What do you mean by peaceful elite action?

What do you mean by peaceful elite action? Many high-end players often mention the word operation, so what does operation mean? How to operate? The following is to introduce the operational ideas of the peace elite.

Prerequisites for operation

1. Operation and transfer must of course match their own output efficiency. Don't consider the transfer without considerable output efficiency, and the operation of white is the same as not being able to stay. High output efficiency, you can fight all the way and join the league all the way.

2.rank must not be stepped on, although it is common to step on it in end games or competitions. If you step on the enemy, four people will slap you in the face. If you must tread separately, you must find points that can be supported by gun lines.

3. The operational thinking should be clear. Don't want to persuade a wave when you see a fight, and you want to tie it when you see the housing area. In the high-end office, it is better to hesitate to operate or not to operate.

I don't think we can generalize whether the team is a four-person or multi-car transfer. Depends on how many fire engines there are. However, it will be better for the high-end bureau to bring more cars, whether it is to pull the gun line, share the firepower or set up a traffic queue.

Operational thinking

The ideas mentioned here are only my own summary, and the incompleteness is certain (don't argue). It is suitable for students who are difficult to improve the output efficiency in a short time, but want to score points through operation. And frankly, you don't need to operate under the trump card of the seven-star mobile game. The fire truck went blind in a flash.

Specifically, there are the following situations:

1. Go straight with the wind.

There is no need to explain this. It's destiny takes a hand to fight. It's all in the circle. Shooting, sweeping cars, doesn't it smell good? Just pay attention to a person's face There is also the choice of room type. If you can choose, don't go to a closed room area (such as a small bungalow in front of No.4 house in S city, and a house robbery on the side of the landlord). Moreover, don't be obsessed with the central housing area. One third of the housing area in a circle is good, because if there is a tangent, you are the center of the next circle, and there is no difference in probability between concentric circles and tangent circles.

2. If there is no order, find the weak side.

The so-called weak side is the blue and white circle with few people. It often happens that the route does not conform to the circle shape, or there are situations of cutting corners back and forth. For example, the route from G port to Y city, with P city as the center, can be regarded as the weak side of the whole South. For another example, if the last circle is cut to the left and this circle is cut to the right, there may be upper and lower weak edges (note that it is possible). Another situation is that the last circle cuts to the north and this circle cuts to the east, so the northeast is likely to be the weak side (note that it is possible). As for the weak side, it has something to do with the route, the circle, and even the position, and the style of play of other teams. The key to finding weakness lies in information. After finding a safe place, don't stay still, don't indulge in shooting, and pay attention to the movements of the surrounding teams. Where did the car go? Where did you take a taxi? How about even the taxi over there? It's all information to collect. The more information you collect, the more vulnerable you are. Otherwise, you will find that it is no different from blind pricking, and it will be gone if you go around the team.

After determining the weak side, how to go to the weak side? My suggestion is to make a straight line insertion in the first lap and the second lap, and change the next lap into a better order with the shortest path and time. The best situation is to walk in front of a straight line; Don't stick it straight after four laps. Too many gun lines can lead to sudden death. Sticking to the edge of the blue circle or turning around against drugs is ok.

3. What should the strong party do?

When encountering natural disasters, there is no good side in the circle around people, and the weak side is not obvious or obvious, but it is definitely not as fast as others. Many teams are confused at this time. There are two ideas at this time. One is to brave the scalp and enter the circle, find a corner that can be covered by a white circle, and live through this circle by vehicles and cigarettes first. We won't say much about this, just let everyone pay more attention to it, and we can't see it;

The other is not to move for the time being. You have to understand that not all strong people will always be strong. It is the most important thing to keep your own survival. Those who can bypass it will definitely not fight in the poison circle, and the teams that can't bypass it will also consume themselves. At the end of the poison circle, the strong pressure on the last circle will decrease rapidly. This kind of play is to avoid the gun line near the weak side, let them walk with confidence, and concentrate their firepower to block the side that is stronger than you. You can call or not, just force the people behind you to stop or change the route. If you can't bypass the weak side, you will be stuck as a weak side. When the team behind you changes its route, you can observe whether their route is safe. When the team behind you stops, it will fight with the team behind you. The core idea is not to let the other person walk in front of you. If you go to the card like this for two consecutive laps, as long as you can survive, you will form an "artificially weak side" here.

4. Collar edge

The collar is also easy to understand. Only two points are emphasized here. First, find a good terrain to lead the edge (high points and mountains are the best choices; Toilets and trees are the next choice. Second, we should actively expand our controllable areas and actively join groups. You can only enter the circle if you win.