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闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats)

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闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats)闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats) 闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats) General keys [Enter]: Action menu [T]: watch [G]: [X]: [C]: turn right turn left compass [V]: the use of weapons / sig...

闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats)
闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats) 闪点行动通用操作及秘籍攻略(Flash point operations, general operations and Cheats) General keys [Enter]: Action menu [T]: watch [G]: [X]: [C]: turn right turn left compass [V]: the use of weapons / sight sight: [N] night vision goggles [M]: tactical map [CTRL]: Weapon Fire / car horn [ALT]: free look around [spaces]: toggle gun shooting status (semi-automatic / repeating / full automatic) / switch on vehicle weapons (changed according to equipment) [*]: small keyboard switch mouse free observation / action direction [+]: small keyboard magnification / sight rate [-] small keyboard: narrow perspective / sight rate [.]: small keyboard switch command view (only commander) []: small keyboard enter the first / third view switch mouse [left key]: Weapon Fire / car horn / (commander) attack target [wheel / center]: Action menu control [right]: zoom in / report / lock target / command target [left / right move]: turn left / right of view [up / down]: field up / down Infantry control [Q]: squat [W]: go [E]: accelerate [R]: reload weapon ammo [A]: left translation [S]: retreat [D]: right translation [F]: walk / jog switch [Z]: get down [B]: Telescope Ground transportation / combat vehicle driving (auto / armored combat vehicle) The driver (driving) [Q]: [W] speed: medium forward [E]: fast forward [A]: [S]: [D]: turn right turn left back [L] lights: [space]: [L]: vehicle deceleration / braking light source []: mobile mouse left / right left / right turn vehicles (member of weapons control vehicle weapons, no car can command the driver, command method with common reference length) keys (Note: the default member of weapons in the car can not observe the status of the vehicle, by sight or third perspective) The commander (command group action, press on the keyboard will be issued instructions Songshou) [TAB]: [Q]: [W] switching speed: speed: fast forward forward [E] [A]: [S]: [D]: turn left turn right [L]: car reversing light Helicopter driving The Navigator (helicopter control action) [Q]: [W]: [E]: climbing forward speed: [A] / [S]: fly left deceleration after flying [D]: [Z]: [fly right down the mouse left / right movement]: change the left / right mouse on / off course [move]: change the on / off course Weapons (airborne weapon control officer) referring to the general key The most basic is "one rod one oil", and other details can feel for themselves. The following operation is only personal experience for reference only! 0. Press E and press SHIFT+W/S to select location 1, take off, enter the driving position, press the B on / off engine. Switch to the third person view from the small keyboard ENTER (recommended for new users). When the paddle speed reaches the maximum, press W to oil and then take off. 2, flying, the driver's interface left to speed, right upper height, the upper right corner of the helicopter icon shows the damage to each part. The central star is the weapon sight. Flight operations (the new person recommends using an external visual angle, which is relatively simple) to ensure a certain height, push / pull (mouse up / down), plus / minus W/S Forward flight, acceleration: small push rod, refueling door, front flight. Big push rod, refueling door, accelerate before flying (then pay attention to height, push rod too large, the plane will fall height). Fly together. Turn: A/D left / right rudder, left / right mouse tilt, tilt fuselage. Inverted: settle after slightly pull throttle should not move, the rate began to decline, the aircraft refueling door, rear flying back, and will be maintained for a period of time. Speed: you can use the inverted step deceleration (that is, flat fly rod, not oil), don't use the throttle. First settle, slightly pull rod, appropriate to reduce oil (slowly). Hover: press the space bar to hover. Hovering, the fuselage sometimes ups and downs, stay calm (hovering will not matter), push and pull bar to settle. Squad radio instructions: [0]-[9]: team radio menu [backspace]: Radio menu Command menu: 1. 1. 2. 3. mobile commanders follow forward retreat 4. left 5. right flank 6. stop 7. outflanks wait for 8.. Two Goal 1., aimless, change depending on circumstances 3.. 1. shooting at 2., no shooting, 3. shooting 4. get on the bus, get off at 1. and change according to circumstances 5. call 1. doctor 2. fuel 3. ammo 4. report injured 5. ask status (player: ask commander position) 6. 