of combat strategy appeals to your playstyle, and improve your skills with those classes or those close to them. Not everyone has what it takes to can play [[Spy]] proficiently or the steady hand to play [[Sniper]] for example. Some players find they are better suited in the back, supporting their team from the rear or in the background, some find they are better at picking off enemies from a distance, while others find they are more comfortable up close and personal. Find what you're great with and find ways and strategies to improve your play with them in order to master them. The most practice though should going onto improving your skills with classes your moderately good, but not great with. If you find you absolutely cannot grasp a certain class, it might be a better idea to simply ignore it for the time being and work on improving the "good" and "moderate" skill level classes.
| + | == 职业 == |
| + | 《军团要塞2》游戏的核心是九种不同的[[classes/zh-hans|职业]]以及它们与队友和敌人的互动。即使你经常只玩其中的一两个职业,了解每个职业在游戏整体中的角色仍然非常有帮助。每个职业都有独特的属性,这些属性决定了它们的优缺点:生命值、移动速度、武器和其他固有能力,如生命恢复或[[Double Jump/zh-hans|双重跳跃]]。本节对不同职业进行了分类,旨在强调不同职业如何协同工作,在团队中比单独行动更强大。注意:这种分类不同于Valve定义的“官方”[[Classes#Class roles/zh-hans|职业角色]](进攻、防御和支援),这些分类旨在强调职业的策略和玩法相似性,使玩家不受官方职业分类的限制。 |
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− | == The Classes == | + | === 第一组 - 常规作战职业 === |
− | The heart of ''Team Fortress 2'''s gameplay are the nine different [[classes]] and how they interact with both friend and foe. Even if you play only one or two of them on a regular basis, it is still enormously helpful to learn about the role of each class in the overall context of a game. Each class has unique attributes that determine their strengths and weakness: health, movement speed, weaponry, and other innate abilities such as health regeneration or the ability to [[Double Jump]]. This section categorizes the different classes and is meant to draw attention to how the different classes can work together to become more powerful in groups than they would be functioning alone. NOTE: this categorization is different from the "official" [[Classes#Class roles|class roles]] of Offense, Defense, and Support defined by Valve, and it is meant to draw attention to strategic and play-style similarities as opposed to an arbitrary "theme."
| + | *职业: [[Scout/zh-hans|侦察兵]], [[Soldier/zh-hans|士兵]], [[Pyro/zh-hans|火焰兵]], [[Demoman/zh-hans|爆破手]], [[Heavy/zh-hans|机枪手]] |
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− | === Group 1 - General combat ===
| + | *特点: 这一组的所有成员都拥有高平均火力、生存能力或机动性,有些甚至是这三者的良好组合。除了侦察兵外,他们的生命值范围在175-300之间(不包括[[Healing#overheal/zh-hans|过量治疗]]),基于这些因素,这些职业经常在战场中的前线出现而且常常能得到医生的[[ÜberCharge/zh-hans|超能冲锋]]加成。这一组的另一个特点是,几乎所有对敌人移动产生负面影响的能力都在这一组中:[[Natascha/zh-hans|娜塔莎转轮机枪]], [[Force-A-Nature/zh-hans|自然之力]], [[Sandman/zh-hans|睡魔]], 使用火箭、手榴弹、黏性发射器和火焰兵的[[Compression Blast/zh-hans|压缩空气]]“抛掷对手”。游戏中所有允许正面增强移动的能力(除了[[Teleporters/zh-hans|传送装置]])也都在这里。这五个职业在复活后第一时间都已准备好战斗,不需要任何特殊的定位或准备时间,可以直接投入战斗。 |
− | *'''Classes''': [[Scout]], [[Soldier]], [[Pyro]], [[Demoman]], [[Heavy]] | |
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− | *'''Characteristics''': All the members of this group possess high average firepower, survivability, or maneuverability and in some cases a good mix of all three. All of them except for the Scout have a health range of 175-300 without [[Healing#overheal|overhealing]], and will receive the vast majority of [[ÜberCharge]]s due to their powerful Primary weapons which have a high rate of damage over time and also due to their simple presence on the front lines. Another characteristic of this group is that almost all of the abilities in the game that have some sort of negative effect on enemy movement are found in this group: [[Natascha]], [[Force-A-Nature]], [[Sandman]], "juggling opponents" with the Rocket, Grenade, Sticky Launchers, and the Pyro's [[Compression Blast]]. All of the abilities in the game that allow positive enhancement of movement (with the exception of [[Teleporters]]) are also found here. All five of these classes are battle-ready upon spawning and don't really need any special positioning or prep time and can jump right into the fight. | + | *团队职责: 这一组职业构成了大多数团队的主体,并在前线进行最激烈和最直接的战斗。该组成员通常负责带头推进敌方领土并确保目标,并应根据情况尽可能积极地进行游戏。他们的成功通常以在死亡前造成的击杀和伤害来衡量。该组成员通常能够在一对一对决中与任何其他职业抗衡,因此完全由第一组职业组成的团队不会有任何致命弱点,并且在短时间内通常表现相当不错,但要突破坚固的防御并在持续的战斗中坚持下去,就需要第二组和第三组的帮助。这五个职业的一个更重要的角色是保护其他职业,特别是支援职业。医生和工程师必须生存下来才能真正帮助团队,并且需要保护他们免受第一组和第三组敌人的攻击,这些敌人通常会专门且持续地针对他们。建筑物可能由工程师建造和维护,但它们帮助整个团队,应该被视为“公共财产”,由所有人照顾。为了进一步帮助支援职业,尽可能将生命值和弹药[[pickups/zh-hans|拾取物]]留给他们。 |
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− | *'''Team Role''': Makes up the majority of most teams, and engages in the heaviest and most direct fighting on the front lines. The members of this group are generally the most responsible for spearheading pushes into enemy territory and securing objectives, and should play as aggressively as a situation allows. Their success is usually measured in kills made and damage dealt before dying. Members of this group are usually capable of holding their own in a one-on-one matchup against any other class, and therefore a team entirely consisting of Group 1 classes won't have any critical weaknesses and can often do fairly well over short periods, but to break down tough defenses and hang in a sustained firefight, help from Groups 2 and 3 becomes necessary. One of more vital roles of these five classes is to protect the other classes, particularly the support classes. Medics and Engineers must survive in order to really help the team, and need protection from enemies of Group 1 and 3 who will often target them specifically and constantly. Buildings may be constructed and maintained by Engineers, but they help the entire team and should be considered "public property" and looked after by all. In order to help out the support classes even more, it is important to leave Health and Ammo [[pickups]] to them as much as possible.
| + | ==== 火力支援 ==== |
| + | [[File:War Update Titlecard.png|thumb|300px|right|[[Soldier/zh-hans|士兵]]和[[Demoman/zh-hans|爆破手]],队伍中的火力支援。]] |
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− | ==== Artillery ====
| + | *职业: [[Soldier/zh-hans|士兵]], [[Demoman/zh-hans|爆破手]] |
− | [[File:War Update Titlecard.png|thumb|300px|right|The [[Soldier]] and the [[Demoman]], the artillery of the team.]]
