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[分享] 【游侠C&C工作组】凯恩之怒进阶技巧指导II-5.30更新13# [复制链接]

天邈汉化组翻译【初级】
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发表于 2008-5-4 07:50:50 |只看该作者 |倒序浏览
相关链接: 凯恩之怒进阶技巧指导I



掠夺者

英文作者:FuumaMonou



With the arrival of Command and Conquer 3: Kane's Wrath, the factions of Scrin were only given one new universal infantry unit to share. The Ravager is this new unit, and it is a great addition to the Scrin army.
伴随CC3 KW的到来,Scrin的所有阵营只新加了一个全新的步兵单位——掠夺者。它的出现对Scrin部队非常重要。

The main combat role of the Ravager is that of support. This is particularly because it is a fairly fast unit on the ground, and this means it can easily get where it needs to go, do what it needs to do, and usually get out without any trouble. Also, the fact that it has a fairly strong attack against both vehicles and infantry means it can hold its own and even win when there are equal numbers of enemy units, making it great for such hit-and-run attacks. Finally, it has an ability called Tiberium Agitation, which just adds to its greatness as a support unit. However, we will get to that a little later on.
掠夺者在战斗中的主要角色是支援。它很特别,因为它是个移动非常迅速的地面单位,这意味着它可以迅速到达任何需要的地方,做任何需要的事情,而且通常可以全身而退。同时,事实上它对抗车辆和步兵都是很强大的,这就是说它可以自己战斗,甚至可以在对抗同等数目的敌人时取胜,这非常适合打带跑战术。最后,它拥有激活引爆泰矿的能力,更增加了它作为支援力量的优势。。不过,对此我们稍后再说。

Now, the thing that makes the Ravager such a great addition to Command and Conquer 3: Kane's Wrath is the fact that it is almost like a different unit for each sub-faction. This is thanks to the upgrades that each faction has and Tiberium Agitation.
另外,让掠夺者成为CC3 KW中的重要组成部分的原因是它在不同的子阵营几乎就是完全不同的单位。这要归功于每一个子阵营所特有的升级以及引爆泰矿能力。

Advanced Articulators Traveler-59 only
高级肢节 仅限旅行者59

The Advanced Articulators upgrade for Traveler-59 is an upgrade available from the Stasis Chamber. This upgrade significantly increases the speed of Assimilators, Disintegrators, Shock Troops, Cultists and Ravagers. With the doubling of the Ravagers speed, the Ravager becomes the fastest land unit in the entire game. What this does for Traveler-59's Ravager is make it one of the deadliest harassment units in the game. With only taking two Tiberium Agitations to take out a Harvester, and Ravagers still having very respectable attack power, they become second to none (except possibly to the Stealth Tank) in hit-and-run harassment, especially against Harvesters.
旅行者59的高级肢节升级在静力室中提供。这项升级先祝提升同化者,分解者,震波部队,杂交部队和掠夺者的移动速度。拥有双倍速度的掠夺者成为了游戏中行进速度最快的单位。这就使旅行者59的掠夺者成为了游戏中最致命的骚扰单位。它可以用引爆泰矿能力两炮干掉一个矿车,而且掠夺者本身还具有非常强大的火力,它们成为无人能敌的打带跑骚扰单位(或许除隐坦外),尤其是对矿车来说。






Blue Shards Reaper-17 only

蓝矿破片 仅限收割者17

Blue Shards is an upgrade purchased from the Technology Assembler which effectively increases their attack power by roughly 25%. Now, while this does not make the Ravager any faster, it fits perfectly with the hard-hitting theme of Reaper-17. It is still a great hit-and-run unit, except for now it has more hit. Furthermore, you can actually mix this into your attacking army since the attack power definitely makes it a hard enough hitter to be worthwhile.

