Difference between revisions of "Community Arena strategy/zh-hans"

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=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
*While it is rare for an Engineer to win First Blood, an Engineer can do two great things in an Arena match.  One, you can provide healing to your team from your Dispenser and two you can create a “safe zone” with your Sentry Gun. The Sentry Gun is great for defending against early rushers, but make sure to build it as fast as possible in order to have it ready in time. Both your Dispenser and Sentry should start building within seconds of the round start, and you should always speed-build and upgrade as fast as possible. Make sure you remind your teammates to leave you the ammo pickups whenever possible, and search actively (though not recklessly) for dropped ammo packs from killed players. While your initial Buildings will usually go up near your team’s spawn location, make sure to “move that gear up” whenever the opportunity presents itself such as when your team is moving out in a certain direction.  Late in the round, having a Sentry covering the Control Point by the time it becomes available for capture can be a winning advantage and forces the other team to take you on as opposed to simply capping. The other alternative for a Sentry location is covering the health pack(s) if there are any, though that can depend on whether the enemy team has any healing abilities or not. It becomes harder and harder to relocate your Buildings safely if your team starts to get outnumbered and you lose your allies, so plan ahead. [[The Gunslinger]] is a popular choice in Arena, and with good reasons. The Gunslinger itself gives the Engineer an extra 25 health, which means he can last a little bit longer. And in Arena, that is sometimes all it means between winning and losing. The Mini Sentry has a lower ammo cost, a faster fire rate, and can be built much quicker versus a normal Level 1 Sentry Gun. However, the lower health means you need to be on alert in order to replace it quickly when necessary. Building Teleporters is extremely urged to be avoided, as it really just wastes metal and time, not to mention most Arena maps are small enough to the point that a Teleporter is kind of pointless.
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*虽然对于工程师来说,拿到第一滴血的可能性并不大。但工程师还是能为队友做两件十分有意义的事情:一是建造补给器以治疗你的队友,二是用步哨枪以制造一个安全区。步哨枪可以轻松的击杀那些莽撞的敌人。但记住:速度一定要快,你的步哨枪与补给器都要在刚开始的时候就建造完毕。之后,在对建筑进行升级。提醒你的队友留住你建筑附近的所有弹药包以进行修补或升级。如有必要,可以稍微离开一下建筑去找弹药包。当你的队伍向前推进时,你也要抱上你的建筑以快速推进。在游戏后期,你的步哨枪可以为你的队友占领控制点提供十分大的帮助。当然,你也可以将步哨枪部署到医疗包附近以钓那些残血的敌人。装备[[Gunslinger/zh-hans|枪炮工之臂]]是一个不错的选择。它为工程师增加了25点生命值上限,这可以增强工程师的生存能力。其携带的小步哨所花费的金属更少,开火速度更快,而且其建造速度也比普通的一级步哨要快。然而,小步哨的低血量意味着你可能要频繁地重建它。最后,请记住:'''不要'''在竞技场模式中建造传送器,竞技场的地图一般都很小(而且你也不能重生),建造它只是浪费你的金属。
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===

Revision as of 01:22, 27 November 2022

本篇文章主要介绍关于社区竞技场战术.