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− | *'''Classes''': [[Soldier]], [[Demoman]] | + | *特点: 这两个职业都具有高伤害潜力、射程、韧性和机动性,并且拥有相似的武器。火箭、黏性炸弹和手榴弹发射器发射的高伤害弹药会造成大量的“溅射”伤害,可以一次伤害多个敌人。不仅如此,这些武器,尤其是爆破手的武器,是游戏中唯一稳定的间接火力形式,炮弹能在墙壁中反弹以及抛物线地投射,在不直接瞄准目标的情况下造成伤害和击杀。结合“射手不理”的能力,士兵和爆破手可以充分利用掩护来增强他们已经强大的持久力。他们还擅长摧毁工程师的哨兵枪,并且在[[Crit boost/zh-hans|暴击攻击]]的效果下可以造成毁灭性的打击,轻松击杀大量敌人。两者还具备牺牲部分生命值来进行跳跃的能力,可以快速覆盖巨大的垂直和水平距离,使他们能够从意想不到的角度进行突然且毁灭性的攻击,或逃离困境。虽然火力支援职业没有非常明显的弱点,但这些职业的武器也有一些缺点。士兵和爆破手在近距离射击时很容易炸伤或炸死自己。这对爆破手尤为重要,因为他没有霰弹枪,所以在近距离对抗如侦察兵等不规则移动的敌人时较为弱势。然而,最重要的是,所有“发射器”武器都有有限的弹夹容量和较长的装填时间。管理装填是玩火力支援职业的重要技能——过于频繁地开火可能是致命的。需要装填弹药时,若没有支援,往往难以抵挡源源不断的敌人。此外,重要的是要注意,由于爆炸性弹药需要时间飞行,尤其是在中远距离时,敏捷且技术高超的敌人往往可以躲避这些弹药,无论它们在发射时瞄准得多么好。 |
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− | *'''Characteristics''': Both of these classes have a high amount of damage potential, range, resilience, and mobility, and they possess similar weapons. The Rocket, Sticky, and Grenade Launchers fire highly damaging rounds that deal a large amount of "splash" that can damage multiple enemies at once. Not only that, but these weapons, and the Demoman's in particular, are the only consistent form of indirect fire in the game, able to damage and kill without direct line of sight to a target. This combined with the ability to "fire and forget" allow the Soldier and Demoman to make excellent use of cover to enhance their already formidable staying power. They also excel at demolishing the Sentry positions of Engineers and can be absolutely devastating under the effect of a [[crit boost]], launching critical explosives able to gib large clusters of enemies with minimal effort. Both also possess the ability to trade some of their health for the ability to perform jumps that can cover huge vertical and horizontal distances quickly and allows them to make sudden and devastating attacks from unexpected angles or to escape tough situations. While the artillery classes don't have very pronounced weaknesses, the weapons of these classes carry some disadvantages as well. The Soldier and Demoman can easily hurt and kill themselves when firing point-blank. This is most important for the Demoman, as he lacks a Shotgun, so he is weak to erratically moving enemies at close range, such as Scouts. Most importantly however, all of the "launcher" weapons have limited clip sizes and lengthy reload times. How to manage reloads is an important skill for playing the artillery classes – being too trigger-happy can be fatal. The need to reload can often make holding positions against a constant stream of enemies problematic without support. Also it's important to note that because explosive projectiles take time to travel, they can often be dodged especially at mid to long range by agile and skilled foes, regardless of how well they were aimed when fired. | + | *团队职责: 在中距离造成大量伤害,迫使敌人离开掩护和固守的哨兵枪位置,并轰炸密集在一起的敌人;这些职业最常被指责过于强大。然而,他们的角色是在任何情况下都能持续造成伤害,如果做得不够,敌方团队就会轻松占据优势。除此之外,士兵和爆破手的主要优势在于他们几乎没有明显的职业弱点。火力支援职业通常是任何推进或防御战斗的中坚力量,因为他们的投射物,无论是榴弹还是火箭炮,都能造成大量伤害,并便利其他专门收割残血敌人的职业完成他们的工作。 |
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− | *'''Team Role''': Dealing huge amounts of damage at medium ranges, forcing enemies out of cover and entrenched Sentry positions, and punishing enemies that are tightly packed together; these classes are the most commonly accused of being "overpowered". Consistent damage in any situation is their role however, and not doing enough of it can easily allow the enemy team free reign. Other than this, the main strengths of the Soldier and Demoman are their sheer lack of huge exploitable class weaknesses. The Artillery classes are often the backbone of any push or defensive struggle, as their projectiles, be it grenades or rockets, can do serious damage and lay the foundations for the specialized classes to finish off the enemy. | + | ==== 近战职业 ==== |
| + | *职业: [[Scout/zh-hans|侦察兵]], [[Pyro/zh-hans|火焰兵]], [[Heavy/zh-hans|机枪手]] |
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− | ==== Close combat ====
| + | *特点: 虽然也属于第一组“常规作战职业”,但这一组的成员有一些显著的区别。例如他们的优势和劣势比火力支援职业更为明显,形成了权衡,同时还有一些特性更专门的角色,火焰兵针对性的间谍检查和侦察兵比其他职业有更快的占领或推车速度。机枪手拥有所有职业中最高的生命值,但在攻击时机动性最低;火焰兵在近距离和出其不意时具有毁灭性,但相反,在中远距离的伤害潜力非常低,通常对于警惕或保持距离的敌人威胁不大。相比之下,侦察兵是最快和最灵活的职业,但在第一组职业中生命值最低。虽然这一组的三个职业都能在一段时间内造成巨大伤害,但要做到这一点,他们要有特定的情况才能完全发挥优势,1必须在近距离与敌方交战,2与目标之间没有障碍物。这种情况下他们可以做成大量伤害,但也同时容易承受大量伤害,通常需要运用这些职业的特定战术才能生存以及做成大量伤害为团队贡献。以火焰兵为例,伏击和在敌方对他警惕心下降时出其不意地突击;对于侦察兵,则是利用其优越的机动性来避免伤害;对于机枪手,则意味着依赖第二组的[[Healing/zh-hans|治疗]]和工程师的传送装置来提早达到战场。而这一组的职业因为必须与目标对视才能攻击导致在对抗哨兵枪时远不如火力支援职业有效,近战组往往会先被哨兵枪重创甚至杀死,火焰兵是团队中最有效的[[Spy checking/zh-hans|间谍检查]]职业,能够轻松暴露隐形和伪装的间谍。火焰兵和机枪手的独特之处在于他们的主要武器[[Flamethrower/zh-hans|火焰喷射器]]和[[Minigun/zh-hans|枪转轮机枪]]不需要重新装填,可以持续射击直到弹药耗尽。这使他们能够在敌人不断涌入的持久战中为其他职业提供强大的火力掩护。这也使他们有接受[[ÜberCharge/zh-hans|超能冲锋]]重大价值,能够充分利用整个无敌期做成伤害以及往敌方推进。 |
− | *'''Classes''': [[Scout]], [[Pyro]], [[Heavy]] | |
− | [[File:Rift.jpg|thumb|300px|right|The [[Scout]] and the [[Pyro]], two of the Close Combat classes of the team.]] | |