蓝矿破片是在科技汇编室购买的一项升级,它可以有效的增加大约25%的火力。不过由于现在没有任何升级让掠夺者跑得更快,这完全符合崇尚打击能力的收割者17的主题。它仍然是一个非常棒的打带跑单位,不过现在它更重视“打”了。此外,现在你可以确实混编它到你的攻击部队中,因为它们强大的火力值得这样做。



Tiberium Agitation - All factions - Ability
激活引爆泰矿 所有阵营 能力

The Tiberium Agitation ability comes on all Ravagers and does massive damage against all Tiberium-based units and structures. The list below shows all units and structures you can use it on, and how many uses of the ability it takes to kill them. There isn't much to this ability besides pointing and clicking, but the amount of things it can be used on and the power it has makes it a very good ability.
引爆泰矿能力是所有掠夺者共有的,它可以对所有泰基单位和建筑造成大量伤害。下面的列表显示了所有你可以攻击的单位和建筑,并且列出了需要用多少次能力可以被干掉。除了选中点击外,这个技能没啥好说的,不过从它适用的东西的数量和它可以造成的伤害来看,绝对是一个好的技能。

  • Corrupter (ONE shot.)
  • 腐蚀者(一击)
  • Devourer Tank (ONE shot)
  • 吞噬者坦克(一击)
  • Reaper Tripods (TWO shots)
  • 收割者三脚(两击)
  • Mechapedes (ONE shot if aimed at the head)
  • 机械蜈蚣(一击,如果能爆头的话)
  • Unshielded Harvesters (TWO shots)
  • 无盾矿车(两击)
  • Shielded Harvesters (THREE shots)
  • 有盾矿车(三击)
  • Refinery/Extractor/Tiberium Spike (FOUR shots)
  • 矿厂/解析器/矿柱(四击)



[ 本帖最后由 hfmouse 于 2008-5-30 00:51 编辑 ]
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时光荏苒,性情依然。

1987年,菲律宾前总统访华,谈到南沙问题时说:“至少在地理上,那些岛屿离菲律宾更近。”邓抽了口烟:“在地理上,菲律宾离中国也很近。”从此,南沙再无战事。

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沙发
发表于 2008-5-4 13:38:56 |只看该作者
沙发 虽然看过类似的文章 还是顶一下再说

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板凳
发表于 2008-5-5 22:37:51 |只看该作者
复制下来学习.......

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天邈汉化组翻译【初级】
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地板
发表于 2008-5-11 20:58:52 |只看该作者
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.



时光荏苒,性情依然。

1987年,菲律宾前总统访华,谈到南沙问题时说:“至少在地理上,那些岛屿离菲律宾更近。”邓抽了口烟:“在地理上,菲律宾离中国也很近。”从此,南沙再无战事。

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5#
发表于 2008-5-12 14:22:51 |只看该作者
强大,不过就两层的话太少了,多些更好.

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2015年优秀版主勋章游侠元勋版主元老版主勋章版主勋章资深版主勋章勤劳之证战略游戏工作组专长成就勋章2013年度杰出版主勋章

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6#
发表于 2008-5-12 14:30:51 |只看该作者
图文并貌,最喜欢里面的锤头鲨了.

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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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7#
发表于 2008-5-12 22:30:14 |只看该作者
原帖由 KAH 于 2008-5-12 14:22 发表
强大,不过就两层的话太少了,多些更好.




恩,会每周更新的~~~~~~~~~~~

时光荏苒,性情依然。

1987年,菲律宾前总统访华,谈到南沙问题时说:“至少在地理上,那些岛屿离菲律宾更近。”邓抽了口烟:“在地理上,菲律宾离中国也很近。”从此,南沙再无战事。

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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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8#
发表于 2008-5-21 00:14:57 |只看该作者
杂交信徒(译者。。不知道官方咋翻译的)

英文作者:Sub

杂交信徒是旅行者59特有的单位。每一小队一次能够控制一队敌人单位直到该敌人单位死亡为止,然后他有可以重新控制另一个单位。杂交信徒速度不快,而且对抗反步兵攻击时非常脆。这就是说,一旦你成功控制敌人,你应该让杂交信徒离开战区,用放风筝的方式让你控制的新单位来战斗。