一般战术

  • 鉴于竞技场模式的特殊性(比如无法重生、“第一滴血”效果),每一个人都想当全场最靓的仔。这也使得他们与队友之间并不能很好的协调进攻或者是防守。在大多数对局中,玩家们都是这种“人人人人人为我”的状态。
  • 请记住,一定要与你的队友一起协同作战。因为双拳难敌四手,就算技术再高超的队伍也无法一下子灭掉整个队伍。在你的队友陷入困境时,尽可能地帮助他。如果你的队友全没了的话,那么这局基本上赢不了了。
  • 鉴于整张地图十分缺乏补给,建议队伍中来一个医生或者是一个工程师以保证你们有生命值补给以及弹药补给。尽可能保护他们的人身安全(同样重要的,你们也需要去干扰敌方的医生或者工程师,阻止他们进行治疗或者弹药补给)。没有了他们,就算是一点鸡毛蒜皮的伤害也能给你们的队伍致命一击(敌方队伍也是)。当确认敌方没有医生或者工程师后,把握好时间,与医生配合,把他们打个措手不及。
  • 你应该随时注意我方的兵种配置(如果可以,也可以看看敌人的配置),然后以此为基础暂时构造一个计划。举个例子,如果你们的队友中有一个工程师,那么你应该将子弹留给你的工程师,而且尽可能地封锁敌方的前进路线以保护工程师的建筑。工程师很少会向前推进,所以不要太早跑到敌方基地。否则你会死的很快,然后你的工程师就会孤苦伶仃地死去。如果你的队友中有一个医生,你可以选一个适合的医生伙伴,并帮助你的医生攒ÜberCharge(以及保护好他)。
  • 记住,在竞技场模式中,你的兵种选择务必要与你的队伍配置相结合,以做到压制敌方队伍。
  • 随时警惕敌方的“第一滴血”的暴击加成。当你通过击杀信息确认敌方已经有人获得了这个加成(一般是士兵或者是爆破手),建议先暂时躲一躲,等效果结束后再出来。如果你获得了“第一滴血”的加成效果,一定要发挥其最大的用处(当然,不要太莽了),你也要确保你自己不会被对面击杀。注意:当间谍使用死亡之铃时假死也能触发“第一滴血”的效果。这意味着,你们很有可能注意不到敌方已经获得了这个暴击效果(因为假死的话队友看不到击杀信息),所以小心为上。
  • 在竞技场模式中,许多玩家选择绕着地图走一圈,以找到自己的“猎物”。事实上,你永远也不知道你走进的下一个区域有什么(比如敌方的步哨枪)。请记住,竞技场模式中你无法复活,太过于主动会要了你的命(当然,也不要躲在一个地方当老六)。事实上,你应该做的,就是摸清楚敌方的具体状况(比如他们的队伍配置,他们的具体位置等),多向周围看一看,也许能找到蛛丝马迹。你也可以通过“听声”来获取一些关于敌方的信息(特别是你的敌人在你看不到的区域的时候),通过声音,你就可以辨别他使用的武器、使用的特殊技能等。最后,你可以通过右上角的杀敌反馈来判断对方的兵种配置。
  • 谨慎选择你的武器。有些在其它模式中很强劲的武器在竞技场中却发挥不了什么功效。鉴于竞技场模式无法重生,而且每一轮的时间较短。所以你最好不要使用战旗或者维塔锯,因为他们无法发挥自己本该有的效应。推荐可以带一些可以给自己补血的武器(如三明治或者疯狂牛奶等。),装备变换将在重生后生效。(也就是下一轮,当然也可以尝试用kill指令。)
  • 在游戏继续几分钟后,控制点将会开启。这样,你可以选择把控制点抢下来,然后那下这局的胜利。这种战术可以用于对付那些喜欢龟缩在自家基地搞防御的敌方队伍,以及那些一开局就隐身不见的那些队伍。同时,这样的策略也可以逼迫敌方队伍对控制点的抢夺采取行动。以便速战速决。然而,凡事皆有双面,站在控制点上会立马暴露你们的行踪。控制点一般都部署在地图的开阔中心,你和你的队友很有可能会在敌方的狙击手或者是暴击医生的攻击下团灭。留得青山在,不愁没柴烧。当形势不对时,立马撤退。