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− | *'''Characteristics''': While also belonging to Group 1, the "general combatants", the members of this group are distinguished by a few things. Namely, they have more pronounced strengths, but also more pronounced weaknesses than the artillery classes, creating trade-offs, along with a few more specialized roles such as Spy checking and objective-grabbing. The Heavy has the highest health of any class but also the lowest mobility especially while attacking; the Pyro is devastating at close range and when appearing unexpectedly, but conversely has very low damage potential at mid and long range, and is usually not as much of a threat without the element of surprise. The Scout by contrast is the fastest and most agile class but has the lowest health out of the Group 1 classes. All three classes in this group can do tremendous damage over time, however in order to do so they must usually 1) be at close range and 2) have line of sight to their target. This in turn means that they can easily take as much damage as they receive, often requiring class-specific tactics in order to survive. For the Pyro, this means ambushing and taking advantage of distractions, for the Scout it is using his superior agility to avoid damage, and for the Heavy it means relying on Group 2 for [[Healing]] and transportation. The reliance on line of sight attacks also makes this group much less effective against Sentry Guns than the artillery classes. The Pyro is the most effective [[Spy checking]] class on the team, able to expose both cloaked and disguised Spies with ease. The Pyro and the Heavy are unique in that their Primary weapons, the [[Flamethrower]] and [[Minigun]], never need to be reloaded and can fire continuously until depleted. This can enable them to provide invaluable support to the other Classes during prolonged fights where enemies are streaming in constantly. This can also make them amazingly effective ÜberCharge recipients, able to utilize the entire period of invulnerability to the fullest possible effect. | + | *团队职责: 这一组职业最容易被敌方哨兵枪阻挡。过于依赖这一组职业的团队通常难以击败“[[turtling/zh-hans|龟缩]]”或防守的团队;然而,一旦敌方哨兵枪被消灭,他们就可以自由进入敌方领土并造成破坏。这一组职业也非常擅长与友军支援职业合作并保护他们——火焰兵与工程师协同作用,因为工程师和他的建造物很容易被间谍作为刺杀及破坏的目标,而火焰兵的存在则会令间谍难以轻松入手,火焰兵与机枪手都能与医生有很好的配合。与医生配合的他们能轻松攻破敌对没有医生或工程师支援的其他攻击型兵种。如果没有足够的治疗资源,[[fire/zh-hans|火焰]]可以通过燃烧的余火造成大量伤害,而重型兵和侦察兵的即时命中的子弹伤害能够做成大量伤害,如果瞄准得好,敌人很难躲避。最后,这一组的三个职业在争夺各种类型的目标时都非常有效。重型兵有能力死守掉落的[[Capture the Flag#Intelligence/zh-hans|情报]]、[[Control point (objective)/zh-hans|控制点]]和[[Payload#Carts/zh-hans|推车]]他能进行压制性射击,让敌人不敢某某然进攻。火焰兵留下余火的能力,令间谍不敢接近目标,并且可以通过使用压缩爆破将敌人推走,推下悬崖和反弹爆破手和士兵的投射物,物理上阻止敌人争夺目标。最后,侦察兵可以利用其飞快的速度和额外的占领力比任何其他职业更快地完成目标。 |
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− | *'''Team Role''': This group of classes is the most easily held at bay by enemy Sentry Gun positions. Teams that are relying too heavily on the classes in this group often have a difficult time defeating a team that is "[[turtling]]" or defending; once enemy Sentry Guns have been eliminated however, they can freely enter enemy territory and wreak havoc. This group is also very good at working with and protecting allied support classes – Pyros work synergistically with Engineers and both Pyros and Heavies work very well with friendly Medics. This group is also very good at punishing enemy teams that neglect having enough Group 2 classes to heal and restrict their movement with Sentry Guns. Without enough healing, [[fire]] can deal a huge amount of damage through afterburn, and the "hitscan" bullet damage of Heavies and Scouts with good aim can't be easily dodged and can quickly erode enemy health. Finally, all three classes in this group are very effective at contesting objectives of various types. Heavies have the staying power to stay on dropped [[Capture the Flag#Intelligence|Intelligence]], [[Control point (objective)|Capture points]], and [[Payload#Carts|Carts]] and lay down suppressing fire. Pyros have unique abilities to keep Spies away from objectives and can also physically prevent enemies from contesting objectives by using the Compression Blast to push them back. Finally, the Scout can use his natural speed and extra capture force to accomplish objectives faster than any other class. | + | === 第2组 - 支援职业 === |
| + | *职业: [[Engineer/zh-hans|工程师]], [[Medic/zh-hans|医生]] |
| + | [[File:Lvl2dispenser.png|thumb|200px|right|由[[Engineer/zh-hans|工程师]]建造的2级[[Dispenser/zh-hans|补给站]]。]] |
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− | === Group 2 - Support ===
| + | *特点: 这两个职业都是绝对不能缺失的职业,[[Engineer/zh-hans|工程师]]和[[Medic/zh-hans|医生]]是唯一能够为队友提供[[Healing/zh-hans|治疗]]的职业,而且可以同时治疗多个队友,大大减少因敌人造成的血量消耗而导致的团队损失。仅仅因为这一点,几乎任何地图上任何规模大于一人的团队都会受益于至少一个支援职业,然而支援职业的有用性随着团队规模的增加而增加。他们自身缺乏强大的战斗能力,拥有较低的生命值(125-150),平均机动性和较弱的远程武器,因此必须通过他们的支援技能为团队的成功做出贡献。然而,这些技能非常强大,对团队的胜利有巨大的影响——医生和工程师不单纯是自动为队友补充生命和弹药[[pickups/zh-hans|拾取物]]的补给物。工程师的支援技能以他的[[Buildings/zh-hans|建筑]]形式出现,而医生的支援技能则以提供[[Healing#Overheal/zh-hans|过量治疗]]增益和改变游戏局势的[[ÜberCharge/zh-hans|超能冲锋]]形式出现。对于这两个职业来说,在游戏中发挥这些优势需要时间——超能冲锋和完全升级的建筑物可能需要相当长的时间才能达到其全部潜力,通常需要一分钟或更长的游戏时间。在像《军团要塞2》这样快节奏的游戏中,这是一段不短的时间。许多游戏模式都有[[Setup time/zh-hans|准备阶段]]来给与支援职业准备时间,并允许他们从任务开始就以全力贡献。优秀的工程师和医生会尽一切努力加快他们的超级充能和建筑物的建造过程。医生和工程师的长时间的准备定义了他们游戏成功的标准在于他们自己的生存而不是击杀敌人。两个职业都必须非常谨慎地避免死亡,才能生存足够长的时间来提供超能冲锋和维护建筑物。在关键时刻死亡的支援职业可能会导致他们的团队失败。 |
