After hypnosis according to the opponent's situation will BUFF relay to teammates open kill.
2. sword dance + earthquake + rock avalanche + freezing fist / flame fist / baton character: stubborn characteristics: synchronization rate effort physical attack speed sword dance after earthquake rock avalanche output the last move can choose no blind spot flame fist or better striking surface freezing fist or simply relay to teammates. 3. intrigue + mental interference + wave missile + shadow ball / baton character: conservative characteristics
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In addition to the relay Fantasy can also attack on its own with Sword Dance/Plot
You can do this with either a strong +3 attack or a strong +2 attack + relay. The durability of the dream is not bad you can also consider the poison egg picking play consumption flow. In short the dream to use up quite free tactics quite a lot I will mention here a few commonly used. 1. sword dance / intrigue + high speed movement + relay rod + hypnotism character: not reduce defense slowdown are available characteristics: synchronization rate effort speed durability
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--from Baidu encyclopediaOkay lazy end
The dream as the first generation of phantom beasts six round all 100 characteristics of synchronization rate can learn all the TM & HM as well as fixed point teaching skills of this work. The same effect of high speed movement was given to it directly because of the absence of rock cut plus the addition of later generation conspiracy so that Fantasy in this work can achieve the sword dance/conspiracy + high movement relay with hypnosis makes Fantasy become one of the strongest relay pet in this work.
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No.150 super
Characteristics: Synchronization rate once represented an era if you look at it now no pet can do what the first generation of Super Dream did back then to become the recognized NO.1 in everyone's heart and I guess there will never be again. As the first Level 1 Pokémon in the history of Pokémon its racial value is 744 in today's calculation method which is the highest racial value in all generations of the game and its near-perfect racial distribution.
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Real or game
The players who want tactics can get tactics players who want to just shoot can also choose to rush black can choose to collaborate individuals are also able to break into the point in general R6 to meet the needs of all types of players. And from the "tactics" that "ZERO HOUR" is proud of the game mechanics of R6 makes it possible to play with each other with simple communication. ZERO HOUR's tactics are more complex and require more frequent communication which is not a good experience for the players in the road game. So ZERO HOUR is still half-finished but even if the game details are perfected it is difficult to become a tactical game beyond R6 because its direction is wrong ZERO HOUR wants to become the most realistic CQB game while R6 just wants to become a fun game perhaps this is the biggest difference between the two.
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But this is difficult to achieve in "ZERO HOUR
The first is the equipment sharing mechanism the same kind of firearms on the offensive side can only have two people at a time so it is necessary to reasonably allocate resources once it comes to the allocation of resources will appear "favoring one over the other" situation if the black fleet is okay but if the situation is quite unstable road people.
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As a FPS player I also learned from many friends and went to understand the game.
The game has a 5v5 team versus team mode as well as a co-op mode that can be challenged by 1~5 people
The co-op mode doesn't necessarily have to eliminate all enemies but can also capture them in specific scenarios. The game has complex AI enemy mechanics each game will randomly plan patrol routes and will also interact with the environment (such as hiding under beds cabinets) and will also take hostages as meat shields giving the player a high level of challenge. Under certain circumstances individual enemies will also surrender.
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ZERO HOUR" feels to me like a new entry in the "Swat" series knowing that
"Swat" is considered the originator of the tactical FPS and in the 90s it achieved the combination of FPS tactics and realism. However the authenticity of "Swat" is reflected in the many non-lethal weapons "bloodless" is the main gameplay of "Swat" while "ZERO HOUR" is the replacement of this part of the content into the combat content. Even so ZERO HOUR's combat experience is not comparable to R6's and not just because of bugs modeling feel and other details. Because for "ZERO HOUR" after all out of the prison test phase R6 is also gradually get rid of the bugs after the health action.
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Long tactical planning greatly reduces the entertainment of "Armed Assault 3"
Long tactical planning greatly reduces the entertainment of "Armed Assault 3" and tactical planning and execution requires players to act in unison
This limits the player's autonomy and cuts down on the player's sense of game experience once again causing "Armed Assault 3" to become a niche game. You should know that the map in "Armed Assault 3" is large but relatively flat so most of what players do is marching missions.
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High-intensity tactics
CQB games are simulated realistic indoor close combat so the game map is relatively not particularly large and more three-dimensional rather than flat for example the map in R6 games are based on buildings and the complexity of the terrain highlights the importance of tactics so whether it is "ZERO HOUR" or R6 are tactics-based FPS games. In FPS games tactical time and combat time make up the whole game experience for players. So long tactical time inevitably leads to shortened combat time just like in Armed Assault 3 which is often half an hour of tactical planning and execution and ten minutes of shooting combat.
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If it is a large map large battlefield multi-person FPS game
Battlefield" "Call of Duty: Warzone" and other games the game length does not have much impact on gameplay but for CQB games the game time is also an important factor affecting gameplay.
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And these high fidelity elements bring is more complex game operation
And these high fidelity elements bring is more complex game operation complex game operation will need a long game time to get started
These game details also need more game time to reflect. ZERO HOUR" a game time must be more than R6 it seems that the longer the game time seems to be more interesting but in fact it is not.
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But for FPS games the degree of fidelity in the game is proportional to the degree of hardcore
Just like in "Armed Assault 3" players in pursuit of higher fidelity will make a lot of modules to enhance the game's fidelity. When you install these modules you will find that the use of sniper rifle is required to adjust the distance according to the close position is required to calculate the wind and humidity according to the ballistic solver. Let's not say how many players will use these game design correctly but on the understanding of these professional terms are afraid enough. There are also examples of "Escape from Tarkov" in the damage system different parts of the strong will not bring the impact of the left and right arm hand injuries are brought about by the impact of different.
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In addition to lighting
In addition to lighting the props in ZERO HOUR are shared by the entire team
The camera can not mark the location of the enemy and the door needs two steps the first is half open state two is fully open. These details make "ZERO HOUR" exceed R6 in terms of game fidelity but in terms of gameplay may be greatly reduced. In the current game field the game's fidelity seems to be the most concerned element in fact this requirement is very normal for players after all the higher the fidelity the stronger the sense of immersion.
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ZERO HOUR has more details compared to R6 for example every map has an electric switch
This detail determines that the lighting is a very important factor in the game of ZERO HOUR. Because the light can be changed this brings a series of game content such as the defensive side can use the night vision camera the offensive side will use the tactical flashlight and perhaps in the future to join the night vision device and other equipment.
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Intricate game details
The most common of the player reviews of ZERO HOUR is to rate it as the most realistic tactical counter-terrorism game with R6 being the main comparison.
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