兵种战术

Leaderboard class scout.png 侦察兵

  • 普遍来说,侦察兵的速度优势可以让他有最大可能可以拿到“第一滴血”(同时也是侦察兵一个成就的名字)。然而,如果你跑的太快了,那么以侦察兵的血量,你就会为你的对手送上“第一滴血”。所以还是小心为上。当局势对你不利的时候,立刻撤退。侦察兵的高机动性可以为你提供很大的帮助,特别是在竞技场模式这种快节奏模式。你的速度可以让你更容易地偷袭对面的侧翼,而你一般不会被偷袭。当你在地图里跑来跑去的时候,请注意步哨枪的威胁!建议你优先解决掉那些落单的敌人。当你遇到一群敌人的时候,你也可以利用二段跳骚扰敌人。当你受伤时,你可以先撤退去找医疗包。你可以携带疯狂牛奶来治疗你自己,或者携带糖果手杖(在你击杀敌人时可以掉落一个小型医疗包。)。在适当的时候,尝试抢占中心控制点。你也可以使用原子能饮料,为你的队友吸引火力。当你着火时,原子能饮料可以为你带来8秒的免疫效果(火焰后续燃烧总共10秒)。在关键时刻可以救你一命。

Leaderboard class soldier.png 士兵

  • 时机恰当地运用火箭跳可以帮助你更容易获得“第一滴血”。一个有暴击效果的士兵可以把不知手措的敌方全部灭掉。你可以先让超量治疗你,这样就可以抵消部分来自与火箭跳所带来的伤害(你也可以用炮艇)。黑盒子也是一件利器,它可以在你造成一点伤害的时候给你回一点血。如果你发现火箭筒没有完全击杀敌方的时候,换成副武器或者近战武器进行补刀。作为士兵,你一定要抢占高地(比如说Granary中心区域的集装箱)。Trolldier在竞技场模式中作用十分有限,很有可能为你的对手送上“第一滴血”。按道理来说,战旗是最适合竞技场模式的武器之一。它可以自动补充你的生命值,当你积攒了足够的怒气值后,怒气值会为你和你的队友带来速度增益,以及补充你或你的队友攻击时造成的伤害的35%的生命值。钉棍在竞技场模式的使用效果具有一定争议性。一方面,它可以帮助你更快的抢夺控制点,另一方面,你在子弹面前会显得很脆弱,这主要取决于你对手的兵种配置。

Leaderboard class pyro.png 火焰兵

  • 作为火焰兵,如果你足够幸运,开局你就可以抓到一个小白。如果你想要直接向前冲的话,建议找一条相对隐蔽的道路,以进行偷袭。你可以携带强力千斤顶,它可以让你跑的更快。但同时,你所受的伤害将比平常多20%,所以要谨慎使用,在到敌方基地之前就把它给换掉。你可以找一处隐蔽的地方,然后等敌方人全部经过你后,再把他们夹了。但这样的战术在大地图下似乎并不管用。所以,在这种情况下,静以待变,躲在自家基地,并用信号枪点燃每一个来犯之敌。如果你十分愿意玩偷袭,你也可以携带偷袭烈焰喷射器,这样你烧敌人的后背时都能造成暴击,但要谨慎使用气爆,因为你装备该武器时气爆将耗费更多子弹。许多竞技场地图都有,那些被点燃了的敌人都会到水里。所以你要尽可能地阻止敌人跳到水里或着使用医疗包。在有一些地图可以造成地形杀,用你的气爆把你的敌人推向深渊。

Leaderboard class demoman.png 爆破手

  • 就像士兵,爆破手可以通过粘弹跳以快速通过战场,增加拿到“第一滴血”的可能性,但有一些爆破手会用粘弹群以炸死那些警告的敌人。谨慎装备冲锋盾辉煌护盾力挽狂澜或者是苏格兰长剑。护盾这类物品会占用你的副武器槽,让你被迫放弃粘弹。苏格兰长剑会减少你的生命值上限,而且,在竞技场模式中,你也收不到十分多的人头。但是,它们还能提供一些十分实用的增益效果。比如,冲锋盾可以帮你阻挡所有后续燃烧伤害,以及提供40%的火焰伤害免疫。利用这一特性,你可以直接单挑多个火焰兵。你可以选择波斯弯刀,虽然其有弹药上限的减益效果,但弹药并不难找。它可以让你击中敌人时补充一点冲锋能量。但若战局持续过久,也会导致子弹用光。尽管木柄手榴弹可以带来十分大的爆炸伤害,但它也会把你炸个半死(大概会炸掉你100的生命值),另外,它的攻速也比瓶子要慢。

