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[人族] 从入土到入门——标准人地33基础攻略

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发表于 2024-5-24 14:50:24 | 显示全部楼层 |阅读模式
赤潮里人族的地位稍微有些小尴尬,匹配遇上强势对手经常没有单c的能力,但不代表人族就很弱势。像神地这种强大且重要的位置,你也要想想,如果你拉跨了,这把问题可就大了。新手从人地开始玩起也是个不错的选择。
一个打得好的人族在敌方人族水平欠佳时有着无可比拟的压制力,外战也可以很好发挥前期强大的统治力,即使以上都没有,也是一个非常关键的辅助。
一句话:你可以质疑人族,但你不能不带人族玩。
标准人地卡组构成
图片1.png
                              
若前期没兵,可选用标准弩兵,马骑兵,霰弹摩托,原力坦克填补空白
符文推荐:红色陆军攻击和地面王牌,绿色冷却缩减,另一个看情况选择收藏家或逐风者,蓝色符文用远程减伤和陆军减伤,大符文准备追猎者和矿主。优先全符文拉到五级
人地标准位置在一楼,匹配的时候经常也会遇到外战的情况,内战带双追(追猎者加逐风者),外战带双矿(矿主加收藏家)
出兵流程(注意,战场局势千变万化,中后期没有定法,自行发挥吧)
对位人地:有两种流程可选,第一回合四枪,第二回合出火龙,或者六枪,第二回合出标准盾兵,攒到三科技点时就可以出穿甲铁狗了(穿狗基本刚需二级),一般是三个火龙一个盾兵,之后一般就是枯燥无味的穿甲铁狗对爆拼符文环节,如果追猎等级低会是相当致命的劣势。注意照明丢好,能消除穿狗二级的免伤,原力坦克一二级的增益,还有大家都清楚的警戒。
人地内战后期刚需穿狗三级科技,决战前尽量补出一些幽灵摩托,有时候就可能靠他们扭转战局。

对位神地:为了防止暗影刀奴偷袭,对位第一回合一定要记得补出反隐,再出重装火兵,之后补一定数量的枪兵,重装火兵科技补到二级,基本可以把神族压制到出金刚。这时候如果对面机械多,可以出五个左右的穿甲铁狗,出了棍奴,我们就补幽摩,想打马龙最好出些铁鸡,科技富裕可以加到二级,这时可以把重火科技退掉。
二十回合后就要开始憋重装坦克了,毕竟神地一楼基本都是来偷家抓人地的,匹配这种情况相当多。重坦是最重要的,他是你在被骑脸时唯一的可控依靠,如果有能力三级可以把重火全部卖掉。神地出了三级幼龟之后就没办法正面对抗了,重坦能撑一会是一会吧。
如果队友会玩,一般会有罩子或者增援保你不被偷,但匹配可没法保证,所以要多关注重坦的位置,及时坐下来。

对位妖地:第一波出一两个重火,剩下的全出枪兵,若有铜头蜥蜴,第二回合补反隐,若是大量狼,第二回合补重火,如果是鬼狼,就出火龙重火双火烧。其他情况下猛出枪兵就行,大致出到20个,科技可以给到二级,也能做到前期压制。
这时该出幽摩了,科技也可以给,有了五点科技,枪兵和幽摩的科技回退就可以出风暴,风暴数量在三到四个为好,太多了会堵住路妨碍走位,后面有富余补出重装坦克。和神族幼龟一样,三级双生鹿也没法在没技能的情况下正面对抗,不过可以赌一赌风暴运气。
技能相关
一般携带照明弹,警戒时间,导弹,铁处女号
大部分情况警戒照明准没错,特殊情况可携带后两者,比如对方人族很会玩,警戒基本都会被照掉

图片2.png
关于照明弹
照明可以消除很多重要的技能效果,是人族的核心技能。一个人族打得好不好,关键就看他的照明释放水平。同时,照明也是双刃剑,人族外战弱势的原因就是对方也有人族朝你丢照明(
照明弹有不小的释放延迟,可以的话尽量预判照明
对付蜘蛛可以照明自己来防止敌人的负面效果
敌人若抢下暗影公爵中立,照明黑隐刀,幽摩,鬼飞机等是相当重要的
抢中立的时候一般不给敌人照明,可以给自家兵扔一个照明,防止被魅惑
释放鬼畜时间时,可以给自家有手动的兵种扔一个照明,让他们能开出来技能
释放诱导集结号时,若担心敌方假行术,可以扔一个照明,不过假行敌人的硬直会被打断
有带魅惑技能的妖族队友记得照明弹谨慎出手,别造成乌龙事件
照明可以开视野,也可以消除妖族铁臂蜥蜴的无敌效果,搭配神族骑脸有奇效
看到敌人双向传送的时候可以扔一颗照明进去,有概率传不走
照明弹的持续时间和作用范围都和游戏里的不算很相符,范围稍大一圈,特效消失后效果还会持续几秒钟,最低画质下可以看清楚
对方人族也有核弹的话,可以决战倒计时六秒左右在自家门口留一个照明清除核辐射

