威赫战线 MENACE

威赫战线 MENACE

威赫战线 MENACE

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卡达的一款早中期build,能让你在卡达基础85点行动值(AP)的情况下,下车、开两枪,然后返回载具。 简介 本指南仍在完善中。后续将添加图片和更多说明。 卡达由于基础行动值(AP)只有85点,在游戏初期使用起来可能有些困难。我摸索出了一套build,能让卡达在这一限制下在游戏初期发挥出色。我不确定自己是不是第一个想到这个的——其实一旦了解了,这个build相当明显——但我在现有指南中都没见过(如果我漏掉了,先说声抱歉!)。 build配置 这套build需要四个专长,因此需要完成几个任务才能成型。你还需要通过搜刮或购买获得一把火焰喷射器。但一旦成型,你就能以极低的行动点消耗获得一个极其高效的短程机动步兵卡尔达。[等我有时间会补充具体数值。] 这套配装的核心是【机动步兵】+【全力出击】+【分担负载】+一把火焰喷射器。 【机动步兵】让卡尔达上下载具各消耗5行动点——所以进出载具总共需要10行动点。 【全力出击】能降低卡尔达特殊武器连续使用的消耗,每次减少10行动点。因此她的火焰喷射器第一发消耗40行动点,第二发消耗30行动点,总共70行动点。 将两者结合,卡尔达可以跳出载具,发射两次火焰喷射器,再跳回载具,总共消耗80行动点。这使得卡尔达能在达到使用普通武器射击两次所需的90行动点阈值之前,先打出两发极具杀伤力的攻击。分担负载技能可为卡达的火焰喷射器额外提供6发弹药(前提是为她分配6名小队成员)。你还可以给她装备弹药袋配件来获取更多弹药。这两者结合起来,能确保卡达拥有足够的火焰喷射器使用次数来完成大多数任务。 要获得这三个必要的技能,你需要选择一个一级技能。我推荐【运动健将】来提升卡达的机动性,但这对该build的核心玩法没有影响。 当卡达的行动值达到90时,你可以换下火焰喷射器,给她装备霰弹枪或冲锋枪,因为此时她能够下车、进行两次射击并重新上车。不过我发现火焰喷射器在攻击掩体后的敌人时仍然很有用,而且霰弹枪的杀伤力极强,少装备一把霰弹枪也没什么影响。在防御任务中,我会卸下火焰喷射器,给她换上机枪或榴弹发射器。她会保持静止状态,每回合发射两发子弹。

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《威赫战线》在Hooded Horse春季促销活动中现以75折优惠发售。 作为《战场兄弟》开发商推出的回合制战术角色扮演游戏,你将率领一支打击部队对抗外星威胁。在不同星球上响应求救信号,训练并装备步兵,部署坦克与机甲,在细节丰富的回合制战斗中规划并执行任务。

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《威赫战线》v0.6.11 - 第三次热修复更新内容 1. 【清除巢穴】任务中,已禁用巢穴周围外星人的重生 2. 各种用户界面调整,尤其是修复了新等宽字体带来的问题 3. 为新增内容补充了缺失的法语翻译 已知问题 1. 部分杀毒软件会错误地将【GameAssembly.dll】文件判定为恶意软件并删除,导致游戏无法运行。若出现此情况,请将【GameAssembly.dll】和【Menace.exe】添加到白名单 2. 若游戏安装在HDD硬盘上,加载时间会较长,且角色语音会延迟《威赫战线》已知问题及反馈说明 1. 显示模式【全屏】在最小化游戏后有时会出现异常。在修复此问题前,请考虑使用【全屏窗口】模式替代。 2. 将【草地质量】设置为高/超高可能会导致帧率下降和崩溃。 3. 促销税机制令人不满。 4. Steam评价:您的反馈很重要 现在《威赫战线》已进入抢先体验阶段,请花时间留下Steam评价。抢先体验是一个协作过程,您的想法和反馈对后续补丁和内容开发至关重要。即使只是几句关于您对《威赫战线》的感受,对开发团队也是极大的帮助。 5. 社区指南和资源 请务必查看最新的社区资源和官方指南。《威赫战线》撕裂之门作战手册:这是一份综合指南合集,涵盖了游戏基础知识、潜行使用方法、配件选择、近距离战斗技巧等多方面内容。对于任何希望在回溯战场中表现出色的准指挥官来说,这都是必读资料。 小队领袖简明概览:一份出色的概览,介绍了游戏当前所有小队领袖及其优势。 敌军图鉴: rogue army:了解敌人是战斗成功的一半。本指南介绍了 rogue army 的优势以及有效对抗他们的方法。 官方新手指南:如果你是《威赫战线》的新手,那么请查看我们的官方新手指南,其中涵盖了所有必要知识,助你为前线战斗做好准备。官方威赫战线维基:你对威赫战线还有更多问题吗?我们有一个由社区运营的维基,里面有详细信息可以帮助你。参与、探索并随时了解动态。你可以在Discord、BlueSky、Twitter、YouTube、Facebook和Reddit上找到我们,进行讨论、获取更新和反馈。你也可以在我们的网站上订阅每月的威赫战线电子通讯。