Leaderboard class heavy.png 机枪手

  • Despite his slow speed, the Heavy can also “rush” – if backed up by a Medic, a Heavy can push opponents back with his sheer resilience and trap them in their spawn or another disadvantageous location. Don’t expect to get First Blood regularly however, unless you manage to come face to face with an enemy rusher and kill them. It can be extremely risky to be aggressive early especially since it is early in the round when enemy Snipers and Spies are the most active and often the most dangerous due to the amount of distractions. Also, if you are lucky enough to have a Medic, playing defensive early is good to help him survive to build up his ÜberCharge. If you don't have a Medic, try to play ambush style and don't take on too many enemies at once. In the late game when the Control Point becomes available, you can use your toughness to begin capturing and force your opponents to show themselves. Carrying the Sandvich is a highly recommended idea, as you can heal yourself as well as teammates in need. You can instantly regenerate it with any sized health kit (assuming you are already at full health) as well. The Fists of Steel are a good idea as well, as you get a lot of damage resistance from any ranged source. But bear in mind that any melee damage is received as double, which means that melee combat is not a very good idea. The Tomislav does well in Arena. The decrease in spin-up time along with the silent spin-up means you can quickly and quietly sneak up on the enemy. However, the slower fire rate means less damage per second, so keep this in mind.

Leaderboard class engineer.png 工程师

  • 虽然对于工程师来说,拿到第一滴血的可能性并不大。但工程师还是能为队友做两件十分有意义的事情:一是建造补给器以治疗你的队友,二是用步哨枪以制造一个安全区。步哨枪可以轻松的击杀那些莽撞的敌人。但记住:速度一定要快,你的步哨枪与补给器都要在刚开始的时候就建造完毕。之后,在对建筑进行升级。提醒你的队友留住你建筑附近的所有弹药包以进行修补或升级。如有必要,可以稍微离开一下建筑去找弹药包。当你的队伍向前推进时,你也要抱上你的建筑以快速推进。在游戏后期,你的步哨枪可以为你的队友占领控制点提供十分大的帮助。当然,你也可以将步哨枪部署到医疗包附近以钓那些残血的敌人。装备枪炮工之臂是一个不错的选择。它为工程师增加了25点生命值上限,这可以增强工程师的生存能力。其携带的小步哨所花费的金属更少,开火速度更快,而且其建造速度也比普通的一级步哨要快。然而,小步哨的低血量意味着你可能要频繁地重建它。最后,请记住:不要在竞技场模式中建造传送器,竞技场的地图一般都很小(而且你也不能重生),建造它只是浪费你的金属。

Leaderboard class medic.png 医生

  • It can be less than rewarding to play on a team with a rush mentality as a Medic, since you want to be building your ÜberCharge and not banzai charging. Hopefully, your team doesn’t get itself killed too fast and gives you a chance to heal them (reminding them can be helpful). Always overheal your entire team before the round starts to give even your rushers as much health as possible, and to help you build your Über faster. Try to stay alive as much as possible, and try to attach yourself to the most talented player on your team but don’t ignore your other teammates. Also, don’t be afraid not to follow a teammate into an area when you aren’t sure it’s safe for you. Use your own judgment, and don’t put your fate into the hands of your heal target. In keeping with this, if your team is outnumbered in a combat situation, pull out a weapon and assist. Your healing talents are wasted if all your allies are killed outright. As far as which Medi Gun to use, the Kritzkrieg is usually the better choice for two reasons. Firstly, Arena rounds are short so the faster charge is more useful more often, and secondly, enemies will often simply try to run away from a regular Über and can usually succeed. Outrunning an invulnerable Heavy is much easier than outrunning a Critting Minigun. If you end up all alone, all is not lost. Use your advantages of health regeneration and speed to try and outlast your foes. The Quick-Fix is a favored Medi Gun as well, as the major decrease in healing time and charge time means it makes it easier to get from one patient to the next as well as build the charge. You can also keep up with Soldiers and Demomen if they rocket or sticky jump, as it pulls you along with their explosive jump (so long as you're healing them). However, the 50% decrease in Overheal means that patients will have less time to take advantage of it. The charge prevents any Knock-Back, and Mega-Heals your target as well as yourself, also allowing yourself to Overheal. Bear in mind that although you are mostly invulnerable, backstabs from Spies and headshots from Snipers will still kill you instantly, so be on alert for them.