图片3.png
关于诱导集结号
你不会带集结号吧
冷却好之后尽量早放,一般限制在三回合内要出手,不要钱,早放早冷却
己方多个人族一般按楼层顺序拉
前几个拉给自己保证发育,后面的可以给二三楼,帮助打出对位优势,养肥队友
敌我双方的拉互相释放,后放的可能会失去功能,保证拉到敌方关键兵的同时放早一点
如果是照明弹搭配诱导,一般往自家兵身后拉

图片4.png
关于警戒时间
人族最强势的对线技能,警戒在手,天下我有。不管哪家,只要出兵没太大问题,警戒均可击穿敌方阵线,可惜的是对方也是有人族的(
原力坦克,重装坦克,双生鹿他们三开手动以及霰弹摩托,二级科技重装铁狗的普通攻击都是吃不到警戒加成的,别给他们套
不要交上火了再放警戒,那点护甲加成真没用的
最好搭档是幽灵摩托或者穿狗
记住前面照明的介绍,不要卡范围和消失时间放警戒
后面可以多考虑给队友的马龙幼龟电罗汉红线什么的释放,确保优势

图片5.png
关于导弹
一般是警戒被ban时使用,强大的一键清屏,确信敌方人族会玩,警戒用处不大,也可以带上
最常见的用法是决战前堵住对方出兵口,一核少一波(甚至两波)的兵。有妖族瞬时增援的话就同时补一颗照明,想炸前排就掐两秒引线,后排就四秒,当然不想考虑太多的话可以三秒
注意,核弹是可以伤害自家单位的,别闹了大乌龙
如果敌方剩余两拨兵以上在场,可以考虑决战前拉炸,大概操作是在两拨兵中间释放核弹,然后用诱导拉过去,有条件再补个照明
全境封锁很好克制核弹,有条件的话等他冷却时再核
非常顺风的人地能攒出两颗核弹

图片6.png
关于铁处女号
低阶空军的噩梦,一键抢下中立
铁处女号会被双向传送废掉,看到他传你可以试试丢个照明或者呼叫假行
高阶空军数量多起来可以很快的秒掉铁处女号
铁处女坠机时有不低的伤害,可以留一个诱导当大轰炸用(天降齐柏林,输出靠引擎)
一般是为决战空军保驾护航
你知道吗
接盘>对家>下家
人族可以单独把一个兵种的科技回退,而不需要把兵全卖掉(显然,预研的科技不行)
战术铁鸡未升级的机枪射击和裁决巨神会优先攻击空对地,非常智能,且空对地进入射程时会立刻转火,升级后的战术鸡导弹则有弹道,很容易造成集火,而且要导弹打完才能出伤
打妖族的蝙蝠一般不需要给铁鸡科技,打其他的基本需要三级,一般战术铁鸡要么零级要么三级
当然如果你符文太低,机枪打蝙蝠实在慢,也可以给科技
破法蜂比蝙蝠贵,而战术铁鸡导弹优先打高价值单位
都高符文情况下,裁决巨神dps太低,数量少时很难处理巨鲸,但打妖空的蝙蝠很轻松
决战不知道干什么就多出几个反隐
防空铁鸡缺点在有弹道,没机械克制,当然最致命的是不能对地,人地一般不会在一楼接空军,很有可能接不到后续的空军就把钱送掉了
要是在二楼,可以考虑带上一个重装方舟,给对面空军马龙一个惊喜
风暴巨神可以很容易的被灵韵采集,随便漏下来的空军之类的把导弹骗出来
人地很难接大量红线的妖空,没有警戒基本打不过
没有科技的暗影刀奴会被火兵烤的外焦里嫩,但有科技足够在火龙按出手动前把他砍死
火龙没有一级科技很容易被枪兵打死
拉人的时候稍微晚点放火龙手动,以免被敌方同时拉走假行解除后手动被吞掉
魅惑一般会针对空军或防空单位,预判准的话可以提前扔或者提前不扔
有些可选的小套路,比如带重装方舟防空,带幽灵战机决战上天等
照明能解除魅惑蛛的技能,但是会变成解除和被魅惑循环
老兵加成也可以被照明弹解除
机械狂犬有远程免伤,穿狗几乎打不动这玩意
棍奴有远程免伤,穿狗和非三级重坦没法处理
穿狗三级前打盾兵等挺慢的
照明可以决战时留一个下来
决战前有余力可以补些防止对方上天/下地的单位
风暴巨神很容易炸到马龙落箭虎等单位
别指望风暴巨神防空
打巨鲸基本刚需三级铁鸡
按住兵种手动可以观察兵种位置,注意你的火龙或重坦的位置
人地一般不卖兵,太亏经济
原力坦克加前排其实能很好的打外战,但吃了照明弹基本就没法打了
队友会玩的话一般不会让神族偷到
穿甲铁狗的三级科技是按护甲一比一增加伤害,人地内战可别退掉了
如果对面敢不带人族玩,前期的大量枪兵弩兵加火可以很轻松的打穿
追猎打矿主内战前期被压些不要怕,25回合前守住三塔基本局势就可以稳定,进入反攻阶段
重火和火龙会在重坦前面出现,后面记得卖掉,被神偷家时会妨碍重坦
大量给科技的弩兵可以处理盾兵和火龙,但是打不动二级科技的穿狗,出多了较拖节奏
风暴巨神二级前压制力大打折扣
暗影公爵中立buff增加隐形单位20攻击力,隐刀也能杀重坦,若你们抢到了可以多压幽摩
一般可以提前照明对方三楼神地,留存的时间足够再照到对面一楼方便你打内战
风暴巨神的导弹着地前被击杀导弹就会直接消失,其他兵种的弹道普攻也一样
魅惑和诱导集结号可以让风暴巨神的导弹无效
天眼金刚的无敌也可以照明解除
轰炸可以解原力坦克和巨神
人族的天敌永远是对方的人族