− | *'''Classes''': [[Engineer]], [[Medic]] | |
− | [[File:Lvl2dispenser.png|thumb|200px|right|A level 2 [[Dispenser]] built by an [[Engineer]].]] | |
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− | *'''Common Characteristics''': By far the most team-oriented classes, the Engineer and Medic are the only classes that can provide reliable [[healing]] to their allies, often several at once, greatly reducing team losses due to simple attrition. For this reason alone, almost any team of any size greater than one on any map will benefit from having at least one support class, however the usefulness of the support classes increases as team size increases. They largely lack powerful combat abilities of their own, having low hitpoints (125-150) with average mobility and weak ranged weaponry, and therefore must contribute to their team's success through their support skills. These skills are very powerful however, and have a huge impact on the game – Medics and Engineers are much more than simply glorified Health and Ammunition [[pickups]] for the other classes. The Engineer's support skills take the form of his [[Buildings]], while the Medic's take the form of the ability to provide [[Healing#Overheal|overhealing]] buffs to multiple teammates, and the game-changing [[ÜberCharge]]. For both classes, bringing these assets to bear in a game takes time – both ÜberCharges and fully upgraded Buildings can take quite some time to reach their full potential, often a minute or more of game time. In a game as fast-paced as ''Team Fortress 2'', that's a small eternity. Many game types have a [[Setup time]] to accommodate the support classes and allow them to contribute at full power right from the beginning of the mission. Good Engineers and Medics will do everything they can to speed up the process of building their ÜberCharges and buildings. The long "build" times of the Medic and Engineer define the success of their gameplay in terms of their own survival and not in getting kills. Both classes must play very cautiously to avoid death, to survive long enough to provide ÜberCharges and maintain buildings. A support class who dies at a critical moment can cost their team victory. | + | *团队职责: 在战场上为队友提供治疗和补给,减少因消耗而导致难以与敌队抗衡的压力,并允许队友在持续的敌人压力下保持阵势,或施加对敌队的压力。哨兵枪和过量治疗/无敌的队友非常擅长吸收和抵消伤害。这些支援可以提供给任何和所有队友,在提供给通常会承受敌人攻击的第1组一般战斗职业时最为有效,他们通常会死亡并需要在重生后迅速返回战斗。医生和工程师也可以相互有效地支援,并应在有机会时这样做。例如,携带超能冲锋的医生可以为在敌方重火力下给与超能冲锋与友方携带[[Kritzkrieg/zh-hans|闪电战医疗枪]]的医生或工程师保命,而工程师可以互相修理、和升级其他队友工程师的建筑物。支援职业需要注意敌人第3组职业的攻击,即狙击手和间谍,因为他们通常是这些敌人的优先目标。受到第1组和第3组的帮助通常是生存所必需的。最后,支援职业可以通过一次精心策划的超能冲锋或一个放置得当的哨兵枪打破敌人团队的脊梁,或确保目标的成功防御。在团队组成方面,依赖大量支援职业几乎从来都不是一个好主意。虽然他们可以提供非常强大的支援能力,但医生和工程师本身并不擅长战斗,每个玩支援职业的玩家都没有玩能够击退敌人的职业,并且相应地增加了玩第1组或第3组职业的较少队友的负担。工程师或医生占大部分的团队组成对于敌人的狙击手和间谍来说也可能是梦寐以求的事情,他们的技能非常克制支援职业。支援职业的力量在于他们能够轻松地帮助大量队友,并且为了充分利用这一点,明智的做法是不要将太多的团队位置分配给支援职业。 |
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− | *'''Team Role''': Providing healing and resupply to allies in the field, reducing team losses due to attrition, and allowing teammates to hold positions while under constant enemy pressure, or apply constant pressure of their own. Sentry Guns and overhealed/invulnerable teammates are very good at absorbing and shrugging off damage. Support is given to any and all teammates, but is most effective when given to the general combat classes of Group 1 who will usually take the brunt of enemy attacks, and often die and need to return to the battle quickly upon respawning. Medics and Engineers can support each other quite effectively as well and should do so whenever the opportunity arises. For example, Medics can provide ÜberCharges to allied [[Kritzkrieg]] Medics or Engineers under heavy fire, while Engineers can repair, build, and upgrade the Buildings of other friendly Engineers. The support classes need to watch out for the attacks of enemy Group 3 classes, the Sniper and Spy, since they are often the priority targets of these enemies. Help from Group 1 and 3 is often necessary to stay alive. Finally, the support classes can break the back of the enemy team on the attack or ensure a successful defense of an objective through a well executed ÜberCharge or well-placed Sentry Gun. In terms of team composition, an reliance on a large number of support classes is almost never a good idea. While they can provide very powerful support abilities, Medics and Engineers themselves don't actually fight all that well, and every player who plays a support class is not playing a class that can fight off the enemy, and increases the burden proportionately on the smaller number of teammates who are playing a class from Groups 1 or 3. Engineer or Medic heavy teams can also be a dream come true for enemy Snipers and Spies, whose skills are quite capable of countering the support classes. The power of the support classes is their ability to help out a large number of their teammates easily, and to take fullest advantage of this it is wise not to have too many team spots devoted to Support.