Leaderboard class sniper.png 狙击手

  • It is often possible to get First Blood within seconds of the start of a round as a Sniper, but remember the same is also true of enemy Snipers! However this advantage is a very small window of opportunity, and in a couple more seconds a Scout or Soldier could very well be in your face. Always stay near a tougher teammate to protect you against close encounters while you try for another shot. Rushing forward is fairly uncommon for a Sniper, however with the Huntsman and Jarate a Sniper can prove devastating alongside other rushers. Late in the round, keep moving around the edges of the map and try to remain as concealed as possible. Instead of trying to capture the Control Point, wait for an enemy to try and then shoot them off of it. Also, use Health kits or Engineer Buildings as other potential “bait”. While some weapons will do you good, like the Huntsman or Jarate, there are several weapons that should be also considered or left at home. The Razorback is good in that it will allow you to be slightly more careless with Spy checking, but keep in mind once it's gone, you are unable to get another until the round ends, and also leaves you without a secondary weapon any sorts. Darwin's Danger Shield is a very good choice, as it not only gives you the benefit of bonus health but also allows you to survive most Sniper shots (presuming they don't land a Crit on you). However, be extra cautious around Soldiers and Demomen, as the extra explosive damage plus being already vulnerable to this type of damage means it won't take much. While the Cleaner's Carbine gives you automatic Mini-Crits on a kill, it is very inefficient compared to the normal SMG. Avoid it unless you are a veteran. The Tribalman's Shiv is a good choice here. While it does less initial damage compared to the Kukri, the bleeding will lead to more damage in the long run. Between this and nearly no health packs, the odds of them getting away cleanly are drained, and it puts slightly more pressure on any enemy Medic or Engineer on the enemy team, which can be a key decider.

Leaderboard class spy.png 间谍

  • The Spy can be one of the trickiest classes to play in Arena because of time pressure. You can’t take forever to plan your attacks and get into position, because by the time you do, most of your team could already be dead, leaving a bunch of enemy players left who will often be in groups, and who by then will usually be expecting a Spy. Spies must attack fast while they have distractions to take advantage of, but not so fast that they don’t wait for enemy targets to become isolated. Later in the round, gunplay usually becomes more feasible than knifeplay, especially since Disguises become less and less useful when only a few enemies are left. Use of your gun can also be used to bait enemies into backstab range. It can often be more advantageous to disguise as a friendly than as an enemy either very early or very late in the round. Also remember that enemy Buildings can help you, either as bait or as healing, so don’t just simply sap everything in sight. If you are using the Dead Ringer, remember that it can grant an easy First Blood to the enemy. Try not to activate it before First Blood occurs. But, this can be a double-edged sword. Inform your team if to hold back if possible, telling them you will 'give' the enemy the first blood. This makes it so while the enemy gets first blood, it will most likely go to waste, thus eliminating it as a threat. Use of the Cloak and Dagger is also tricky due to the fact that cloaked movement is restricted, but the unlimited Cloak is also handy in the later game. But don't try to play "hide and seek" with the enemy, as nobody really enjoys that and often will just encourage an open point to be captured. The Ambassador is a decent choice, as it allows for you to Headshot off enemies that are unaware of you, thus doing very serious damage to them assuming they aren't killed. Keep in mind of the slight damage penalty and the cool-down on the Headshots, however.