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发表于 昨天 19:40 | 显示全部楼层
拿ai跑了一下翻译。
在《赤潮》中,人族的地位有时略显尴尬。在匹配中遇到强势对手时,人族常常缺乏独自carry比赛的能力,但这并不意味着人族就很弱势。像神地这样强大而重要的位置,你也要明白,如果你自己玩得不好,这把游戏的问题可就大了。对于新手来说,从人地开始玩起也是一个不错的选择。

In Art of War: Red Tides, the Terran's position can be a bit awkward at times. In matchmaking, when facing powerful opponents, Terrans often lack the ability to solo-carry a match, but that doesn't mean the Terran faction is weak. Just think about powerful and crucial positions like Atlac Ground—if you underperform there, the game's problems are on you. For beginners, starting with Terran Ground​ is also a solid choice.

一个玩得好的人族玩家,在敌方人族水平欠佳时,能展现出无可比拟的压制力;在外战中也能发挥前期强大的统治力。即使以上都做不到,他也是一个非常关键的辅助。

A skilled Terran player exerts unparalleled pressure when the enemy Terran is underperforming. In cross-faction ("out-faction") matches, they can leverage their early-game dominance. Failing that, they remain a crucial support unit.

一句话:你可以质疑人族的强度,但你不能不带人族玩。

In short: You can doubt the Terran's strength, but you can't leave them out of your composition.

标准人地卡组构成
Standard Terran Ground Deck Composition

若前期卡兵,可选用标准弩兵、马骑兵、霰弹摩托、原力坦克填补空白。

If you're lacking units in the early game, you can use Regular Crossbowman, Outrider, Scattercycle, or Force Tank​ to fill the gaps.

符文推荐:

Rune Recommendations:

红色:陆军攻击​ 和 地面王牌。

Red Runes: Ground Attack​ and Ground Elite.

绿色:冷却缩减,另一个看情况选择收藏家或逐风者。

Green Runes: Ability Cooldown Reduction, with the other slot chosen situationally between Collector​ or Windseeker.

蓝色:远程免伤​ 和 陆军攻击。

Blue Runes: Ranged Damage Reduction​ and Ground Attack.

大符文:追猎者​ 和 矿主。

Major Runes: Marksman​ and Overseer.

优先将全符文升到五级。

Prioritize leveling all runes to Level 5.

人地的标准位置在一楼,匹配时也常会遇到外战。内战推荐带双追(追猎者​ + 逐风者),外战推荐带双矿(矿主​ + 收藏家)。

The standard position for Terran Ground is on the first floor (Player 1). In matchmaking, you will often face cross-faction matches. For mirror matches (vs. Terran), bring Double Marks​ (Marksman​ + Windseeker). For cross-faction matches, bring Double Overseer​ (Overseer​ + Collector).

出兵流程
Unit Production Flow

(注意:战场局势千变万化,中后期没有固定公式,请自行发挥)

(Note: Battlefield conditions are ever-changing. Mid to late game has no fixed formula, so adapt accordingly.)

