Difference between revisions of "Backcapping/zh-hant"
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===重裝兵偷點=== | ===重裝兵偷點=== | ||
− | [[Heavy/zh-hant|重裝兵]]偷點,先天上便是一種高難度的戰術,善加利用[[Gloves of Running Urgently/zh-hant|狂奔手套]]或是[[Buffalo Steak Sandvich/zh-hant|水牛排三明治]]的能力;當配備手套時,重裝兵便能更快速地到達控制點;水牛排雖然會讓妳受到[[mini-crits/zh-hant|小爆擊]],但可以用[[Fists of Steel/zh-hant|鐵拳]] | + | [[Heavy/zh-hant|重裝兵]]偷點,先天上便是一種高難度的戰術,善加利用[[Gloves of Running Urgently/zh-hant|狂奔手套]]或是[[Buffalo Steak Sandvich/zh-hant|水牛排三明治]]的能力;當配備手套時,重裝兵便能更快速地到達控制點;水牛排雖然會讓妳受到[[mini-crits/zh-hant|小爆擊]],但可以用[[Fists of Steel/zh-hant|鐵拳]]或是冬眠蟄伏之熊套裝來彌補,此時重裝兵的高火力輸出能讓你輕易防守缺乏機動空間的控制點(例如[[Gravel Pit/zh-hant|Gravel Pit]]的控制點 C );[[Natascha/zh-hant|娜塔莎]]則能夠避免敵人試圖藉由站在控制點上阻止佔領;假如附近有步哨的話,食用[[Sandvich/zh-hant|三明治]]也許能讓你在被步哨殺死之前佔領控制點。 |
===Engineer-capping=== | ===Engineer-capping=== |
Revision as of 09:20, 1 May 2012
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“ | 有...有人注意到我的存在嗎?
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— 偵察兵
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” |
偷點戰術最早是指在標準 5 控制點占領模式中,搶在敵方成功佔領我方控制點之前率先搶下敵方控制點;同樣的戰術也可以應用於攻擊/防禦控制點模式以及彈頭車模式,偷點戰術的意義已經被衍伸為泛指任何在敵方房線後方占領據點的行為。
由於偵察兵以及間諜所擁有的速度和難以捉魔的特性,讓他們往往成為偷點戰術的最佳執行人選;但是其他職業同樣也可以進行偷點戰術。
內容
一般策略
偷點戰術一般有著非常高的風險,然而一旦成功,便能夠為你的隊伍帶來極大的優勢;如果你的隊伍成功的執行偷點戰術,便能瞬間擴增可觀的占領區,同時阻止敵方隊伍獲得增援並將其孤立起來;如果失敗-這是比較常見的結果-你的隊伍便少了一個在前線戰鬥中的生力軍。
占領控制點所需的時間會隨著該控制點在地圖上的位置而有所不同;一般來說,中央控制點所需的占領時間最久,所以對於偷點戰術來說是個差勁的目標。
一個理想的偷點目標通常所需的占領時間較短,或是難以迅速回防,例如Gravel Pit的控制點 C 。
偷點戰術執行的最佳時機通常是當敵方隊伍離開自己的控制點並試圖占領下一個控制點時,此時敵方的控制點通常較缺乏防衛,且佔領的所需時間通常較敵方完全占領下一個控制點的時間短;只要有點技巧和運氣,你甚至可以純靠偷點戰術偷下最後一個點,並一手為你的隊伍帶來勝利;然而,請隨時注意你的抬頭顯示器,如果你發現無法在敵方占領控制點之前成功執行偷點戰術時,請回頭幫助你的隊友,並放棄偷點的意圖好避免被發現。
偷點戰術通常很難應用於最後一個控制點,因為此時大部份的敵方成員將會試圖防守這個點,但由於最後一個控制點占領所需的時間極短,因此有時亦不妨一試;此時間諜通常較偵查兵更適合執行這個戰術,因為間諜可以迅速的破壞控制點附近的步哨並背刺任何粗心大意的玩家後(你的永恆獎賞在此時非常管用,可以避免你被敵方發現 ),再占領控制點;倘若最後一個控制點附近尚未架起步哨的話,火焰兵也是一個在執行偷點戰術時不錯的選擇,他們的壓縮氣爆能推開任何試圖阻止佔點的防守者;最後,假如最後一個控制點剛剛開放佔領時,偵察兵也可以試著執行偷點戰術,由於偵察兵佔點的速度之快,敵方較低等級的步哨或是迷你步哨可能來不及在你完成佔領之前殺死你,你也可以利用Bonk! 原子能量飲料好躲過敵方步哨。由於佔領所需時間的不同,有些地圖較其他地圖更容易在最後一個控制點執行偷點戰術;但有些地圖,例如 Gravel Pit 的控制點 C ,便有可能會因為占領控制點所需的時間太長而讓偷點戰術的可行性受到限制。
職業策略
偵察兵偷點
由於偵察兵在佔領控制點上的專長,偵察兵偷點通常被認為是戰場上最典型的偷點戰術之一;偵察兵擁有足夠的速度和兩倍佔點速率,足以在很多情境下成功執行偷點戰術;除此之外,他們的速度也讓她們能在事情出錯時迅速脫離戰鬥,或是避開任何防守者;當裝備Bonk! 原子能量飲料時,偵察兵可以輕易地溜過敵方防線,並在適當的時機執行偷點戰術。
火箭兵/爆破兵偷點
火箭兵/爆破兵偷點通常只有在裝備天堂路時才會成為可行的選項,天堂路讓使用者能夠如同偵察兵一般用兩倍的速度佔領控制點;火箭兵和爆破兵能夠利用火箭跳或黏彈跳能力繞過防守者或是快速進入難以進入的控制點;另外,這兩個職業都有足夠的火力讓他們在偷點時能保護自己,但天堂路會讓使用者承受更多的子彈傷害。
火焰兵偷點
火焰兵偷點通常比較適合由裝備火焰噴射器或除油者的火焰兵來執行,因為這些武器使用壓縮氣爆能力的花費較少;火焰兵在偷點時扮演的是純然防禦的角色,利用壓縮氣爆吹走任何試圖阻止占領的敵人以及拋射體;當有敵方成員站在控制點上好避免被控制點被偷時,火焰兵便能夠執行偵察兵或間諜無法做到的任務:即使偵察兵或間諜能殺死這些敵人,能有效佔領控制點的時間仍舊會被浪費,敵方也會發覺偷點的意圖;與之相比,火焰兵在控制點上有一兩名防守者的情形下,仍然有能力快速佔點,即使對方使用ÜberCharge進行防守依然不構成威脅。
重裝兵偷點
重裝兵偷點,先天上便是一種高難度的戰術,善加利用狂奔手套或是水牛排三明治的能力;當配備手套時,重裝兵便能更快速地到達控制點;水牛排雖然會讓妳受到小爆擊,但可以用鐵拳或是冬眠蟄伏之熊套裝來彌補,此時重裝兵的高火力輸出能讓你輕易防守缺乏機動空間的控制點(例如Gravel Pit的控制點 C );娜塔莎則能夠避免敵人試圖藉由站在控制點上阻止佔領;假如附近有步哨的話,食用三明治也許能讓你在被步哨殺死之前佔領控制點。
Engineer-capping