一般来说对于旅行者,造杂交信徒是不错的选择,不过不要造太多。搜寻敌人的高级单位,然后控制它们。必须指出的是杂交信徒不能控制史诗单位,但是可以控制其他任何三级单位。一旦你看到敌人开始暴高级单位的时候,要造一些杂交信徒,在安排战术和组建部队时要时刻记住旅行者的优势是什么。

什么时候造他们

一般当你在科技树的发展落后于敌人,而敌人开始用高级单位对抗你的低级单位的时候,你应该混编一些杂交信徒,它们甚至可以帮你转变战局。当混编杂交信徒到你的部队里面时,你应该确保有一些反步兵单位在他们旁边作为策应。



保护杂交信徒

一旦你成功实施控制,没有任何理由让杂交信徒们继续留在危险地区。利用放风筝的方法让你的杂交信徒离开战场和危险的地方。杂交信徒可以驻守在建筑中,同时仍然可以控制敌人的单位。这在对抗GDI或Nod的玩家时非常有效。你也应该确保不会让杂交信徒孤军奋战。它们在混编其他部队时是非常强大的,因为其他单位可以为他们提供保护。你应该确保在它们周围有反步兵和防空武装。步行者非常适合这项任务。

杂交信徒的有效使用

如果你不得不控制一队机枪兵来救你的杂交信徒,在安全后你可以通过强行攻击其他单位的方式让它们自由的控制其他更有价值的单位。不过一定要在确保你的杂交信徒安全的前提下再这么做。



杂交信徒和虫洞

当你拥有信号发生器的时候,你就可以拥有强大的机动能力来改变战局,在吸引敌人的同时,在敌人的部队附近放一个虫洞。迅速派一队杂交信徒穿过虫洞,控制血最多的最有价值的单位,然后再让你的杂交信徒通过虫洞退回到安全地带。

附:英文原文


The Cultists is a Traveler-59 exclusive unit. Each squad is capable of controlling one enemy unit at a time until that unit dies, and then it is able to recapture another unit. The Cultist isn't a very fast unit, and is vulnerable to anti-infantry attacks. That said, once you make your capture, you should kite the Cultist away from the battle and let your new unit do the talking.

Generally as Traveler, going for Cultists is a good thing, but do so in few numbers. Seek out your opponents higher tiered units and go for them. It must be noted that the Cultist cannot mind control Epic Units, but any other Tier 3 unit is fair game. Once you see your opponent begin to spam higher tiered units be sure to throw a few Cultists into production and keep in mind what Traveler's strengths are as you build your army.

When to build them

Generally when you are behind your opponent on the tech tree process and his higher tiered units are left to face off against your lower tiered army, throwing in a few Cultists into the mix can help even up the playing field. When mixing Cultists into your army, you should be sure you have anti-infantry support nearby to ward off any attacks.

Protecting the Cultists

Once you make your grab, there is no point in keeping the Cultist near ground zero. Kite your Cultist out of battle and out of harms way. The Cultists can garrison buildings and still have control over an enemy unit. This works great when playing a GDI or Nod player. You should also be sure you never leave your Cultists alone to fight. They are great when mixed in with your army so that they are provided some protection. You should ensure that you have anti-infantry, and anti-air present. Gun Walkers work well at this job.

Efficient Use of Cultists

If you had to capture say a Rifle Squad to save your Cultist, you can free up your Cultist to mind control something of more value by force firing at another unit. Be sure that you are doing this once you can ensure the safety of your Cultists.

Cultists and Wormholes

When you have a Signal Transmitter up, you are able to pull off a fancy maneuver to change the tide of battle. Place a wormhole near your opponent's forces while you are engaging your opponent. Pop a few Cultists through the Wormhole, capture the most valuable units with the most health, and then slip the Cultist back to safety.

时光荏苒,性情依然。

1987年,菲律宾前总统访华,谈到南沙问题时说:“至少在地理上,那些岛屿离菲律宾更近。”邓抽了口烟:“在地理上,菲律宾离中国也很近。”从此,南沙再无战事。

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9#
发表于 2008-5-21 15:29:07 |只看该作者
支持勤劳的小白鼠        

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谜幻の舞 风舞者
就不给过路费 超时空军团兵

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10#
发表于 2008-5-21 15:34:28 |只看该作者
原来都在这里面了..没另外开新帖..