对位人地(内战):

Mirror Match (Terran Ground vs. Terran Ground):

有两种流程可选:

Two opening options:

第一回合出4个枪兵,第二回合出火龙上尉。

Round 1: 4 Riflemen. Round 2: Dragon Breath.

第一回合出6个枪兵,第二回合出标准盾兵。

Round 1: 6 Riflemen. Round 2: Regular Raviser.

攒到3点科技时,就可以出穿甲铁狗了(穿狗基本刚需二级科技)。

Once you have 3 Tech, you can start producing Gorillas​ ("Gorillas"​ almost always require Tech 2).

通常的阵容是3个火龙上尉​ + 1个标准盾兵。之后一般会进入枯燥的穿甲铁狗对拼、比拼符文的环节。如果追猎者等级低,将是相当致命的劣势。

A common composition is 3 Dragon Breaths​ + 1 Regular Raviser. Afterwards, it often becomes a tedious duel of massing Gorillas​ and competing on rune levels. Having a low-level Marksman​ rune is a significant, often fatal, disadvantage.

注意:照明弹要丢好,它能消除穿狗二级的免伤、原力坦克一二级的增益,以及大家熟知的警戒时间效果。

Note: Use Flare​ wisely. It removes the damage reduction from Tech 2 Gorillas, the buffs from Tech 1/2 Force Tanks, and the well-known Full Alert​ effect.

人地内战后期刚需穿狗三级科技,决战前尽量补出一些幽灵摩托,有时他们可能就是扭转战局的关键。

Late-game mirrors absolutely require Tech 3 Gorillas. Before the final battle, try to add some Ghost Motorcycles; they can sometimes turn the tide.

对位神地:

Vs. Atlac Ground:

为防止暗影刀奴偷袭,对位第一回合一定要记得补出反隐单位,再出重装火兵,之后补一定数量的枪兵。重装火兵科技补到二级,基本可以压制神族直到他们出不灭金刚。

To prevent Shadow Blade Slave​ sneak attacks, you mustget detection in the first round, then produce Heavy Flamethrowers, followed by a number of Riflemen. Upgrade Heavy Flamethrowers​ to Tech 2. This can usually suppress the Atlac until they field Vajras.

这时如果对面机械单位多,可以出5个左右的穿甲铁狗。如果对方出了重棍斧奴,我们就补幽摩。如果想打马龙,最好出些战术铁鸡,科技富裕可以加到二级,这时可以把重火科技退掉。

If the enemy has many mechanical units, produce about 5 Gorillas. If they produce Staff Slaves, we add Ghost Motorcycles. To counter Unicorns, it's best to produce some Sentinels. If tech is plentiful, upgrade them to Tech 2. At this point, you can sell your Heavy Flamethrowers​ to reclaim their tech cost.

二十回合后就要开始憋重装坦克了,毕竟匹配中,神地一楼基本都是来偷家抓人地的,这种情况相当多。重坦是最重要的,它是你在被骑脸时唯一的可控依靠,如果有能力升到三级,可以把重火全部卖掉。

After round 20, start saving for Heavy Tanks. After all, in matchmaking, a first-floor Atlac is often there to backdoor the Terran player. The Heavy Tank​ is paramount—it's your only reliable, controllable anchor when getting dove. If you can afford Tech 3, sell all your Heavy Flamethrowers.

一旦神地出了三级幼龟,正面就基本无法对抗了,重坦能撑一会是一会。

Once the Atlac fields Tech 3 Turtle Cubs, a head-on fight becomes nearly impossible. Your Heavy Tanks​ are just buying time.

如果队友会玩,一般会用罩子或增援保你不被偷,但匹配没法保证,所以要多关注重坦的位置,及时让其坐下。

If your teammates are competent, they'll usually have shields or Instant Reinforcements​ to protect you from backdoors, but you can't count on that in matchmaking. So, keep a close eye on your Heavy Tank​ positioning and deploy them ("sit down") promptly.

对位妖地:

Vs. Yaoguai Ground:

第一波出1-2个重火,剩下的全出枪兵。若敌方有铜头蜥蜴,第二回合补反隐;若是大量狼,第二回合补重火;如果是鬼狼,就出火龙+重火双火烧。其他情况下,猛出枪兵即可,大致出到20个,科技可以给到二级,也能做到前期压制。

First wave: 1-2 Heavy Flamethrowers, the rest all Riflemen. If they have Copperhead Basilisks, get detection Round 2. If it's masses of wolves, add more Heavy Flamethrowers​ Round 2. If it's Dreadclaws, go for double burn with Dragon Breath​ + Heavy Flamethrower. In other scenarios, spam Riflemen. Get around 20, upgrade them to Tech 2. This can achieve early-game pressure.

