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Chapter 477 Fighting in the room

If you stand at a high place and the direction is at a low point, the field of vision will be larger than the bottom. At such a height, the enemy will appear, and fight low with high, we will have the advantage. Eliminate the opponents and do not rush into the bottom to collect equipment, because there are not too many high points in the city. Use this point more and wait for a while to attack players attracted by our gunshots.

At the junction between the wall and the road, but the terrain at this point is relatively short. Players on the roof of the distant building have a high chance of appearing and blocking most of the areas in front of us in the field of vision, so we cannot enter the open area in front of us without an advantage.

When fighting here, you need to fight with a low shot, but unlike above, we have bunker dodges, we can observe the enemy's position, but the opponent does not know our precise coordinates, and can conduct continuous outcropping shooting, that is, the time for each outcropping is very small, and only a few shots are fired at a time. Continuous operation will cause a large number of bullets to hit the target, and the degree must be fast. Once the enemy suffers fatal injuries, they will take evasion and rush directly to the opponent's face. The time to replenish first aid kit is enough for us to pass this distance, and we can eliminate it from the inside.

Close-range battles at the corners are when jumping out of the house. Advance is very common. This kind of ordinary corner is full of death-related murderous intent. For the area behind the corner, I am not aware of it at this time. I can only judge whether there is someone behind based on the limited footstep sounds. At the same time, I also receive interference from other gunfires in the city. If the other party judges that we enter from this direction based on the steps we searched in the house, and squatting here is the most terrible thing. We should walk slowly and not expose our footsteps, and it will be difficult for the enemy to locate.

If the steps are exposed in the early stage, both sides know that there are people nearby, which will cause head-on battles and close shooting. The outcome is difficult to predict. You cannot take such risks and not expose your steps. In this way, we know that there are people behind us, and the enemy will not know. We will squat here to make bunkers based on the corner of the house, waiting for his arrival.

Although there is almost no cover in the corner, players here can stick their bodies out near the junction and shoot the opposite side wildly, because the aisle is almost straight, and bullets will hit the opponent very densely in this direction.

The best way to come from next to the load-bearing pillar. Even if someone sniped you, you can rely on the load-bearing pillar to fight around and instantly pull back the disadvantages. At this time, both sides will fight head-on.

At this time, behind the wall near the junction, the probe shoots the opponent. It is best to eliminate the opponent without the opponent reacting, so that there are new requirements for the gun. Uzi and ump9 are the best guns. The bullet capacity is moderate, and the close range shooting and power are very high. Compared with the shotgun, there is a higher tolerance rate. When judging the wrong position, the submachine gun is at best just a few bullets with deviations, but if the first shot of the shotgun is not shot, our advantage will be instantly gone. If the enemy detours from behind the pillar, we do not need to probe, parallel to the wall, pour bullets into the enemy. Even if there is a cover, it will be hit by a sudden attack and easily eliminated.

In chicken eating, most of the places where the materials are searched are in buildings. The area inside the building is very small and separated by rooms. The player's internal vision will be seriously hindered. If there is no sense of defense, it is easy to be killed by enemies rushing out of the room. The battles in the building are very close to each other. In this environment, the gap in shooting skills is narrowed a lot, and it is more about exploring consciousness and footsteps. There are many players with good shooting skills, but if you want to win in this environment, you need a lot of combat experience.

First, the precautions for fighting on the first floor. On the first floor, you can switch back and forth between the house and the outside environment at any time. Players come from outside. Inside, due to the partitions of the room, players walk through the corridors full of rooms. It is possible to rush out of any room to kill the player. To avoid this danger, players can climb over from the window to the outside of the first floor. In this way, players can look inside through the window outside and solve many enemies.

When players attack outside the house, they should also pay attention to the outside environment. There are many covers in the direction of the red arrow, and the chances of the enemy appearing themselves are not too high, so the main defense direction is the inside of the house, that is, the enemy on the roof or the second floor. Some players will jump directly from above after the search is completed. Pay attention to this can greatly improve the player's survival rate.

The stairs between the first floor to the second floor. The stairs between the floors are good points, because players on two floors can be observed at the same time. Sometimes, players are chased by enemies on the first floor and can attack them at the point in the picture. If the player is injured and enters the next floor, the enemy will definitely chase them. It is a good choice to block them again.

When shooting, pay attention to some small details. Players should be as close to the second floor as possible, so that the player can increase the height of the player, making it easier to shoot the headshot and make it more difficult for enemies to appear.

Because the player is close to the second floor, the view of the first floor will be much smaller, so you should turn your head as much as possible to observe the situation. There is a railing in front of the player. When turning your head to observe, you should check whether a fork appears in the right corner to prevent the bullet from hitting the railing when shooting.

After handling the first floor, do not rush to the second floor blindly, because the gunfire sounds from the players fighting with the enemy may make the enemies in the front area look for a good angle and squat on you who are coming up. Players must remember not to relax their vigilance against the next process after winning the battle once, and always be vigilant. From the point on the first floor just now, observe the second floor. The most important thing is to watch the door switch. If you can see the situation inside the door, it will be better. If there is no enemy, this room can become the player's attack point.

When players enter the house from outside, the first place to observe is behind the door. Other players inside can position the player's position through their steps. When they want to enter this room, the enemy has already been prepared. If they are ready to fight or not, the player must be the one who fails. Therefore, no matter which room they enter, they must be vigilant about the environment at the door. If there is an enemy, they must shoot as soon as possible and break through the door with people.

In addition, after players eliminate enemies in the room, when screening equipment, they should also hide in the visual blind spots after opening the door to prevent the enemy from being rewarded by the enemy when they are happily searching for supplies.

Such a door opening is also a dangerous position. When you want to travel through, you must first observe the next path of the player. There are two places in the door opening. You must select a place reasonably and understand the area ahead. It is best to move forward quietly. When the enemy does not show the player, use a quiet step to maximize your concealment.

In the building, although there are many corridors with small rooms partitions, the corridors as shown in the picture are even more dangerous. The probability of an enemy appearing is the same as the probability of rushing out of the room. If it is a competition in the early stage, players may encounter other players searching here. If it is in the mid-term security zone stage, the enemies here will become even more terrifying. After the search stage, most of the players here are squatting. During the search stage, players pass here, but they only fight between the two sides. If they are attacked and are determined without intention, then the player will die.
Chapter completed!
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