先正在想看那几篇文章翻译没..

最后..支持下鼠兄..
  嗯,我很想说点什么,可是又不知道该说点什么,好吧,我不说了……
 
_____________________________________________________________┠Realm of Psyche┨

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11#
发表于 2008-5-21 15:39:17 |只看该作者
更新了啊~~~


不錯不錯 :)

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12#
发表于 2008-5-21 18:25:49 |只看该作者
每星期坚持更新不容易啊~~

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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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13#
发表于 2008-5-30 00:50:53 |只看该作者
地雷

英文作者:N00bKefka


地雷在任何地面战斗中都扮演这重要的角色。一次成功的布雷可以扭转战局,它可以阻止敌人的援军,遏制工程师,甚至可以削弱敌人的装甲。在KW中,有三种不同的地雷:




GDI的APC/钢爪的修理APC地雷,Nod的空中布雷和Kane之印的磁性地雷。每种地雷都有各自不同的用途和独特的用法。这篇指导将告诉你怎样/在哪可以有效的使用这些地雷造成最大的伤害。

APC/MRV布雷




APC布雷在后期游戏中非常有用。布雷对于对抗试图用隐形坦克骚扰的Nod玩家非常有效。仅仅需要花费500元和一些精心的布置,你可以成功遏制隐形坦克和大多数一级坦克(除了升级了铲刀的蝎子以外),连步行者都会被地雷伤害。

由于GDI不是隐形阵营,大多数对手只是考虑如何建造一支强大的军队,这支军队的主要组成是坦克。在狭窄的入口布下地雷可以大大帮助你防守基地。GDI的布雷在美国小镇和竞技场抉择地图上效果最佳,因为地图上布满狭窄的街道和瓶颈点。

不过,如果你在类似竞技场沙漏的地图,最有效的方式是在你基地的关键建筑周围布雷。最后关于布雷需要说的是,要努力避免对付Nod和Kane之印,因为典型的Nod部队主要由完全升级了除雷铲的蝎子组成,它们会使地雷失效。

对于暴搜索者的Scrin玩家怎么办呢?如果他们看到雷区,它们会停下来清雷。在一些战例中,你的对手扫雷的时候,可以为你建造适当的防御对抗快攻赢得时间。这也是玩家在对抗Scrin玩家时不倾向于使用APC布雷的一个主要原因。(译者:感觉矛盾诶。。)

设置APC布雷的战术取决于你个人的创造性。有很多很多不同的布雷方案等你去发现。GDI/ZOCOM大概是仅有的可以暴地雷杀敌的阵营,

Nod布雷





与APC布雷不同,Nod的布雷不能那么自由。你需要节省,明智的使用它们。Nod布雷最常用的方法是把它们直接扔到坦克或者泰矿上。它们也可以用来封锁通向基地的道路,比如在竞技场抉择地图上。

Nod的布雷相比APC的布雷来说面积要大得多。毕竟要花费1500元而且有一个缓慢的冷却时间。与救赎者的愤怒发生器配合使用的效果更好。要么你可以把它们直接投放到敌人上,然后使用愤怒发生器,使得敌人到处乱走,要么你可以先布雷,然后用孤独的救赎者引诱敌人上钩。当他们靠近的时候,愤怒然后逃跑。

另一个关于Nod布雷的很棒的技巧是布雷在重工前面。如果放置的准确,它会干掉那些刚刚要出厂的坦克,这是非常有效率的。确保把它们布置在重工前面,否则一些雷将不会展开,这将大大减损效果。

MoK 磁性布雷





Kane之印磁性地雷与前面提到的地雷类型大不相同。这些地雷会吸附在碾压过它们的车辆上。它们会对车辆造成持续的伤害,不过相比Nod的常规地雷,它们的伤害相对较低。使用这些地雷的最佳时机是在游戏早期和中期,因为这个时期大量单位都是轻装甲,还不足以承受所有的伤害。

