天邈汉化组翻译【初级】 地下先遣军沙虫卫士 寄生坦克
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锤头鲨
英文作者:FuumaMonou
伴随KW的出现,GDI拥有了一种相当万能的新单位——锤头鲨。由于可以选择几种不同的升级以及可以选择搭载几乎是任何你能想到的步兵单位的能力,这个单位的可能性几乎是无穷的。
在我们开始之前,先声明一下,不论什么情况你都应该为锤头鲨购买两项升级,它们是陶瓷装甲升级(为所有空军单位提供的,在机场升级)和AP弹头(这是为所有可以造成机枪类伤害的单位提供的,在指挥中心升级)。陶瓷装甲可以让你的锤头比升级前承受更多的伤害,而AP弹头可以让锤头自身对敌人单位造成更多的伤害。
现在,我们应该试着决定该让我们的锤头搭载什么比较好。请注意下面这些选择并不是对所有子阵营都可用的。
锤头+机枪兵
很明显,这样的选择是为了反步兵的需要。你不用担心额外的升级,因为AP弹头对锤头和机枪兵都有效果。坦率地说,这是非常便宜的一个比较好的选择,不过,由于锤头自身已经可以非常好的反步兵了,而且处于第二科技等级的单位,你应该会有更好的搭载选择。
锤头+火箭兵
火箭小队是很好的全面单位,可以用于大多数情况中。在锤头内部也是一样。由于它们已经有令人满意的射程,搭载在锤头中不仅给他们更大的射程增益,而且给了他们高空优势。结合锤头的速度优势和搭载火箭兵的射程优势,有这些就足够它可以轻松的骚扰敌人。此外,结合锤头的速度和火箭兵射程,它非常适合空战。这绝对是锤头搭载单位的一个基本选择。

锤头+工程师
运输机+工程师在CC3TW中几乎是没什么人用的,而锤头+工程师让这种战术流行起来并且提供了特别的优势。即使现在工程师在占领建筑前会有延迟,不过没有任何提示说占领在进行中,所以,在游戏中后期的骚扰中,这种战术仍然非常重要。锤头比公牛运输机的装甲厚的多,移动速度也比运输机快得多,而且有干掉步兵或是轻型反步兵车辆的能力。同样要记住,如果你要偷偷潜入敌营的话,不要忘了把你的锤头设定在停火模式,以便它不会主动攻击敌人暴露目标。工程师总是锤头的可行选择。

锤头+榴弹兵
榴弹兵有两个优势。他们可以对步兵造成可观伤害(对弱血建筑和弱装甲单位造成中等伤害),他们可以很好的压制步兵。不幸的是,手雷兵瞄准的精确度非常差,而在锤头里这一缺点会被放大,特别是在移动的时候。为了弥补这一点,你要预先强制攻击敌人将要经过的地面。不幸的是,即使研究了EMP手雷,它们在锤头里的时候也不能使用它,这是个很大的缺点。遗憾的是,这样它们就沦为和那些没有EMP手雷升级的手雷兵一样了。也许你可以放一队手雷兵来压制步兵或者清建筑,不过也就这样了。
锤头+狙击手
在锤头中的狙击手小队的用意显而易见。驻扎后的狙击手小队的射程大大增加。此外,他们不在受到行动速度和弱血/弱装甲的限制,因为锤头是目前游戏中最快的单位之一,而且相比狙击手,锤头血量和装甲要多得多(特别是升级陶瓷装甲后)。这是快速安全消灭步兵的完美选择。无论是关键单位比如特种兵/摄魂师/夺魂师,还是大量的步兵,用一些锤头+狙击手就可以在他们到达你的部队和基地前解决掉。这也是锤头的一个非常好的选择,当然要根据战况而定。
锤头+特种兵
锤头+特好总兵的组合有很多用处。第一个用处很明显是反步兵。借助火力强大的突击步枪,再加上搭载后得到的射程增益,而且还有得到的速度优势,它将不会再被反步兵单位和建筑阻碍。相比Nod的毒液,让它飞过敌人的步兵海去消灭敌人和支援你的地面部队是很好的选择。另一个战术选择和工程师类似。不同的地方时,特种兵的解决方式是C4,摧毁建筑而不是占领它们。由于拥有弹射包,他可以偷偷潜入敌营干掉一些关键建筑。还是依赖于当时的具体情况,这也是一个很棒的选择。