| + | === 第3组 - 暗杀职业 === |
| + | [[Image:Merch_SpySniper_Poster.png|thumb|300px|right|队伍中的暗杀者:[[Spy/zh-hans|间谍]]和[[Sniper/zh-hans|狙击手]]。]] |
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− | === Group 3 - Assassination ===
| + | *职业: [[Sniper/zh-hans|狙击手]], [[Spy/zh-hans|间谍]] |
− | [[Image:Merch_SpySniper_Poster.png|thumb|300px|right|The assassins: the [[Spy]] and the [[Sniper]].]] | |
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− | *'''Classes''': [[Sniper]], [[Spy]] | + | *特点: 两者都拥有较低的生命值(70-125)和平均移动速度,但这两个职业最明显的相似之处在于他们共享的能力,即几乎可以无视目标生命值,通过一次攻击立即杀死任何对手。他们都依赖于良好的位置、熟练的瞄准和耐心来完成击杀。虽然第3组职业的成功在某种程度上也取决于他们在死亡前杀死了多少敌人,但与第1组不同的是,他们杀死的“谁”通常比“多少”更重要。一个暴露自己位置并牺牲自己去刺杀敌方士兵的间谍价值存疑——但击杀一个满[[ÜberCharge/zh-hans|超能冲锋]]的敌方医生可能会改变游戏局势,值得为此牺牲。由于生命值低,狙击手和间谍都避免在前线作战,而是在后方行动——狙击手在盟友的后方,间谍在敌人的后方。两者也比任何其他职业更擅长击杀试图躲在队友后面的对手,例如医生。 |
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− | *'''Characteristics''': While both possessing similarly low Health (70-125) and average movement speed, the most obvious similarity of these two classes is their shared ability to instantly kill any opponent with a single attack, largely regardless of target health. They both rely on good positioning, skillful aim, and patience to get their kills. While the success of the Group 3 classes is also to some extent measured by how many enemies they kill before they themselves die, unlike Group 1, ''who'' they kill is usually more important than ''how many''. A Spy that reveals his position and sacrifices his life to stab an enemy Soldier is of questionable value – but taking out an enemy Medic with full Über can be game-changing and is well-worth dying for. Both the Sniper and Spy avoid the front lines due to their low health, and instead operate behind the lines – the Sniper behind his allies' lines, and the Spy behind his enemies'. Both classes are also better than any other class at picking off opponents who are trying to hide behind their allies, such as Medics. | + | *团队职责: 精确消灭关键敌方目标。这些目标可以是你团队难以对付敌方中的高手玩家,也可以是像机枪手这样生命值很多的职业,或者是像医生和工程师这样的高价值目标,目的是切断敌队的补给以及减慢增缓的速度。暗杀职业在对抗第2组支援职业的影响时最有价值。[[Headshot/zh-hans|爆头]]和[[Backstab/zh-hans|背刺]]可以直接穿透医生的治疗和过量治疗,并消灭躲在哨兵枪后的工程师。特别是间谍,他具备瘫痪和摧毁工程师建筑物的能力。支援职业也会尽一切努力保持生存,以便积累力量并为团队提供持续的利益。死亡对工程师和医生的打击比对任何其他职业都要大,而第3组的暗杀职业有时是唯一能够在他们被强大防御包围时杀死他们的职业。由于战斗方式和地点的关系,狙击手和间谍也往往会互相交锋因为他们的位置会重叠。击杀关键敌人的能力可以改变局势,例如即将为机枪手提供超能冲锋的医生,医生死后敌队便不能肆无忌惮地推进。而狙击手和间谍的心理效应可以分散敌人的注意力,例如优秀的狙击手会令进攻方不敢露脸,或者优秀的间谍因为多次成功的背刺而令敌队花更多时间在寻找间谍上。这样使他们难以向前推进。特别是间谍在敌人认为安全的区域进行攻击的能力可以对敌人的防御产生巨大的整体影响。如果队伍中拥有非常优秀的狙击手和间谍,并且没人干涉他们,他们就可以轻松赢得比赛。然而,以下有几个原因表明在团队中拥有太多第3组职业是一个非常坏的主意。狙击手和间谍都在「后方」范围内行动,他们不能被敌人发现然后立马遭到击杀,以便杀死那些没有预料到他们的分心玩家。然而,一个缺乏足够的常规作战职业的队伍意味着敌方团队将不那么忙碌应付战斗,更能够集中精力消灭狙击手和间谍。不仅如此,拥有大量间谍很快会变得适得其反,因为敌方团队会意识到这一点而有所防范。一个间谍比几个不断被发现和杀死的间谍更有效以及更具惊吓的作用。如果你作为间谍或狙击手并且表现不佳,这可能不是你的错,而是你的团队组成出现了问题。 |
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− | *'''Team Role''': Precision elimination of key enemy targets. These can be very talented enemy players that your team is having trouble with, or they can be resilient targets such as Heavies, or they can be high-value targets such as Medics and Engineers. The assassin classes are at their most valuable at countering the influence of the Group 2 support classes. [[Headshot]]s and [[Backstab]]s can cut right through the healing and overhealing of Medics and eliminate Engineers hiding behind their Sentry Guns. The Spy in particular is designed with the ability to disable and destroy Engineers and their buildings. The support classes also try to stay alive at all costs so that they can build up their power and provide constant benefit to their team. Death is a much bigger setback to Engineers and Medics than it is for any other class, and the assassins from Group 3 are sometimes the only classes capable of killing them even when they are surrounded by formidable defenses. The Sniper and Spy also tend to end up locking horns with their counterparts from Group 3 due to where and how they fight. The ability to pick off key enemies can break stalemates, and the psychological effect of Snipers and Spies can split the concentration of enemies and make them reluctant to push forward. The ability of Spies in particular to attack enemies in areas where they expect to be secure can have a huge overall impact on enemy defenses. A team with very effective Snipers and Spies, if left unchecked, can easily run away with a game. However there are several reasons why having too many of Group 3 classes on a team is a very bad idea. Snipers and Spies operate "behind the lines" - or at arms' length - and rely on not being the immediate target of the enemy in order to kill distracted players who are not expecting them. However, not having enough general combat classes means the enemy team will be less occupied and much more able to focus on eliminating Snipers and Spies. Not only that, but having a lot of Spies quickly becomes counterproductive as the enemy team becomes aware of it. One Spy that still has the element of surprise is much more effective than several that are constantly getting discovered and killed. If you are playing as the Spy or Sniper and not having a very good day, it may not be your fault. It may be the fault of your team's composition.
| + | == 团队战术 == |
| + | 这些是《军团要塞2》中大多数玩家应该学习和理解的战术,以帮助他们的队伍取得胜利。在战斗中使用这些战术可能会让你的团队在游戏中占据优势。 |
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− | == Team tactics==
| + | *[[Flanking/zh-hans|侧翼袭击]] |
− | These are strategies in ''Team Fortress 2'' that most players should learn and understand to help their team achieve victory. Using these in combat will allow your team to possibly have an advantage in a match.