7. attack 8. destroy target 9. player death report 6. actions change according to circumstances 7. state 1., stealth 2. dangerous, 3. vigilance, 4. security, 5. battle stand, 6. squats, 7. crawl The 8. team 1. column 2. staggered column cone 3. team 4. team 6.V 5. right left echelon echelon 7. ranks With the mouse, the wheel is zoom in and out. The commands correspond to buttons Tab, Q, F1 to F6, and the bombardment seems to be aimed at the first person vision, which is originally laser collimation. Take out your binoculars and get the cover Aim the telescope at the point you are going to attack (1) press the Shift call on the right to fire support (2) select "ARTILLERY"" (3) then there are 3 options HEAVY MORTAR (heavy cannon) MORTAR (mortars) HOWITZER (howitzer) Usually, there are different layout restrictions depending on the level (4) again, choose the type of shells HIGH EXPLOSIVE (high explosive shell) SMOKE (smoke bomb) Finally, choose the way to play BARRAGE Mu Mu: the target center is spreading outwards, one after another TIGHT tight: with the target as the center, drop 3 rounds of tight shells, and play one by one before falling SCATTERED: loose on the target as the center to draw a wide range of impact in a loose way to play HARASSING disturb: after the target is designated, the target center is diffused, the range is irregular, and the bomb is everywhere If it is to deal with fixed bunker or enemy bunker The use of BARRAGE, TIGHT is very easy to use For heavy armored vehicles, use TIGHT If the enemy vehicle is moving, it should be calculated with a delay of about 10 seconds So fix the landing point in front of the moving path of the enemy vehicle This is a good time to use SCATTERED or HARASSING to slow down enemy vehicles Use TIGHT again If it is fine to deal with the effect of SCATTERED in the mobile infantry squad with the Or is the use of HARASSING to hang down in the long distance collocation sniper enemy Basically the time delay correction of the bullet catch skills to try a few will be started. If you really don't catch it, call SCATTERED or HARASSING first Let the enemy stop or slow down and call second more accurate shots Of course, you can also hide behind a bunker and wait for an enemy to beat you Secretly probe out, call shelling If you find the mouse did not respond, that the mouse was dead, the game Bug, for a long time, or use the mouse wheel will lead to failure in the choice of ammunition when the mouse, only to shoot, but can not use the mouse in the options, so that only the exit from the new into the game! The main menu is divided into four items: move (mobile), follow, me (followed me), tactical (tactical), order (command) 1, tactical instructions step-by-step explanation and Application Tactical (tactics) Spread (spread out) - The combat spread (battle dispersion) forces the team to disperse, reducing casualties while shelling and fire suppression. Cons: teammates on the edge tend to lose Tight spread (compact formation) is densely arranged for easy management and observation, or through narrow areas. Disadvantages: suffer heavy casualties when shelling and shooting Normal spread (regular formation) is not very loose or very close Formation (formation) All formations are based on player orientation towards the North Wedge (wedge team) Game player Teammate Teammate Use: March, scout, retreat Advantages: it has the ability of rear and flank protection, and the player has a wide view and is easy to observe The front faults: lack of firepower, front projection position (especially the dangerous position is easy to proceed in their game player) Column (column) Game player Teammate Teammate Teammate Purpose: Marching formation Advantages: quick action, easy management, through narrow areas, such as valleys, gates, bridges Cons: when attacked, there is little attack and defense Line (line) Teammates, teammates, players, teammates, teammates Use: frontal attack, frontal defense, fire suppression Advantages: the enemy shooting angle is wide, can play the maximum firepower Disadvantages: front is wide, the lack of depth, easy to be split into crush one by one Vee (V shape team) Teammate Teammate Game player Application: cover, attack, test Advantages: large positive firepower, the player's position is relatively safe, easy to observe and deploy Disadvantages: lack of rear and side defensive fire, attacked the rear side can be easily broken ROE (fire control) Fire at will (free attack) teammates randomly attack any target, suitable for encounter warfare, defensive warfare shortcomings: fire scattered Hold fire (ceasefire) teammates stop shooting, suitable for camouflage, concealment, lurking Return fire (SIC) toward our teammates only shooting fire on the enemy for positive contact priority to eliminate the threat of the enemy, the biggest drawback: to stick to the enemy while ignoring the real attack, attack