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《威赫战线》v0.6.10更新内容 1. 新增 - 新增战场将军扎马在任务中的对话 - 为部分小队领袖添加稀有对话 2. 改进 - 早期游戏物品不再从后期黑市中排除(黑市在每次行动后会补充货源) - 采用新的等宽字体,旧字体曾导致多语言显示问题 注:本次更新与正在进行的战役存档兼容。《威赫战线》更新内容 1. 优化黑市系统,此前该系统在快速移动大量物品时会导致帧率下降,有时甚至引发崩溃。 2. 针对同一阵营出现多个可执行任务的情况概率降低。 3. 减少敌方AI单位在玩家载具附近寻找掩护的行为。 4. 新增微妙的景深效果,会模糊靠近相机的物体。此效果可在图形设置中禁用。 5. 平民不再能拾取【Lost Data Recorder】。《威赫战线》修复公告 1. 修复了游戏处理来自游戏手柄、摇杆及其他外设输入事件时,有时会导致滚动条和滑块出现意外行为的问题 2. 修复了成就"Friendly Neighbour"有时无法正确追踪的问题 3. 修复了无【先锋】 perk的单位在任务准备阶段无法再与拥有该perk的单位交换位置的问题 4. 修复了在"WHAT'RE'YA'BUYIN'?"场景中,Jean Sy有时无法被选中的问题《威赫战线》修复公告 1. 修复对平民使用【鼓舞】技能后导致平民无法移动的问题 2. 修复【武器系统损坏】缺陷在切换飞行员后仍持续存在的问题 3. 修复地雷无法对战争迷雾内敌人造成伤害的问题 4. 修复反人员地雷对封闭载具内单位造成伤害的问题 5. 修复闪光弹对塔楼内目标无效果的问题 6. 修复未选择技能时悬停在空白格子上不显示移动成本的问题 7. 修复选择技能后悬停在格子上显示移动成本的问题 8. 修复取消范围技能后移动覆盖层不显示的问题 9. 修复选择范围技能第二个格子后移动覆盖层显示的问题 10. 修复海盗船长使用海盗药物后陷入动画卡顿的问题 11. 修复外星战士有时《威赫战线》更新修复内容 1. 修复了行走动画卡顿的问题 2. 修复了切换游戏内语言时武器名称无法即时更新的问题 3. 修复了多个角色语音显示错误说话者的问题 4. 修复了【三脚架狮鹫迷你炮】枪口闪光过亮的问题 5. 修复了载具等离子武器使用错误枪口特效的问题 平衡调整 - 将步兵战车的生命值从400降低至350,装甲耐久度从800降低至700,使其与其他载具更平衡 已知问题 - 部分杀毒软件会错误地将【GameAssembly.dll】文件识别为恶意软件并删除,导致游戏无法运行。若发生此情况,请将【GameAssembly.dll】和【Menace.exe】添加至白名单。 - 若游戏安装在HDD硬盘上,加载时间会较长,且角色语音会有延迟。《威赫战线》已知问题及反馈说明 1. 显示模式【全屏】在最小化游戏后有时会出现异常。在修复此问题前,请考虑使用【全屏窗口】模式替代。 2. 将【草地质量】设置为高/超高可能会导致帧率下降和崩溃。 3. 晋升税收机制令人不满。 4. 新内容的法语翻译缺失。 Steam 评价:您的反馈至关重要 现在《威赫战线》已进入抢先体验阶段,请考虑花一点时间留下 Steam 评价。抢先体验是一个协作过程,在开发补丁和内容时,您的想法和反馈非常重要。即使只是关于您对《威赫战线》感受的几句话,对开发团队也会有很大帮助。社区指南与资源 请务必查看最新的社区资源和官方指南。 《次元撕裂者战争手册》:这是一份综合指南合集,涵盖了《威赫战线》的基础知识、潜行技巧、配件选择、近距离战斗方法等内容。对于任何希望在回溯战场中表现出色的准指挥官来说,这都是必读资料。 《小队领袖简明概览》:一份出色的指南,概述了游戏当前所有小队领袖及其优势。 《敌人图鉴: rogue army》:了解敌人是战斗胜利的一半。本指南介绍了 rogue army 的特点以及有效对抗他们的方法。官方新手指南:如果你是《威赫战线》的新玩家,请查阅我们的官方新手指南,其中涵盖了所有让你为前线战斗做好准备的基本内容。 官方《威赫战线》维基:你对《威赫战线》还有更多疑问吗?我们有一个由社区运营的维基,里面有详细信息可以帮助你。 参与、探索并保持了解:你可以在相关社区平台参与讨论、获取更新和反馈,也可以在我们的官方网站订阅每月的《威赫战线》电子通讯。