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− | *'''[[Flanking]]'''
| + | : 寻找替代路线并利用它们绕到敌人后方或占领点,但要记住这会花费一些额外时间。不要过于频繁地使用相同的侧翼路线,以避免变得可预测,因为敌人会迅速从他们的错误中学习并预见你的策略。 |
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− | : Find alternate routes and use them to get behind the enemy or Capture points, but keep in mind how much extra time this will take. Do not take the same flanking route too often to avoid becoming predictable, as the enemy will quickly learn from their mistakes and anticipate your strategy.
| + | *[[Ambushing/zh-hans|伏击]] |
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− | *'''[[Ambushing]]'''
| + | : 在角落等待并出其不意地攻击敌人。你和你的团队可以在角落等待,伏击任何经过的敌人,同时可以作为防御或进攻的战术。 |
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− | : Wait around corners and surprise your enemy. Your team could wait around corners and ambush any enemies that walk by as a defensive or offensive tactic.
| + | *[[ÜberCharge/zh-hans|超能冲锋]] |
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− | *'''[[ÜberCharge|ÜberCharging]]'''
| + | : 与你的[[Medic buddy/zh-hans|被治愈对象]]沟通。尽量不要浪费你的[[ÜberCharge/zh-hans|超能冲锋]],但记住计划好在超级充能时你将做什么,花费充能并生存下来比带着充能死亡浪费掉要好。 |
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− | : Communicate with your [[Medic buddy]]. Try not to waste your [[ÜberCharge]], but remember that it is better to spend your charge and survive than to die with a charge ready. Have a plan for what you will do when ÜberCharged. | + | === 连环炮击 === |
| + | *概述: 士兵和爆破手投射大量的爆炸物为团队其他成员清理道路为队友杀出一条血路。 |
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− | ===The Barrage===
| + | *详情: [[Demoman/zh-hans|爆破手]]和[[Soldier/zh-hans|士兵]]将不断向一个区域发射爆炸物,破坏该区域的哨兵枪以及制造威胁令敌队退后,使对方团队失去阵地。通常,近战战斗人员会跟随炮击进入清理过的区域并占领它。爆破手和士兵将继续在附近的区域内继续轰炸,以确保把敌人全部清理干净。 |
− | *'''Overview''': An advancing push involving heavy usage of explosives by Artillerymen to clear the way for the rest of the team. | |
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− | *'''Details''': [[Demoman|Demomen]] and [[Soldier]]s will continually blast explosives into an area to make it a no man's land in order for the opposing team to lose ground. Normally, close combatants will follow the barrage by moving into the cleared area and holding it. The Demomen and Soldiers will continue to spread out across the intended area to ensure it is all cleared. | + | === 超级推进 === |
| + | *概述: 使用一系列的[[ÜberCharge/zh-hans|超能冲锋]]进攻及清扫敌方阵地。 |
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− | ===Über push===
| + | *详情: 两个或更多[[Medic/zh-hans|医生]]将分别积累超能冲锋。第一个医生激活他的超能冲锋并进入敌方阵地;9秒后,第二个[[Medic/zh-hans|医生]]紧随其后。如果情况变得糟糕,第二个医生将立即跟随然后可以在更深入的位置激活第二组超能冲锋。沟通谁将首先进行超能冲锋是关键。 |
− | *'''Overview''': A series of [[UberCharge|ÜberCharges]] which are used to clear an area. | |
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− | *'''Details''': Two or more [[Medic]]s will build up separate ÜberCharges. The first Medic activates his charge and enters the area; after 9 seconds, the second [[Medic]] follows in suit. If the situation turns for the worst, the second Medic will follow immediately and take advantage of the distraction provided by the first ÜberCharged pair. The second Medic will proceed to move deeper into enemy territory before activating the second charge. Communicating who will ÜberCharge first is key. | + | === 雷区 === |
| + | *概述: 多个[[Demoman/zh-hans|爆破手]]在同一个区域布置的一系列粘性炸弹。 |
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− | ===Minefield===
| + | *详情: 多个爆破手将按顺序在一个区域内铺设一层粘性炸弹。当敌队推进时,他们将在某些关键点引爆每组粘性炸弹,以杀死多波攻击者。重要的是,其他爆破手要等待前一组炸弹引爆后再引爆下一组。使用[[Scottish Resistance/zh-hans|苏格兰防御者]]使这一策略更有效,更容易实施,因为该武器可以分批爆破不同位置的粘性炸弹,并且在某种程度上减少了对额外的爆破手的需求,因为该武器可以拥有多达14个粘性炸弹并选择性地引爆它们。对此策略的反击是使用Pyro的压缩气体或使用粘性炸弹反引爆敌人的粘性炸弹。 |
− | *'''Overview''': A series of stickybombs over an open area laid by [[Demoman|Demomen]]. | |
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− | *'''Details''': Several Demomen will spread out a carpet of Stickybombs over an open area in sequence. When attackers push forward, they will detonate each set of Stickybombs at certain key points to kill multiple waves of attackers. It is important that the other Demomen wait for the previous set to be detonated before detonating the next set. Using the [[Scottish Resistance]] makes this strategy more efficient, easier to pull off, and somewhat lessens the need for multiple Demomen since a single Demoman can have up to 14 stickies and selectively detonate them. A counter-attack for this strategy is using a Pyro's compression blast or using sticky bombs to counter-detonate the enemy stickybombs. | + | === 协同瘫痪步哨 === |
| + | *概述: [[Spy/zh-hans|间谍]]瘫痪[[Sentry Gun/zh-hans|哨兵枪]]的阵地,以便队友进行攻击。 |
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− | ===Coordinated sap===