锤头+重装机兵
很可能,人们会想起CC3TW中的类似情景,呼叫运输机+APC+重装机兵。好吧,这种组合是同样的效果,不过要更快,而且拥有一定的反步兵能力。所以,如果你是CC3TW的fans,你绝对会喜欢这个版本,是要一点点微操,你就会看到你的部队对敌人造成巨大的伤害。不过还是要注意,它们本身没有防空能力。不过,这并不影响它们作为可行的选择,它们绝对值得这样用。

锤头+重装mm
重装mm搭载在锤头中是发挥锤头毁灭能力的顶尖组合。凭借范围攻击的超声波手雷和防空火箭,锤头变成需要敌人认真对付的部队。这些超声波手雷可以在影响范围内造成大量的直接间接伤害。而且,重装mm的毁灭性火力也非常适合干掉建筑。特别是配合锤头的速度,它可以被用来干掉敌人的电厂/反应堆,而且速度比敌人重修的要快得多,为你提供大量的优势。不过,像榴弹兵一样,这些超声波手雷的精确度是非常差的,你也需要预先让它们强制攻击敌人可能到来的地点。多练习,加上好的微操,你可以很容易干掉大多数敌人,而仅仅需要用五六个锤头+重装mm的组合。然而,尽管重装mm可以防空,但是她们并不是非常擅长对付大量空军,特别是像升级厚的毒液之类,你应该有一些升级后的弹弓或者带着空空导弹的火鹰来帮助她们对付空军。