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OCI upgrade what to pick Electronics Sensorsthis is simple. the more sensors you have, you can detect who and where before each mission start. Knowing where and what types of enemies will allows you to plan your deployment more effectively. 2 intel only reveals the enemy type, but 3 intel allows you to discover the enemy's weaponry. But a large number of sensors are not required. It's optional. Even zero sensors, you can see not only mission objective location but also enemy presence. if you accept save scam, this upgrade will be completely unnecessary. Just start mission, and go scout around, then load save. Coordination Relay Center The mission turn limit is secondary-objective, and failure to achieve it does not lead mission failing. Since the success rate of sub-objectives contributes to the overall star rating of the entire operation, this may be a useful option for players who are struggling to achieve a 4-star rating. Conversely, it may be unnecessary for players who can already consistently achieve 4 or more stars. HackerOnce per mission, immediately disables enemy mechanical units for one turn. When engaging multiple vehicles at once, this can create a temporary numerical advantage, allowing you to destroy them one by one, reducing casualties and saving turns. Even if enemy vehicles are hidden by the fog of war, you can still target them for hacking. Not only that, but when you hover over a targetable vehicle, your mouse cursor will change to a 🎯, allowing you to find out the coordinates and number of enemy vehicles. It's almost useless as a way to recover from failure. Because It only delays the death of allies by one turn, which can easily be replaced with Smoke. DecoyCan be used 6 times per mission. This is a tool that helps with stealth play. If used while engaging, the situation remains almost unchanged. Its true value lies in temporarily changing the rules of turns, making your turns consecutive rather than alternating between you and hostile. But if your goal is to skip Hostile turns for continuous action purposes, Suppressive Fire is much much better. EW-System-bugged?Once per mission, multiple squads gain 4 stack of concealment(=enemies can find you 4tiles less) until the end of this round. I'm not sure this is a bug or intended, but a few squads didn't gain concealment buff. Vehicle passenger squads are unaffected? Concealment buff last only current round but not next turn. So you want to use it first action of the round. Clicking a command icon in the UI will executes this action immediately, so be careful not to accidentally click it. If you have ever played XCOM2, you know how it works. You can use concealment before break into hot zone then open fire like guerrilla, or temporarily hide your squads from enemies that come from unexpected locations if this OCI works properly ¯ (ツ)/¯. ConsulateI haven't tested it yet. Trust level seems to related to only unlocking OCI upgrades. Or there may be some hidden mechanics, currently I can't confirm it yet. Unless you choose what to unlock carefully, you don't need much trust points. By the way after unlocking OCI, if you lose your trust level, it will not be locked again. Armament MinigunOnce per mission, designate 5 tiles and fire a suppressive machine gun on the next turn. It has high penetration and can deal 80-90 damage to enemies with 90 armor. If you're familiar with turn-based strategy games, you know how ineffective "attacks that land next turn" can be. Enemy infantry will try to escape the range of the Minigun, so use it on slow, heavily armored enemies, fixed targets like watchtowers, or to flush out enemy infantry who are laying suppressive fire on you. Still, at a cheap 65 points, it's a solid investment that will pay off until you can buy decent assault rifles for your whole team. Unguided missileOnce per mission. Next turn, 9 tiles of AoE missiles will land somewhere in a 9-tile square area centered on the tile you selected. This AoE destroys cover and structures, leaving enemies completely exposed. Instead of dealing damage, use them to open paths and lines of sight, or to destroy defenses like watchtowers. Only install this if you urgently need a way to destroy cover, as more powerful OCI upgrades for the same purpose will be unlocked later. Rocket RunOnce per mission. A variant of the unguided missile that fires eight missiles but deals less damage. Its basic characteristics are the same as the single unguided missile, and it is used for suppression and destroying cover. When