| + | *详情: [[Spy/zh-hans|间谍]]将在队伍在进攻推进前一起瘫痪哨兵枪的阵地,使队友能够安全攻击被禁用的[[Sentry Gun/zh-hans|哨兵枪]]和[[Engineer/zh-hans|工程师]]。间谍们将告知队伍他们何时准备瘫痪哨兵枪,以便攻击立即开始,队友可以首先消灭工程师。或者,间谍们可以在工程师被攻击分散注意力时刺杀他们。 |
− | *'''Overview''': The sapping of [[Sentry Gun]] emplacements by [[Spy|Spies]], to enable an attack by teammates. | |
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− | *'''Details''': Team of [[Spy|Spies]] will conjure together to sap Sentry Gun emplacements just before an offensive push which enables teammates to safely attack the disabled [[Sentry Gun]]s and [[Engineer]]s. The Spies will then communicate when they have sapped the Sentry Gun to enable the attack to commence immediately. They will continue to sap to enable the rest of their teammates to take out the Engineer first. Alternately, the Spies may take out the Engineers while they are being distracted by the attack. | + | === 医生诱杀 === |
| + | *概述: 当[[Spy/zh-hans|间谍]]伪装成敌队的[[Medic buddy/zh-hans|被治愈对象]],将敌队的[[Medic/zh-hans|医生]]引诱到伏击点。 |
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− | ===Medic luring===
| + | *详情: 间谍不会试图杀死敌方医生,而是伪装成敌方突击职业。他会试图将一个毫无戒心的医生引诱到伏击点,让医生认为他是自己团队的一员,他会认为间谍伪装的对象想进攻,因此医生可能会跟随他进入的敌队的团队基地,这时候可以配合队伍中的[[Sentry Gun/zh-hans|哨兵枪]]或一群盟友伏击他。记住,只要行为不怎么可疑,医生一般都会为你治愈。 |
− | *'''Overview''': When a [[Spy]], disguised as a [[Medic buddy]], lures [[Medic]]s into ambush points. | |
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− | *'''Details''': Instead of attempting to kill an enemy Medic, the Spy will disguise as an enemy assault class. He will attempt to lure an unaware Medic into an ambush. Thinking he is a member of his own team, the Medic may follow you into your team's base, allowing your team to ambush him with a [[Sentry Gun]] or a group of allies. Remember that Spies look less suspicious when they appear to be trying to help the team.
| + | === 职业海冲锋 === |
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− | ===Rushing=== | |
| {{main|Rush}} | | {{main|Rush}} |
− | *'''Overview''': All players select the same class to overwhelm the enemy. | + | *概述: 所有玩家选择相同的职业以压倒敌人。 |
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− | *'''Details''': All players choose only one class or a majority of one class. The class usually depends on the situation. For example, a [[Scout]] rush allows your team to reach and capture the first point very quickly, hopefully before the entire enemy team arrives. Classes such as Spies or Snipers are not recommended for rushes. The enemy team, with a team composition meant to meet the enemy team, will be unprepared for a swarm of Soldiers when they have only two or three to respond with.
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− | ===Tactical direction===
| + | *详情: 所有玩家只选择一个职业或大多数选择一个职业。职业通常取决于情况。例如,[[Scout/zh-hans|侦察兵]]冲锋可以让你的团队在整个敌方团队到达之前非常迅速地到达并占领第一个点,间谍或狙击手等职业不推荐用于冲锋。又或者敌方团队的组成是一般的正常组合,他们无法应对突如其来的一群士兵,因为他们只有两三个士兵来应对。 |
− | *'''Overview''': In certain maps, your team will have to decide whether to go one path or another. | |
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− | *'''Details''': This decision usually comes into play in [[Control Point (Game Mode)|3-CP maps]] such as [[Gravel Pit]]. | + | === 战术进攻方向 === |
| + | *概述: 在某些地图中,你的团队需要决定走哪条路线进攻。 |
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− | ===The Train===
| + | *详情: 这类决定通常在[[Control Point (Game Mode)/zh-hans|3个控制点的地图]]如[[Gravel Pit/zh-hans|Gravel Pit]]中发挥作用。 |
− | *'''Overview''': A large amount of [[Heavy|Heavies]] that will clear and defeat enemies due to their enormous amount of firepower and Health. | |
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− | *'''Details''': A "Heavy" train is useful in many game modes especially capture point modes because this allows them to capture points with ease and provide a barrage of fire power in order to protect their own capture points. This is also very useful in Payload, where the Heavies can stick close to the cart, or in some cases, let the cart move the by standing in front of the cart or on top, and because the cart comes with a Dispenser, it will make sure Heavy's ammo problem is minimized. This is useful in maps like Payload Frontier where the train has a big platform the Heavies can stand on. The Heavies can be interspersed with [[Medic]]s for a greater effect. This strategy is not recommended on maps/gamemodes where speed is key, such as [[Capture the flag]], [[Robot Destruction]], or [[Special Delivery (game mode)|Special Delivery]]. Two Heavies working together when pushing the cart on Payload races can fight off anything that comes their way. | + | === 机枪手火车 === |
− | The only problem with this strategy is that the Heavies are completely helpless at long range. Enemy Snipers can easily pick off Heavies due to their large hitboxes and slow movement speed, but they are a problem that can be easily dealt with your own Snipers or Spies.