这时该出幽摩了,科技也可以给。有了5点科技,退掉枪兵和幽摩的科技,就可以出风暴巨神,数量在3-4个为好,太多会堵路妨碍走位。后面有富余可补出重装坦克。

Now it's time for Ghost Motorcycles. You can upgrade them too. With 5 total Tech, sell the tech from your Riflemen​ and Ghost Motorcycles​ to afford Hailstorms. 3-4 Hailstorms​ is a good number; more will clog paths and hinder positioning. Later, if you have spare resources, add Heavy Tanks.

和打神族幼龟一样,三级的双生鹿也无法在没有技能的情况下正面对抗,不过可以赌一赌风暴的运气。

Like with the Atlac Turtle Cub, you cannot face Tech 3 Javelin Deer​ head-on without abilities. You'll have to rely on Hailstorm​ RNG.

技能相关
Ability-Related

一般携带照明弹、警戒时间、导弹、铁处女。大部分情况带警戒+照明准没错,特殊情况可携带后两者,比如对方人族很会玩,警戒基本都会被照明消除。

Typically bring Flare, Full Alert, Missile Strike, and Iron Maiden. In most situations, Full Alert​ + Flare​ is the correct choice. The latter two are for special cases, e.g., if the enemy Terran is highly skilled and your Full Alert​ will likely be flared.

关于照明弹:

About Flare:

照明弹可以消除很多重要的技能效果,是人族的核心技能。一个人族玩得好不好,关键就看他的照明弹释放水平。同时,照明弹也是双刃剑,人族外战弱势的原因就是对方也有人族朝你丢照明。

Flare​ removes many crucial ability effects and is the core Terran skill. A Terran player's skill is largely judged by their Flare​ usage. It's also a double-edged sword—a key reason Terrans are weaker in cross-faction matches is that the enemyTerran is also throwing Flares​ at you.

照明弹有不小的释放延迟,可以的话尽量预判释放。

Flare​ has a significant cast delay; try to predict and pre-flare when possible.

对付惑心蛛/罗网蛛,可以照明自己来防止敌人的负面效果。

Against Amethyst/Sapphire Spiders, flare your own units to prevent the enemy debuffs.

敌人若抢下暗影公爵中立,照明​ 暗影刀奴、幽摩、鬼飞机等是相当重要的。

If the enemy secures the Shadow Duke neutral creep, flaring Shadow Blade Slaves, Ghost Motorcycles, Ghost Fighters (A-76 Mortus), etc., is very important.

抢中立时,一般不给敌人照明,可以给自家兵扔一个,防止被魅惑。

When contesting neutrals, don't flare the enemy. Instead, flare your own units to prevent Mind Control.

释放鬼畜时间时,可以给自家有手动的兵种扔一个照明,让他们能开出技能。

When casting Killing Time, flare your own units with active abilities so they can activate them.

释放诱导集结号时,若担心敌方用假行术,可以扔一个照明,不过假行中的敌人的硬直会被打断。

When casting False Rally, if you fear an enemy Withdrawal, you can flare. However, this will interrupt the "withdrawn" state of affected enemies.

有带魅惑技能的妖族队友时,记得照明弹谨慎出手,别造成乌龙。

If you have a Yaoguai teammate with Mind Control, be cautious with your Flare​ to avoid friendly fire.

照明弹可以开视野,也能消除妖族铁臂蜥蜴的无敌效果,搭配神族骑脸有奇效。

Flare​ provides vision and removes the invulnerability from Sand Basilisks. Combining this with a Atlac dive can be very effective.

看到敌人用双向传送时,可以扔一颗照明进去,有概率使其传送失败。

If you see an enemy casting Swap, throw a flare into the area; it might disrupt the teleport.

照明弹的持续时间和作用范围与游戏内的视觉效果不完全相符,范围稍大一圈,特效消失后效果还会持续几秒钟,最低画质下可以看清。

Flare's duration and effect radius don't perfectly match the visual. The radius is slightly larger, and the effect persists for a few seconds after the visual fades. You can see this clearly on the lowest graphics settings.

对方人族也有导弹的话,可以决战倒计时6秒左右在自家门口留一个照明清除核辐射。

If the enemy Terran also has a Missile Strike, you can place a Flare​ at your own doorstep around 6 seconds before the final battle to clear the radiation.

关于诱导集结号:

About False Rally:

你不会带集结号吧?冷却好之后尽量早放,一般限制在三回合内要出手,不要钱,早放早冷却。

You're not actually bringing Rally, are you? Use it as soon as it's off cooldown, generally aiming to use it within 3 rounds. It's free; early use means early cooldown.

