专区首页 游戏新闻 新手入门 相关下载 游戏视频 游戏周边 游戏壁纸 游戏截图 论坛专区

U9网 > 泰伯利亚之战 > 综合
EMP武器的使用
[参与评论]  [进入论坛] 2008-5-26 来源:游侠  作者:RenegadeNukes

附:英文原文:
Uses of EMP Weapons

Skirmishes

One of the key ways to come out on top in Kane's Wrath is powering down your opponent's army in the middle of an intense skirmish which can enable you to knock out your enemy's hardest hitting units and thus giving you enough time to take advantage of the situation by knocking large chunks out of your enemy's army while his hardest hitting units are disabled.

There are 2 main classes of units that you should aim to target with EMP powers or abilities in a skirmish:
Artillery - Most battle-groups employ hard hitting artillery units such as the Juggernaut and Specter to deal huge damage while staying behind much more durable units. As a result by the time you are able to cut through the enemy lines the artillery units are likely to have delivered serious damage to your army. Hence knocking them out with an EMP weapon can enable you to buy enough time to attack your enemy's lines without taking damage from the artillery units raining rounds on you.

Next will be your opponents heaviest units. In many skirmishes, the backbone of your enemy's fleet will be the tough hard hitting armored units (such as Avatars, Tripods and Mammoth Tanks in the late game) so knocking them out of commission for even a short period of time will mean that you will have less units to focus on and take less damage from what would be the core of your enemy's army.

One of the mechanics of Kane's Wrath is that the hardest hitting units (like artillery) have the weakest armor. Hence players will hide them behind tougher ones. Thus you can use the EMP weapon to disable your opponents meat-shield units, flank around and decimate your opponents fragile artillery (minimum range is another key attribute to use to your advantage)

Knocking Down Power

Base defenses are often the bane of most armies. Tier 3 base defenses are still capable of ripping huge chunks out of your army and now upgraded AA defenses are capable of shredding most aerial fleets. They have one big weakness - they require power. Knock down your opponent's power supply and they won't have the advantage of these defenses.

This is where EMP weapons come into play, they have the ability to temporarily knock out your opponents power supply, thus opening a window of opportunity to deliver a swift bombing strike or attack your enemy without having to worry about base defenses.

The key is timing as when you have delivered your EMP attack - most skilled players will take measures to get the base online (by disabling power hungry structures) and more importantly to kill your units that are delivering the attack.

As a result you will need to be in position and move very quickly when you deliver the attack. Even planning mode can be used when coordinating an air strike with an EMP attack under the correct situation.

To reap the best results you should aim to follow up your first EMP assault with further strikes to have a larger window of opportunity. However, no matter what approach you use to deliver an EMP strike, you can be sure that your opponent will be ready to counter it next time round. So if you use a Hammerhead + EMP Grenadiers to deliver your first punch - expect to see an AA weapon blowing your gunship to shreds if you try it again. This is why variation is very important if you wish to successfully extend your window of opportunity. A general hint would be to deliver a unit based attack for your first assault and then follow it up with an assault that can either can not be stopped or with a stealthier method (IE: Shockwave Artillery, EMP Control Center / Stealthed Raiders).

The key is to not only mix up the style of EMP assaults, but also the method and timings. If you can orchestrate an effective diversion - you have an even better chance of succeeding with your assault.

[1] [2] 上一页

相关文章
网友评论
精彩推荐
专区推荐
网游视频
网游活动
游戏美女
论坛推荐
在线小游戏
娱乐精华