the enemy Fire, on, my, lead (fired by the instructions of the player), who hits, who gets hit, who hits Orders (command) Fire (shooting) Engage attacks the player's designated target Supress (press) to the direction of the enemy team a volley of fire suppression of enemy Hold fire (ceasefire) Offense (attack) The assult attacked the enemy head-on Flank left (left from the left flank of the enemy roundabout) Flank right (right from the right flank of the enemy roundabout) Halt (stop attack) the attack stops and becomes an enemy shot Defense (Defense) Defend (Defense) in situ defense enemy attack Fall back (retreating) retreat in the future Follow me (followed me) move with the player Halt (stop following player) Movement (mobile) Move fast (fast running mate) for fast running accourding to seize the enemy position, battlefield Follow me (followed me) teammates follow the player action Move (mobile) general movement Exit exit (a little dog..) Two, "flash point action" basic tactical principles Flash and other series of FPS is essentially different squad command system simulation of personal and reach the peak of perfection of battlefield environment of power is extremely limited so reasonable arrangement tactics constitute the essence of flash series 1 March principle Rivers and roads are signposts for accurate directions, but they are most likely to encounter battles because the enemy acts as a road sign Column is the easiest way to travel, but columns are generally not recommended because of their weak offensive and defensive capability March in one's own territory, you can open free shots, you can find enemies buried early. To March within enemy territory, free shots should be turned into V or wedge formation, focusing on search and concealment. Before starting the mission, try not to engage the enemy, save strength and ammunition. The long march don't always run, run way and reduce the team strength, the team easily separated, and easily discovered by the enemy. The team was attacked in the accourding process is very unfavorable. In the enemy's operations, as far as possible in the forest or grass, you can achieve the best hidden effect, quickly and safely to the designated locations. Thephrase, uh, quietly into the village, not a gun. 2, the principle of receiving the enemy The successful enemy is half the battle, many friends do not adapt to the game, the other FPS to see the enemy playing tradition into the OFP, and found that the enemy was two hundred or three hundred meters, began to shoot. In the 200 meters away from the enemy, the enemy is like an ant size of 300 meters, facing the enemy, the enemy has almost become a point, want to play to is not easy, but also a waste of bullets. OFP is not the decisive factor of marksmanship and camouflage, concealment, and tactical formation is the key to decide victory or defeat. For example, when you met an enemy team in front, you found him. He didn't find you. What would you do? Is 300 meters, all fired, the two sides shoot for a while, or let teammates ceasefire, quietly use trees, bushes to touch the past, touch 150 meters, suddenly opened fire and eat him? Obviously, the latter is a better plan, and usually, in the case of force and firepower, the first attack within 200 meters will easily eat each other. And you don't have to shoot almost one shot. Don't try to sit in one place for shooting, flash AI, circuitous surrounded and interspersed with fire, shooting flames will expose their position from fire, shot change, move, move more, Chairman Mao said, moving to annihilate the enemy. Don't try to run around the enemy fire in the fall, creeping is the most secure, the headshot rate is minimized (of course, if you open the tummy, who can not save you...) Through the open ground to fast, irregular movement, Z line motion, non-uniform movement, you can run for a while, walk for a while, throw a smoke screen, so that the enemy's chance of being hit will be reduced to the minimum. Flash design based on the real environment for the gun, bomb, for action is delayed, in order to simulate a real action form, as in the real world, you can't be grabbed a gun began to palpitate. In front of the enemy, do not like a horse, monkeys like the ground up, people climbed from the ground, not so fast, COD, that is superman. A lot of times, you don't shoot, it's unnecessary, but you open a shot, exposed yourself, but also easy to hang up. Choose a good location, effectively conceal themselves, fight against the enemy, shot for a break, much more, to find cover, observe, think more, in order to improve the survival rate of their own. Personal technology is good, you should be using, such as a good shot, but the shot put hit a rifleman, very wasteful. Priority should be given to the sniper shot the enemy gunner, rocket hand this kind of can cause a greater threat to the arms, when the enemy Gunners put his teammates a man-machine sweep down when a gun you can save the global key. Hit or miss, hit whom, are based on accurate judgment and experience. 