己方多个人族时,一般按楼层顺序拉人。前几个拉给自己保证发育,后面的可以给二三楼,帮助打出对位优势,养肥队友。

With multiple Terrans on your team, the pull order usually follows player position (1st, 2nd, 3rd floor). Pull the first few on yourself to secure your economy, later ones can go to 2nd/3rd floor to help them win their lane and feed your allies.

敌我双方的诱导集结号互相释放时,后放的可能会失效,要保证拉到敌方关键兵的同时放早一点。

If both teams use False Rally, the later cast may fail. Aim to pull key enemy units while casting early.

如果是照明弹搭配诱导,一般往自家兵身后拉。

When combining Flare​ with False Rally, usually pull to behind your own units.

关于警戒时间:

About Full Alert:

人族最强势的对线技能,警戒在手,天下我有。不管对哪一家,只要出兵没太大问题,警戒均可击穿敌方阵线,可惜的是对方也是有人族的。

The Terran's most dominant laning skill. With Full Alert​ ready, you own the lane. Against any faction, as long as your unit composition isn't severely flawed, Full Alert​ can pierce the enemy line. The catch is, the enemy also has a Terran.

原力坦克、重装坦克、双生鹿的手动技能,以及霰弹摩托、二级科技的重装铁狗的普通攻击都吃不到警戒加成,别给他们套。

The active abilities of Force Tanks, Heavy Tanks, Javelin Deer, and the basic attacks of Scattercycles​ and Tech 2 Heavy Flamethrowers​ do NOT benefit from Full Alert. Don't cast it on them.

不要等交上火了再放警戒,那点护甲加成真没用。

Don't cast Full Alert​ after combat has already been joined; the extra armor is negligible.

警戒的最佳搭档是幽灵摩托或者穿狗。

Its best partners are Ghost Motorcycles​ or Gorillas.

记住前面关于照明的介绍,不要卡着范围和消失时间放警戒。

Remember the info about Flare; don't cast Full Alert​ at the very edge of its range or as it's about to expire.

后期可以多考虑给队友的马龙、幼龟、电罗汉、红线蝙蝠等释放,确保优势。

Later, consider using it on allies' key units like Unicorns, Turtle Cubs, Lightning Arhats, Redline Bats, etc., to secure advantages.

关于导弹:

About Missile Strike (Nuke):

一般是警戒被禁用时使用。强大的一键清屏技能。确信敌方人族会玩,警戒用处不大时,也可以带上。

Usually taken when Full Alert​ is banned. Powerful screen-clear button. Also viable if you're certain the enemy Terran is skilled, making your Full Alert​ less useful.

最常见的用法是决战前堵住对方出兵口,一颗导弹可消灭一波(甚至两波)兵。有妖族瞬时增援的话,就同时补一颗照明。想炸前排就掐2秒引信,炸后排就4秒,当然不想考虑太多的话可以3秒。

Most common use: Block the enemy spawn point before the final battle. One nuke can wipe one wave (or even two). If the Yaoguai has Instant Reinforcements, pair it with a Flare. To hit the frontline, set a 2-second fuse; for the backline, 4 seconds. 3 seconds is the safe, no-overthink option.

注意:导弹是可以伤害自家单位的,别闹乌龙。

Note: The Missile Strike​ damages your own units. Don't troll your own team.

如果敌方剩余两波兵以上在场,可以考虑决战前用诱导拉炸。大概操作是在两拨兵中间释放导弹,然后用诱导拉过去,有条件再补个照明。

If the enemy has more than 2 waves remaining on the field, consider a pull-nuke before the final battle. The general tactic is to place the nuke between two enemy waves and then use False Rally​ to pull them into it. Add a Flare​ if possible.

全境封锁很好克制导弹,有条件的话等他技能冷却时再放。

Force Field​ hard-counters nukes. If possible, wait for it to be on cooldown.

非常顺风的人地能攒出两颗导弹。

A very snowballed Terran Ground can save up two nukes.

关于铁处女号:

About Iron Maiden:

低阶空军的噩梦,一键抢下中立。

The nightmare of low-tier air units. A one-button solution to secure neutrals.

铁处女号会被双向传送废掉,看到他传你可以试试丢个照明或者呼叫假行。

Iron Maiden​ is countered by Swap. If you see the cast, try throwing a Flare​ or calling for a Withdrawal.

高阶空军数量多起来可以很快秒掉铁处女号。

Massed high-tier air units can quickly destroy the Iron Maiden.

铁处女坠机时有不低的伤害,可以留一个诱导当大轰炸用(天降齐柏林,输出靠引擎)。

The Iron Maiden​ deals significant damage upon crashing. You can save a False Rally​ to use it as a bombing run (Zeppelin airdrop, engine-powered damage).

一般是为决战空军保驾护航。

Generally used to provide air superiority/cover for the final battle.