以上这些是GDI阵营中所有可能的组合,在组队对战时,不要犹豫让锤头搭载其他阵营的单位。特别值得一提的是升级纯净火焰的黑手小队,它将能飞快的毁灭敌人的基地。
要问在1对1比赛中可用的最佳选择,这真的要依具体情况而定。不过,作为一般的原则要想更多的利用你的锤头,就玩ZOCOM阵营用重装mm。可是,仅仅损失一架锤头+重装mm对抗高手的话,可能意味着胜利与失败的天壤之别,所以要多试多练习,精心改进你的微操技巧和反应时间。它们擅长打带跑,不适合作前沿攻击。利用放风筝技巧和你的速度来获得优势,千万不要冲入包围。。
附:英文原文
With the release of Kane's Wrath, GDI has obtained a rather versatile new unit in the Hammerhead. With the option of being upgraded with a few different upgrades and the option to garrison near any units you can think of, the possibilities are near endless for this unit.
Before we get started, it is good to note that you should always buy both upgrades for the Hammerhead, which are the Ceramic Armor upgrade (for all aircraft, researched at the Airfield) and AP Bullets (which is for all units that do Gun type damage, researched at the Operations Center). The Ceramic Armor will allow your Hammerhead to take more damage that it could before, and the AP Bullets will allow the Hammerhead itself to do more damage against units.
Now, we will try to decide what we want to garrison our Hammerheads with. Please note that all of these options are not available for all sub-factions...
Hammerhead + Rifleman Squad
Obviously, this choice is going to be an anti-infantry choice. You won't have to worry about extra upgrades here, since the AP Bullets will affect both the Hammerhead and the Rifleman Squad. Honestly, this is a nice choice for a cheap price; however, with the Hammerhead being good anti-infantry already, and being at the second tier, you will probably have better garrison options
Hammerhead + Missile Squad
The Missile Squad is always a good all-around unit to use in most any situation. Using them inside a Hammerhead is no different. With their already impressive range, being garrisoned in a Hammerhead not only gives them a nice range boost, but it gives them the aerial advantage. With enough of these, it is very easy to harass your opponent using the combination of the speed of the Hammerhead and the range of a garrisoned Missile Squad. In addition, with the combination of the Hammerhead's speed and the garrisoned Missile Squad's range, it is a very good unit for dogfights. This is definitely a good basic choice for a unit to garrison in the Hammerhead.
Hammerhead + Engineer
Where Call for Transport + Engineer was marginally effective in Command and Conquer 3: Tiberium Wars, the Hammerhead + Engineer picks up on that and gives it a unique advantage. Even though there is now a delay before Engineers can capture buildings, they are not notified that a capture is in process, so it is still very viable for middle to late game harassment. The Hammerhead has more armor than the Ox Transport, moves much faster than the Ox Transport, and has the ability to take out any infantry or a light anti-infantry vehicle that could possibly hinder your plan. Also remember, however, if you want to be somewhat sneaky remember to set your Hammerhead to Hold Fire stance so that it won't attack anything and give your position away. The Engineer is always a viable choice for the Hammerhead.
Hammerhead + Grenadiers
Grenadiers have two things going for them. They do very nice damage against infantry (and moderately nice against weaker structures and weaker armored units) and they are great at suppressing infantry. Now, unfortunately for Grenadiers, their aim and accuracy is pretty horrid, and this is only amplified inside of the Hammerhead, especially when on the move. To counter-balance this, you will have to force-fire on the ground in front, projecting where you think your opponent is going to move his forces. Unfortunately, even if you research the EMP Grenade, you will not be able to use that ability while in the Hammerhead, which is a big disadvantage. Sadly, the Grenadier falls in the same category as it does on the ground without the EMP Grenade upgrade. It is good to have maybe just ONE to suppress infantry or clear garrisoned buildings, but that is about it.
Hammerhead + Sniper Team
The implications of the Sniper Team inside a Hammerhead are as obvious as they seem. With being garrisoned, the Sniper Team is also given a range increase. Furthermore, it is no longer hindered by its speed or weak health/armor, as now it is in one of the fastest units in the game in the Hammerhead and has much more health/armor than a Sniper Team has (especially when upgraded). This is perfect for taking out infantry fast and safely. Whether that be a key unit such as a Commando/Mastermind/Prodigy, or having quite a few Hammerheads + Sniper Teams to take out masses of infantry before they reach your base or forces. This is also a very nice choice for the Hammerhead, depending on the situation that you are in.
Hammerhead + Commando
The Hammerhead + Commando combo has multiple uses. The first use is obviously as anti-infantry. With that powerful assault rifle, in addition to getting a range boost for being garrisoned, it also gains a speed advantage by being inside of the fast moving Hammerhead and will obviously not be hindered by anti-infantry units or structures anymore. Flying one around your opponent's infantry swarms to keep the numbers down or to support your ground forces is always a nice choice, comparable to Nod’s Venoms. The other choice of tactics is similar to the use of the Engineer. The difference being that Commando is reusable with its C4, and obviously destroys buildings instead of capturing them. Great for sneaky strikes to take out a few key structures, thanks to the Jump Jets. Depending on your situation, this is another fantastic choice.
Hammerhead + Zone Troopers
Most likely, people will remember something resembling this in Command and Conquer 3: Tiberium Wars in the Call for Transport + APC + Zone Troopers. Well, this combination is the same thing, but faster and has some anti-infantry abilities in the Hammerhead. So, if you were a fan of the Command and Conquer 3: Tiberium Wars version, you will absolutely love this version, seeing as you can do tons of damage to opposing armies with a little bit of micro-management. Be wary, though, as you will have no anti-air capabilities with it by itself. However, that does not make it any less viable as a choice, it is definitely worth using.
Hammerhead + Zone Raiders
The Zone Raider garrisoned in a Hammerhead is the pinnacle of the Hammerhead's potential as a destructive force. With area of effect sonic grenades and anti-air rockets, the Hammerhead truly because of a force to reckon with. These sonic grenades can bring and spammer to their knees with the sheer damage they do added with their area of effect. Also, the destructive power of Zone Raiders are great for taking out buildings. Specifically, in combination with the Hammerhead's speed, it is very viable to kill your opponent's Power Plants/Reactors faster than they can remake them, giving you a crippling blow. However, just like Grenadiers, the accuracy on these sonic grenades are absolutely horrid, and as such, you need to force-fire on the ground where you project your opponent's forces will be. With a little practice at this, and some good micro-management, it is possible to overcome most any odds with just five or so of this combination. However, even though the Zone Raider has anti-air, it is not all that great at taking out most air units, and as such, especially against something like upgraded Venoms, you should have upgraded Slingshots or Firehawks with anti-air missiles to help against enemy aircraft.
Now, while those are all of the possibly GDI combinations of the Hammerhead, in team battles, don't hesitate to exploit other factions units being garrisoned inside of the Hammerhead. Most noticeably would have to be Black Hand squads with Purifying Flame upgrade, which can devastate bases very quickly.
As for the best choice from what is available in a 1 vs 1 match, it really does depend on your situation. However, as a general rule to get the most out of your Hammerheads, play ZOCOM and use the Zone Raiders. However, losing just one Hammerhead + Zone Raider against good players can be the difference between victory and defeat, so try and practice and hone your micro-management skills and reaction times. They are meant for hit-and-run, and not for full frontal assault. Use kiting and your speed to your advantage, and don't rush into things.
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