Engineer-capping is more difficult to do than other back-cap methods, but can be the most devastating. It involves the Engineer getting behind the enemy lines and constructing a base in anticipation of the final point becoming unlocked. This could involve building a Teleporter, Sentry Gun, or even both. A very risky tactic as you may have no forward defense, Allied players could use the teleporter to mount an attack from behind and have an early presence on the final control point before it becomes unlocked, but there might be a lack of players to defend your point. The more devious strategy is for an Engineer to just build and upgrade a Sentry Gun, hauling it to the final point, and to spawn-camp or use it for protection while capping. Gunslinger-wielding Engineers can also pull out a Mini-Sentry right over the control point and be able to rebuild them, were they destroyed, in almost no time. You may also use the Jag to deploy a sentry in 0.75 sec, possibly with the addition of leveling time.
Medic-capping
Medic-capping is typically not performed on its own, but a Medic can offer large benefits to any other class when back-capping. The Medi Gun which gives the ÜberCharge ability allows a team of a Medic and another class to pierce the battle line of the opposition with impunity. This allows the Medic to facilitate a back-cap for a class unable to bypass the battle lines on their own. Then once behind enemy lines, the Medic can heal their partner or attack to increase their partner's effectiveness in the back-cap. The downside is that using the ÜberCharge to push through lines is fairly noticeable. This can still offer benefits though. The enemy team may over-allocate players to deal with your back-cap attempt, leaving their defenses weakened.
Sniper-capping
Sniper-capping is difficult and very uncommon, as the Sniper is weak at close range. Jarate and the Bushwacka may provide enough damage to prevent a short-range defense; while on more open points, the Sniper may be able to headshot approaching enemies. Huntsman is preferable as a primary weapon, but still not a perfect choice to defend oneself.
Spy-capping
Spy-capping is the act of infiltrating the enemy base as Spy and capturing a point the moment it unlocks. While the Spy only has a 1x capture rate and is relatively weak, it is much easier to get behind enemy lines as a Spy and get into position. This works particularly well on Attack/Defend maps given the ample hiding locations and the standard difficulty of breaking enemy lines. This often done on the final point due to quickest timer compared to other points on most maps.
The Cloak and Dagger is useful because of the infinite Cloak capability, but enemies may Spy check in anticipation of a Spy-cap. The Dead Ringer is also useful in that it makes getting behind enemies lines much easier, but provides little hiding ability.
Spy-capping can be quite powerful, but is easy to counter if the defending team thinks it may be tried. All it takes is one player to Spy check the final point and a potential round-winning capture can be averted.
Related achievements
偵察兵
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間諜
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