你知道吗(技巧与小知识)
Did You Know? (Tips & Tidbits)

接盘 > 对家 > 下家​ (游戏内通用顺位理解)。

Taking over a lane > Opposing lane > Lower lane​ (General lane priority understanding).

人族可以单独回退一个兵种的科技,而不需要把兵全卖掉(显然,科技预研的科技不行)。

Terrans can refund the tech cost of a single unit type without selling all units of that type (Obviously, Elite Troops​ tech cannot be refunded).

战术铁鸡未升级的机枪射击和风暴巨神会优先攻击空对地单位,非常智能,且空对地进入射程时会立刻转火。升级后的战术铁鸡导弹则有弹道,很容易造成集火,而且要导弹打完才能造成伤害。

The un-upgraded machine gun fire from Sentinels​ and Hailstorms​ will prioritize air-to-ground units intelligently and switch targets immediately when air-to-ground enters range. Upgraded Sentinel​ missiles have travel time, easily causing overkill, and deal damage only after impact.

打妖族的蝙蝠一般不需要给铁鸡科技,打其他的基本需要三级,一般战术铁鸡要么零级要么三级。当然如果你符文太低,机枪打蝙蝠实在太慢,也可以给科技。

Against Yaoguai Bats, Sentinel​ tech usually isn't needed. Against other things, Tech 3 is generally required. Sentinels​ are usually either Tech 0 or Tech 3. Of course, if your runes are very low and the machine guns are too slow vs. Bats, you can upgrade them.

破法蜂比蝙蝠贵,而战术铁鸡的导弹优先打高价值单位。

Spellbreaker Bees​ are more expensive than Bats, and Sentinel​ missiles prioritize high-value targets.

在都高符文的情况下,风暴巨神的DPS太低,数量少时很难处理巨鲸,但打妖空的蝙蝠很轻松。

With high-level runes on both sides, Hailstorm​ DPS is too low to handle Great Whales​ effectively in small numbers, but they shred Yaoguai air Bats.

决战时不知道干什么,就多出几个反隐单位。

When unsure what to do in the final battle, just produce more detection.

防空铁鸡的缺点在于有弹道,没有机械克制加成,当然最致命的是不能对地。人地一般不会在一楼接空军,很有可能接不到后续的空军就把钱送掉了。要是在二楼,可以考虑带上一个重装方舟,给对面空军的马龙一个惊喜。

The downsides of Anti-Air Sentinels​ are travel time on projectiles and no bonus vs. Mechanical. The most fatal flaw is their inability to attack ground. Terran Ground usually shouldn't be the first floor handling air, as you might waste your resources before the proper air counter comes online. If you are on the second floor, consider bringing a Heavy Cruiser​ to surprise enemy air like Unicorns.

风暴巨神可以很容易地被灵蕴采集,随便漏下来的空军就能把导弹骗出来。

Hailstorms​ are easily baited by Essence Recyclers; any stray air unit that gets through can trigger their missiles uselessly.

人地很难接大量红线蝙蝠的妖空,没有警戒基本打不过。

Terran Ground struggles immensely against mass Redline Bat​ Yaoguai air. Without Full Alert, it's almost unwinnable.

没有科技的暗影刀奴会被重装火兵烤得外焦里嫩,但有足够科技就能在火龙上尉按出手动前把他砍死。

Tech-less Shadow Blade Slaves​ get roasted by Heavy Flamethrowers, but with sufficient tech, they can kill a Dragon Breath​ before its manual activates.

火龙上尉没有一级科技很容易被枪兵打死。

Dragon Breaths​ without Tech 1 die easily to Riflemen.

拉人的时候稍微晚点放火龙上尉手动,以免被敌方同时拉走,假行解除后手动被吞掉。

When being pulled, activate the Dragon Breath​ manual slightly later to avoid having it canceled if the enemy pulls you simultaneously and the Withdrawal​ effect ends.

魅惑一般会针对空军或防空单位,预判准的话可以提前扔或者提前不扔。

Mind Control​ usually targets air or anti-air units. With good prediction, you can pre-flare or choose not to flare.

有些可选的小套路,比如带重装方舟防空,带幽灵战机决战上天等。

There are some niche strategies, like bringing a Heavy Cruiser​ for anti-air, or using Ghost Fighters (A-76 Mortus)​ for the final air battle, etc.

照明弹能解除惑心蛛的技能,但会变成“解除”和“被魅惑”的循环。

Flare​ removes the Amethyst Spider's charm, but it can create a loop of "remove and get re-charmed."

老兵加成也可以被照明弹解除。

Veteran bonuses can also be removed by Flare.