| + | *概述: 大量的[[Heavy/zh-hans|机枪手]]将凭借其巨大的火力和生命值清理并击杀敌人。 |
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− | ===The Ninjaneer===
| + | *详情: 机枪手火车在许多游戏模式中都很有用,尤其是占领点模式,因为这使他们能够轻松占领点并提供火力掩护以保护自己的占领点。这在推车模式中也非常有用,重型兵可以紧贴推车,或者在某些情况下,让推车推动他们或者站在上面,因为推车带有补给站,这代表重机兵的需要担心的子弹续航力问题不必再被担心。或者在Payload Frontier这样的地图中很有用,因为火车有一个大平台,重型兵可以站在上面。重型兵可以与[[Medic/zh-hans|医生]]交替出现,以获得更大的效果。这一策略不推荐在速度关键的地图/游戏模式中使用,如[[Capture the flag/zh-hans|夺旗]], [[Robot Destruction/zh-hans|机器人破坏]]或[[Special Delivery (game mode)/zh-hans|特别投递]]。在推车模式中,两名重型兵一起推车时几乎可以击退任何来袭的敌人。 这一策略的唯一问题是重型兵在远距离完全无助。敌方狙击手可以轻松击杀重型兵,因为他们的命中框很大且移动速度慢,但这是一个可以通过你队伍中的狙击手或间谍轻松解决的问题。 |
− | *'''Overview''': A party of players (usually a fast close combat class such as a Demoman, Scout, or Pyro) escorts a Engineer behind enemy lines, where he can build a teleporter for a surprise attack on the enemy. | |
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− | *'''Details''': Ninjaneers are useful during Payload and certain Capture the Flag and Control Point maps. Common examples are the opposing team's sewers at 2Fort, and the house at Red spawn in Badwater Basin, and at the last point in Payload Upward, before the enemy starts spawning there. It is often best that the teleporter is built in a closed location, so that the other team cannot find it as easily. It should be advisable to put at most a Level 2 Sentry along with it, as they are less noticeable and will protect your teleporter when your teammates are not defending it. | + | === 忍者工程师 === |
| + | *概述: 一组玩家(通常是快速近战职业,如爆破手、侦察兵或火焰兵)护送一名工程师到敌后或重生点附近,在那里他可以建造传送器以及哨兵枪对敌人进行突袭。 |
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− | ===The French Connection===
| + | *详情: 忍者工程师在推车和某些夺旗和控制点地图中很有用。常见的例子是2Fort的对方下水道,以及Badwater Basin的红队出生点的房子,以及推车上升的最后一点,在敌人开始在那里重生之前。通常最好将传送器建在封闭的位置,这样对方团队就不容易找到它。建议最多放置一个2级哨兵枪,因为它们不太显眼,并且在队友不在时会保护你的传送器。 |
− | *'''Overview''': Two Spies that walk together to minimize suspicion by the enemy team. | |
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− | *'''Details''': This is very useful for clearing a group of enemies pushing the cart on Payload, or taking out an advancing group assuming you are coming from the enemy's direction, or clearing out a sentry nest. Enemies will often mistake the two Spies for teammates, as they are walking together, and thus not bumping into each other (which, naturally, is a primary way to know if there is a disguised Spy about). With this, there is less chance that the enemy will shoot you to spycheck. If a Spy is spotted, and often after finding one, enemy players will suspect they've found the only Spy in the area and stop Spy-checking. However, if you stand too close to the other Spy, then you might get spotted as well. Consider bailing out on your teammate if he is getting attacked — after all, having one Spy down is better than both of them down. | + | === 法式同流 === |
| + | *概述: 两个间谍一起行动,以减少敌方团队的怀疑。 |
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− | ===Entrenchment===
| + | *详情: 这个组合十分适合对付一群推车的敌人,或清扫工程师的建筑物时非常有用。敌人通常会误认为这两个间谍是队友,因为他们一起走动,因此不会和对方的碰撞体积产生干涉(这也是知道是否有伪装间谍的主要方法)。这样,敌人射击你进行间谍检查的机会就会减少。如果一个间谍被发现,通常在发现一个后,敌方玩家会认为他们已经找到了该区域唯一的间谍而停止间谍检查。 |
− | *'''Overview''': Three or four Engineers construct multiple Sentry nests in close proximity. | |
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− | *'''Details''': In game modes such as Payload, massive sentry nests can stall the opposing team for an entire game session. Remember to always be near the Sentry nest as large construction projects of this magnitude will always attract hordes of Spies trying to Sap your creations. Always have at least one Teleporter within a sentry nest, as powerful as a Level 3 Sentry Gun is, it can't move. Be careful to not place these right next to each other, as that will make it easy to blow them all up in one go.
| + | ===哨兵堡垒=== |
| + | 概述:三到四名工程师在近距离内建造多个哨兵枪架守。 |
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− | Level 3 Sentry Guns have one weakness - their range. No matter how many are deployed in a sentry fort, all of them will be wiped out if you let them come into contact with Soldiers and Snipers. Use what is given to you to your advantage when defending - you cannot stress this enough, as 730 metal does not come out of nowhere, other than the Resupply Cabinet.
| + | 详情:在推车等游戏模式中,强大的哨兵堡垒可以完全使游戏陷入僵局。记住要始终靠近哨兵堡垒,因为如此大规模的建筑物总会吸引大量间谍试图瘫痪你的杰作。哨兵堡垒内至少要有一个传送器,因为尽管三级哨兵枪非常强大,但它不能移动。小心不要将它們放得太近,否则很容易被爆破兵一锅端。三级哨兵枪有一个弱点——它们的射程。无论在哨兵堡垒中部署了多少哨兵枪,如果让士兵和狙击手在安全距离外看到它们,所有哨兵枪都会被消灭。防守时要利用手头的一切资源——这一点不能再强调了,因为730金属不是凭空出现的,除了补给柜。 |
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− | ===Scout Swarm=== | + | ===侦察兵蜂拥=== |
− | *'''Overview''': Similar to a Scout rush, but when four or five Scouts all go for the same target, such as a powerful Heavy-Medic pair or a horde of Soldiers.
| + | 概述:类似于侦察兵突袭,但当四到五名侦察兵一起集中火力攻击同一个目标时,强度不亚于强大的机枪手-医疗组合或一群士兵。 |
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− | *'''Details''' This is when a group of Scouts work as a pack, following each other across the map and attacking anyone who gets close to them. This is brilliant when you want to launch an unexpected attack on a Control Point or Payload Cart, and leaves the enemy struggling to hit the Scouts racing past them. Working as a dog pack as a Scout requires serious coordination, which is not easily done. However, a successful Scout pack will be a serious problem for the enemy team, probably the only major threat is a Sentry Gun - avoid them at all costs.
| + | 详情:这是指一群侦察兵像一群狗群一样在地图上跟随彼此,攻击任何靠近他们的人。这在你想对控制点或推车发起突然袭击时非常有效,让敌人难以击中飞奔而过的侦察兵。使用这个战术的侦察兵要像狗群一样工作需要严密的协调,这并不容易做到。然而,成功的侦察兵群将是敌方队伍的一个严重问题,唯一的主要威胁是哨兵枪——无论如何都要避开它们。 |
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− | == See also == | + | == 另见 == |
− | *[[Strategy]] | + | *[[Strategy/zh-hans|战术]] |
− | *[[Classes]] | + | *[[Classes/zh-hans|兵种/职业]] |
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| {{CommunityStrategyNav}} | | {{CommunityStrategyNav}} |
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− | [[Category:Strategy]] | + | [[Category:Strategy/zh-hans]] |
− | [[Category:Community strategy]] | + | [[Category:Community strategy/zh-hans]] |