3 offensive principle Know thyself, know yourself. Before launching an attack, the target, location, surrounding environment, physiognomy, and the enemy's firepower disposition should be carefully investigated. Telescope is a good thing. Please use it more. A stronghold near the road usually have firepower deployment, strongholds near highland may have a gun position, if the enemy positions around the woods or grass, from these places crept near the enemy, and all of a sudden attack. If there is no forest cover, try to choose the enemy deployment is the weakest direction as the starting point, to break through enemy firepower advantage. Try to avoid attacking the enemy on the open ground. The enemy will usually deploy a lot of firepower in the open ground, and if so, how many people will go up and jump on it. If you can't avoid open frontal attack, can use feint, circuitous tactics, or make friendly fire suppression cover attack, or the use of armored forces had weakened the enemy attack, the biggest advance, avoid casualties. After the attack began, game player should try to stay away from the fire, try not to take the lead, take the lead first charge consequences are often miserable...... Game player is the commander, to observe the situation behind the team, if necessary, take the gun up trap, team configuration, can let armed with assault rifles and submachine guns were datouzhen, The gunner is in the middle of the waist for fire support, and the player and the medic are at the end. Without knowing the enemy's firepower, the V formation is the safest attack formation to ensure that the player is in a relatively safe position. During the attack, we should always pay attention to the situation of war and casualties, and team communication is very important. What time will the teammate informed the enemy will receive a certain direction, if the game player in the attack a "XXX is elimited" then said the game development smoothly, if the battle damage rather than saying the struggling, if teammates one up are in big trouble, or the enemy with heavy firepower department or tanks, or alone, surrounded by the side behind the enemy. At this time generally have the load or retreat...... Heroes, please come back.. Next time, be smart... 4 defense principle The first step must be to disperse the team. It must have been a bombardment before the enemy attacked. It was too close, and all of your troops were reimbursed. Of course, you said scatter can not guarantee that you will not die.. That's the truth.. This depends on RP.. The most powerful theory on the defensive formation is deep, so you can play the maximum firepower on the enemy when. But considering that the enemy would outflank, or try to arrange the flank protection, if the neighborhood flanks better. Even let friends as positive deployment, you bring people do flank is good, it can guarantee the minimum casualties. But our number is certainly the least.... When defending his free fire is not a good habit, AI will find the enemy and shooting at 300 meters, and was not very good, wasting a lot of bullets, but also makes the enemy long-range heavy fire together to fight back, to engage in defensive pair shoot, battle damage than 1:1 is a shame. According to the experience of the past, let the team cease fire concealment, put the enemy within 100~200 meters, and then open fire, you can instantly wipe out a large number of enemies. Keep your hands and bazooka gunner, you may be the heavy machine gun and artillery fire in the first round of attack was ripped off, blocking the most primitive way the enemy had to rely on the team, the battle should be closely watching the team, if the bazooka gunner or hand hanging, immediately find people pick up their weapons to succeed. Without the support of machine guns and anti tank weapons, the defense would be very tough. Another is to hide a commonplace talk of an old scholar, as a commander, not always stupidly shooting, their fate is being exposed to fire. Put the sniper on the line, who let you hang up a game on the game over.... Postscript The flash point is a tactical game, despite the importance of personal ability, but not a decisive factor, you are not going to do as a sharpshooter or Lan Bo, you need to calm down, a comprehensive analysis of the battlefield situation, and contrast, make correct instructions, in order to win. In the near future, MOD and network warfare must not be less, this set of general introduction, basic can bring you entry into the OFP world. In that case, the flash point is actually an interesting game. Worth pondering. Hardcore FPS fans and military buffs shouldn't miss this game. Hold on a little longer, and maybe you'll fall in love with the game
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