Garrisons are the prime tools of map-control. Just look at Battlebase Beta Industrial Strength, Cabana Republic and Snow Plow. On BBB the garrisons in the center lock down half of the map in favor of the holding player. The situation on Cabana is comparable. On Industrial Strength there are also very strong, central garrisons as well as the garrisons near the land expansions which dominate those choke points. On Snow Plow and Temple Prime garrisons are optimal anti-eco-harassment tools. 驻军是地图控制的主要手段,像BB战斗试验平台,IS工业区,CR卡巴那还有SP雪梨。BB图中间的房子控制了一般的地图,对占领的一方是大大的有利。CR图同理,IS房子也很重要,中间房子的驻军和三矿附近的房子都占据着咽喉的位置。SP和TP的房子是最好的天然反侦察工具。 What makes garrisons so important? A garrison is a container of units. As long as they are in the garrison, they deal the same damage but can take a lot more hits. At the cost of immobilising the occupants a garrison increases health,extents range and increases the sight radius.
The first two bold features make it a perfect map-controller.
是什么使得驻军如此重要?一个驻守的地方是单位的容器,他们在要塞里会造成同样的伤害但是却可以承受多的多的伤害。 5. Skill 技巧 Skill is another hidden resource. There is only one way gathering it: Practice! You can read as many theoretical guides as you want. It's not going to help you at all if you don't play and apply your knowledge. There are players who are afraid of confrontation or too comfortable to take the heart-beat increase and too lazy to afford the concentration playing takes. They may think 'nah I prefer watching how pros play and read guides'. That's not going to help. RTS is e-sports. Sports require training. A lot of Americans watch Baseball, but how many can actually play it? Those who watch it and train or those who only watch? 技巧是另一个隐藏的资源,这里只有一条途径获得:那就是多加练习!你想看多少理论指导就看多少。但是如果不在实战中多多利用你的知识,他们就不会有任何帮助。有些玩家怕与人对战,或者太安逸而导致心跳加快或者太懒没有专心做出反应,他们可能认为“我更喜欢看如何发挥优点和读指导文章”,但那不会有什么帮助。RTS游戏是电子竞技,运动需要实战练习。许多美国人看打橄榄球,但又有多少人真正会打呢?看指导文章并且练习的人和只看不练的相比,孰优孰劣,一目了然。 Conclusion总结 At the beginning of this blog you learned that units are money. Apart from the things we've already talked about, that means one more thing: that an economical advantage over your opponent entails more units than your opponent. That relation is reversible. If you can use your units better than your opponent you can compensate an economical disadvantage, as you simply destroy everything in which your opponent invested his extra funds. 文章开始讲到单位和资金,除了我们刚才谈到的之外,还意味着另一件事:相对与对手的经济优势需要更多的单位去维持这种优势。这种关系是可逆的,如果你能比你的对手更好的使用你的单位,你就可以弥补经济上的劣势,也就是摧毁对手利用额外的资金建造的任何东西。 The winner of a game is decided by a huge variety of little things that add up on the whole. These things are strategy-execution, expansion-timing, scouting, anti-scouting, harassment-timing, strategic transitioning, tech-timing, mistake-exploitation, distraction-timing (goes along with pretty much all the other things mentioned here), micromanagement (ability-timing, formation, focus distraction, focus fire, kiting, flank-timing) and many many other things. 游戏的胜者决定于由非常多的细节组成的整体。这些包括策略的使用,扩展时间的选择,侦查,反侦察,骚扰的时机,科技升级时间的控制,利用错误,分散注意力(伴随着这里提到的许多其他事物),微观管理(****,单位队形,分散注意力,集中火力,放风筝,侧面进攻)和其他很多因素。 |