这里是一些布雷的关键地区

  • 在泰矿矿区里,这里可以对矿车造成大量伤害
  • 在矿厂前面,效果同上
  • 大众扩张点附近,以便干掉扩张车
  • 在对手的基地车上,当它收起的时候
  • 在炮兵单位上

附:英文原文:

Mines can play an important factor in any ground battle. A single mine drop can turn the tide of battle in your favor, whether it halts reinforcements, stops an Engineer or even cripple your foe's armor. In Kane's Wrath there are 3 different types of mines:

The GDI APC/ST MRV Mines, the Nod Mine Drop and the Marked of Kane Magnetic mines. Each mine serves different purposes and can be used in their own unique way. This guide will show you how and where to use them effective and deal maximum damage.


APC/MRV Mine Drop

The APC's mine drop is very useful late game. The drop is powerful against abusive Nod players that try to harass with Stealth Tanks. With a mere $500 and some careful placement, you can stop unsuspecting Stealth Tanks and most tier 1 tanks (other than Scorpions with Dozer Blades). Even Gun Walkers take damage from the mines.

Since GDI isn't a stealth faction, most opponents will only think of building an impressive army, consisting of mostly tanks. Laying mines on narrow entrances can help you a lot in defending your base. The GDI Mine drop works perfectly in Small Town USA and Tournament Decision because of the narrow streets and small choke points.

However, if you are on a map like Tournament Dustbowl, the most effective way to use mines is near the key buildings in your base. The last thing about the mine drop is trying to avoid them playing a Nod or Marked of Kane; this is because a typical Nod army mainly consists of fully upgraded Scorpion Tanks with Dozer Blades, rendering the mines ineffective.

What about Scrin players who spam Seekers? If they see a mine field, they will most likely stop and clear them. In some instances, the time your opponent takes to clear the field can buy you some time to build up proper defense against an incoming push. This is a main reason why players don’t tend to use the APC mine drop when playing a Scrin opponent.

Setting APC mine drop depends on your personal creativity. There plenty of mine formation to discover. GDI/ZOCOM is perhaps the only faction that is able to spam mines to throw people off.

Nod Mine Drop

Unlike APC's mine drop, Nod’s Mine Drop cannot be spammed freely. You need to use them sparingly and wisely. The most common usage on Nod's mine drop is to simply drop right onto the tanks or the tiberium field. They can also seal off a path to your base like in Tournament Decision.

Nod's Mine Drop has a much larger field compared to APC's. It is $1500 after all and has a slower cool down time. This actually work very well paired up with Redeemer's Rage Generator. Either you place them directly on the army then use the Rage Generator to make them move around or you place them first than lure them with a lone Redeemer. When they are close, rage and then run away.

Another cool trick about Nod's mine drop is place it right in front of a War Factory. If placed right, it will kill off a few tanks that try to come out and it is definitely cost efficient. Be sure you place it in front of the War Factory, or else some of the mines won't get deployed and you won't get the bang for your buck.

MoK Magnetic Mine Drop


The Marked of Kane Magnetic mines are very different when compared to the previous mine types. These mines latch onto enemy vehicles that move over them. The mines will deal continuous damage to the vehicle as they move, however it still does relatively low damage compared to the regular Nod mines. The best time to use these mines is in the early and mid game where the units are lightly armored and can’t soak up all the damage.

Here are few key areas to drop them

  • Inside a tiberium field where they can do serious damage against Harvesters
  • In front of Refineries for the same effect
  • Popular expansion points to snatch expansion vehicles
  • On top of your opponents MCV when it unpacks
  • On top of artillery units


[ 本帖最后由 hfmouse 于 2008-5-30 00:52 编辑 ]

时光荏苒,性情依然。

1987年,菲律宾前总统访华,谈到南沙问题时说:“至少在地理上,那些岛屿离菲律宾更近。”邓抽了口烟:“在地理上,菲律宾离中国也很近。”从此,南沙再无战事。

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14#
发表于 2008-5-30 01:05:43 |只看该作者
感谢翻译~~~
地雷也疯狂啊
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