铁臂蜥蜴有远程免伤,穿狗几乎打不动这玩意。

Sand Basilisks​ have Ranged Damage Reduction; Gorillas​ can barely scratch them.

重棍斧奴有远程免伤,穿狗和非三级的重坦没法处理。

Staff Slaves​ have Ranged Damage Reduction; Gorillas​ and non-Tech 3 Heavy Tanks​ can't deal with them.

穿狗三级前打标准盾兵等挺慢的。

Pre-Tech 3 Gorillas​ are quite slow at killing Regular Ravisers, etc.

照明弹可以决战时留一个下来。

You can save one Flare​ for the final battle.

决战前有余力可以补些防止对方上天/下地的单位。

Before the final battle, if you have resources, add some units to prevent the enemy from going air/going ground.

风暴巨神很容易炸到马龙、神射虎等单位。

Hailstorms​ easily splash Unicorns, Bowcats, etc.

别指望风暴巨神防空。

Don't count on Hailstorms​ for anti-air.

打巨鲸基本刚需三级铁鸡。

Dealing with Great Whales​ basically requires Tech 3 Sentinels.

按住兵种手动键可以观察兵种位置,注意你的火龙上尉或重坦的位置。

Holding a unit's manual button lets you observe its position. Pay attention to your Dragon Breaths​ or Heavy Tanks.

人地一般不卖兵,太亏经济。

Terran Ground generally shouldn't sell units; it's too inefficient economically.

原力坦克加前排其实能很好地打外战,但吃了照明弹基本就没法打了。

Force Tanks​ with a frontline can work well in cross-faction matches, but they become nearly useless if hit by a Flare.

队友会玩的话,一般不会让神族偷到。

If your teammates are competent, they'll usually have shields or Instant Reinforcements​ to protect you from backdoors, but you can't count on that in matchmaking.

穿甲铁狗的三级科技是按护甲一比一增加伤害,人地内战可别退掉了。

Gorillas' Tech 3 increases damage equal to the target's armor. Don't refund this in Terran mirror matches.

如果对面敢不带人族玩,前期的大量枪兵/弩兵加重装火兵可以很轻松地打穿。

If the enemy dares to play without a Terran, massed early-game Riflemen/Crossbowmen​ plus Heavy Flamethrowers​ can easily crush them.

追猎者打矿主的内战,前期被压一些不要怕,25回合前守住三塔,局势基本就可以稳定,进入反攻阶段。

In a Marksman​ vs. Overseer​ mirror match, don't be afraid if you're pressured early. Hold the three towers before round 25, and the situation will stabilize, entering a counter-attack phase.

重装火兵和火龙上尉会在重坦前面出现,后面记得卖掉,被神族偷家时会妨碍重坦。

Heavy Flamethrowers​ and Dragon Breaths​ will path in front of Heavy Tanks. Remember to sell them later, as they can block your Heavy Tanks​ during a Atlac backdoor.

大量给科技的弩兵可以处理标准盾兵和火龙上尉,但是打不动二级科技的穿狗,出多了较拖节奏。

Massed, upgraded Crossbowmen​ can handle Regular Ravisers​ and Dragon Breaths, but are ineffective against Tech 2 Gorillas​ and are a tempo drain if over-produced.

风暴巨神二级前压制力大打折扣。

Hailstorms' pressure is significantly reduced before Tech 2.

暗影公爵中立buff(增加隐形单位20攻击力),暗影刀奴也能杀重坦,若你们抢到了可以多压幽摩。

The Shadow Duke neutral buff (+20 attack to cloaked units) means Shadow Blade Slaves​ can also kill Heavy Tanks. If you secure it, you can pressure more with Ghost Motorcycles.

一般可以提前照明对方三楼神地,留存的时间足够再照到对面一楼方便你打内战。

You can generally pre-flare the enemy third-floor Atlac. The lingering effect duration is long enough to also flare the enemy first floor later, aiding you in the mirror match.

风暴巨神的导弹在着地前若本体被击杀,导弹就会直接消失,其他兵种的弹道普攻也一样。

If a Hailstorm​ is killed before its missiles land, the missiles vanish. The same applies to other units' projectile-based basic attacks.

魅惑和诱导集结号可以让风暴巨神的导弹无效。

Mind Control​ and False Rally​ can nullify Hailstorm​ missiles.

不灭金刚的无敌也可以被照明弹解除。

The invulnerability from Vajras​ can also be removed by Flare.

轰炸可以解原力坦克和巨神。

Bombing​ can counter Force Tanks​ and Hailstorms.

人族的天敌永远是对方的人族。

A Terran's greatest nemesis is always the enemy Terran.
灵蕴之色涡旋流转,神国之门现于世间,昆仑神族君临九天--王者永生
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