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Commentary on the revision of various military commanders' tactics in the annals of the Three Kingdoms
The History of the Three Kingdoms 13 is a very hot military game of the Three Kingdoms recently, which is equivalent to the previous versions and adds several brand-new systems! The tactics of military commanders are one of them. The tactics are highly practical, but many players don't know how to modify the tactics. Today, this strategy brought to players by deep space high play can explain the problems to players in detail!

How to modify the 13 tactics of the Three Kingdoms

Because the characteristics of the current version are not very different, many tactics have no chance to play, and the unified martial arts has grown rapidly, resulting in a relatively simple style of play and team composition.

There is also a big V modifier to support the comprehensive revision of the tactics, so I have revised some tactics myself, and I feel that I can barely do it after half a try, so I will discuss it with you.

1. Generally, it can be divided into -ring-picking and 3-stream single tactics; Low-mining combined with fierce general tactics and auxiliary tactics; High mining with assault, omni-directional, DEBUFF, effect tactics. Weakened the effect and adoption of most tactics.

2. I changed the typical group BUFF of Cao Cao, Liu Bei and Sun Quan to . Without morale, the offensive and defensive maneuvers increased by 1-2, ranging from 1, to 1, &; 1 duration. Similar to halo effect.

Cao Cao's attack is 2 and his maneuver is 1; Liu Bei is attacking 1, defending 1 and maneuvering 1; Sun Quan defends against 3.

3. Weakening the tactics of mining and matching in class 2 is changed to super-range, super-long time and zero mining and matching, and the effect is between -5 and -1. Similar to halo effect.

4. The guard array and command tactics have also been changed to similar halo effect, but the effect is stronger than Class 1, and only 1-2 is matched according to the number of additional attributes.

5. combo, volley, surrounding attacks, adversity, attack reinforcement, maneuver reinforcement and other 2-3 tactics will change the single tactics to tactics to increase the duration. Similar to the battlefield characteristics of ordinary military commanders.

6. generally, the bonus is reduced by 3-5, and morale is not increased or reduced. for every 2 special effects, 1 bonus is added, which is generally between 1-3 bonus.

7. The group tactics with increased morale, except support, encouragement, special attack and flawless, almost all cancel the effect of increasing morale. Increases morale by 2 for soothing.

8. maintain morale class 1, and for every 2 more special effects, 1 more special effect will be adopted.

9. The tactics of provocation, false report and seal, with little modification, occasionally reduce the effect and selection to adapt to the whole. For example, I weakened the effect of all 5 selections, but reduced it to 4 selections, and changed the false report to 3 selections.

1. For every 2 special effects in the tactics to reduce morale, 1 bonus is adopted.

11. Mad dog, assault, volley, command, reduce numerical bonus, and reduce 1 to collect and match.

12. The turkey tactics haven't been modified, because it feels like a BUG, and we haven't figured out how to modify it yet. We can discuss it together.

If it is combined with the modification such as reducing the damage of arms, doubling the value of the city defense, enhancing the weapon effect and increasing the mobility of all arms, it will really have another charm to fight at the speed of 1-2.

It can also be matched with the lieutenant's tactics. It is really dazzling to fight, and each unit is unique.