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Chapter 148 Large-Scale Team Battle Iron Triangle Part 3

Chapter 148 The Iron Triangle of Large-Scale Team Battles 2 (Command Theory [-])

In fact, although the commander-in-chief of the battlefield directly commands more players, it is the tactical command that really changes the situation of the battle and conducts command.

In the case of tactical command on the battlefield, the commander-in-chief often needs to cooperate more with the tactical arrangement of the tactical command, rather than the latter cooperating more with the former.

Note the word "more" here.

When a large force launches a general attack or a large-scale tactical operation, the tactical command also needs to cooperate, but this kind of cooperation is often arranged by the tactical command itself. The general commander only needs to inform the launch time or give a general tactical direction. .

Conversely, when the tactical command needs the cooperation of the main force, it will explain its requirements to the commander-in-chief in relative detail, and hope that the other party can follow its own plan as much as possible, and usually leave a relatively small gap for the commander-in-chief. Much preparation time.

This is not because the latter has a higher status than the former, but because there are too many people in the main force, the players are not soldiers, and their military quality is very low. They cannot quickly accept the instructions of the commander-in-chief, and usually require a long reaction time, so It is unrealistic to expect large forces to be flexible and take the lead in making various tactical changes.

Another thing that needs to be distinguished is the difference between the deputy commander and the tactical command.

The second-in-command is often regarded as the initial stage of tactical command. This view cannot be said to be completely wrong, but it cannot be said to be correct.

The task of the deputy commander is usually to collect feedback information, and is responsible for dividing and commanding the second force.

The biggest difference between the deputy commander and the tactical commander lies in the autonomy. The feedback information collected by the former often needs to be submitted to the general commander or the entire command level, and then analyzed and made by him. He rarely makes autonomous decisions. Judgment and tactical arrangements are just passive acceptance of instructions.

Even if the second force under its command is completely separated from the main force, it is often used as a containment force and needs to be controlled by the general command or the command level remotely.

After completing an order, the deputy commander usually will not lead the team to act rashly without notifying the higher command level, but needs to get further instructions before continuing to act, or simply act according to the previously determined established policy .

The tactical command is completely different. He has a high degree of autonomy and can decide tactics by himself. When cooperation is needed, the commander-in-chief also needs to command large forces to cover him.

To put it simply, the level of tactical command is as high as that of the general command, or even slightly higher.

But this is not absolute. If the general commander's ability is much stronger than the tactical command, or the position is much stronger, the situation will be reversed, and the former will interfere more with the latter's command.

But in general, the tactical command is still an independent system, and there are also multiple hierarchical cadres below, such as the captain of the elite team. This kind of captain itself also has high tactical flexibility.

Therefore, the deputy commander without autonomy can only be regarded as a member of the general command system, while the tactical command is another system.

It is much more difficult to become a top tactical commander than to be a top commander in chief. The requirements for deduction ability, prediction ability, decision-making ability, tactical understanding ability and terrain sensitivity of the battle situation are very high. Talented or not talented It's totally two different things.

However, the entry threshold for tactical command is not high, much lower than that of a general commander. At least there are no rigid requirements for physical fitness, such as accent, communication skills, and musical sensibility. You can type if you stutter.

Many elite players can sit in this position, and as long as they put in the effort, they can achieve a good level, but without talent, it is difficult to improve further.

There are only two entry thresholds for tactical command.

[-]. Familiar with the elite team, have a good relationship, have a certain prestige among these people, and have strong communication skills.

[-]. Have an in-depth understanding of the game, familiar with various occupations, know the battlefield well, and are willing to continuously study new game knowledge.

The tasks of tactical command are more and more complicated, and they all need to be arranged according to the game and battlefield elements. It is difficult to detail them one by one, but some basic tasks are still similar.

First of all, tactical command needs to bring its own elite team to step on the spot before the battle, familiarize itself with the terrain, mark the areas, and unify the team's understanding, so that they can conduct convenient command on the battlefield. This requires a high personal prestige, otherwise others are unwilling to waste Time to accompany you to do this kind of thing.

Other battlefields are not open before the battle, so you can only find similar places to familiarize yourself with the terrain, such as capturing guild strongholds.

If the prestige is not enough, it doesn’t matter, others are unwilling to accompany you to familiarize yourself with the terrain, or you simply can’t find a similar place to familiarize yourself with the terrain, then you can only take them on the battlefield to familiarize yourself slowly, and look for relevant information in the official analyzed.

Of course, in this case, the tactical command's understanding of the terrain and its ability to explain can play a key role.

The following tactical deduction and prediction is equivalent to the jungler in LOL. The tactical command needs to guess the actions of the opponent's team and make targeted actions, or simply give priority to defeating the opponent's team (invading the opponent's wild area) .

If there is no tactical command on the opposite side, then the party with tactical command has completely gained the initiative, and can unscrupulously block the enemy's support line and attack tactical points.

Of course, unlike the jungler who has only one person, tactical command often needs to command multiple teams, and requires a stronger overall view and tactical ability. After all, commanding others to do it, and doing it yourself, the execution strength and the consequences to be borne is completely different.

Because there are too many players in RPG online games, it is difficult for the main force to make any changes, which is equivalent to the fact that online players in LOL basically cannot roam, and only know how to push forward rigidly.

And even if the main force takes the initiative to divide the troops and make some changes, it is basically transparent. Because of the existence of spies, the enemy will soon know about it, and there is not too much suddenness.

Tactical command and jungle position have a lot in common at the tactical level, but this does not mean that the two can be completely equated. The former does not require a strong level of operation, and the latter does not require strong communication. capability and level of command.

Because there are more battlefield elements in RPG games, a large number of players also brings more uncertainty. In addition, the communication between players is more frequent and the ideas are more complicated.

Therefore, it is not difficult to be a qualified tactical command, but it is very difficult to be an excellent tactical command, let alone top-level or even higher-level tactical command. Tactical ability alone is not enough. It also requires the long-term running-in of the own team, the individual's psychological grasp of the team members, and the understanding of the main opponent.

The most important thing is still the ability to control your own team. You need to be hardworking yourself. Without a strong and executive team, everything is just talk on paper.

Since general dispatch is not valued by players and guild management, its occurrence probability is much lower than tactical command, and it does not seem to belong to the command type, so when it comes to command, there are often only two systems: general command and tactical command , Yun Xiaohan's master gave a relatively vivid name to the command mode after the combination of the two - "two-headed dragon command mode".

PS: The contents of game theory in this book, including some vocabulary and titles, are all original by the author. Please forgive me if they are not good, because no player will be so bored as the author to summarize and sort out RPG online games by himself. Purely theoretical content, in order to play the game, I also taught myself psychology and language logic. There should be no second player in China who is as stubborn as me, and the theoretical content is too boring. Modified and beautified version now.

(End of this chapter)

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