used, a 9-tile AoE area is displayed, but it is important to note that, like the single-fire version, it actually blows up a 25-tile square area. Supply DropCan be used 2 times per mission. A single-use resupply box is dropped onto a tile, and any squad or a vehicle that steps on it will have their ammo and accessory uses replenished to their maximum. The rating will vary depending on the difficulty level. I've read multiple comments about how extra ammo helps them win on higher difficulties. Sometimes it's more effective to simply fire twice as many bullets at your enemy than to use some genius strategy like Alexander the Great. Note that stepping on a tile automatically uses a box and you cannot save it for later. AP MinesCan be used 3 times per mission. On the next turn, randomly scatter 6 tiles of anti-personnel mines within a 9-tile square area centered on the tile you selected. Once placed, the mines are invisible to the enemy and are effective against soft targets. It prevents the enemy from using advantageous cover or blocks their route. Squads transported by vehicles also takes damage for some reason. Naturally, it also affects your allies, so if you don't use it wisely, it could choke you. If an enemy steps on it, you will hear an explosion, so you can also use it as a sensor to detect enemies in the fog of war. When you try to select a tile with an enemy squad, the mouse cursor will show an X and you can't select that tile, but you will find out where the enemy is even in the fog of war. SmokeOnce per mission, it can spread smoke over distances that hand grenades cannot. It can be used to protect isolated allies, approach stealthily, or even when a squad with smoke grenades is suppressed. Auto Laser TurretOnce per mission, it drops an immovable turret that automatically attack enemies and can also be targeted by enemies. They can be dropped to flank the enemy and used as crossfire, or used as cover in open fields. Although it is very localized, it can overcome numerical disadvantages and disrupt enemy plans. Its durability is comparable to that of a light vehicle, so it cannot act as a hate tank. One alone doesn't provide much firepower, but two provide more than double the combat performance. So if you like it, you should install it 2. Gravity ManipulatorOnce per mission, deal heavy damage to cover and structures in a 3-radius octagonal area on the next turn. Infantry take no damage, but are immediately suppressed and forced prone. It's a non-lethal but powerful support weapon, able to neutralize and expose enemy infantry, making it ideal for attacking heavily fortified areas that even tanks can't access. Ion CanonOnce per mission, it selects five tiles, similar to the Minigun. After 2 turns, fire laser that penetrates almost all armor. It's useful to destroy enemies in cover or the cover itself, or if the main objective of the mission is to destroy stationary structures such as dropships, you can remotely destroy them. In fort breakthrough missions, it can melt walls to make entry easier, or if you detect location of howitzer, you can destroy it before you get shot. Since it takes a loooong time (2 turns) to hit, it's not suitable for attacking vehicles or alien bugs unless you can immobilize them. Hull MED BayIt saves squaddies who were supposed to be lost. You cannot retroactively revive those who have completely died, and the number of people you can save varies depending on the grade of the facility. Until you get used to the game, it's natural to take casualties during missions and lose squaddies. So keep it till you feels it unnecessary. You'll start the game with a weaker variant. Wayback Outreach OfficeAfter each mission you gain squaddies. The word manpower is a typo. It should be set up as soon as possible. Lack of squaddies means that squads cannot be staffed with the full eight soldiers, which not only leaves squad leaders with less rifle firepower but also makes them more susceptible to being killed. Unless you're an experienced player who doesn't take casualties, a Med Bay alone will gradually reduce your squaddies, so you'll need to restore the population. Repair BayIf you like using your vehicle as a shield, this upgrade is a must. However, this is not an upgrade that will make your tank invincible. Enemies have anti-tank weapons that will turn your tank into scrap if you advance blindly towards them. Digital Combat Recording and Analysis CenterI have tested it. Still I think it's unnecessary. Missions with a 1-skull difficulty offer fewer promotion points, so if you avoid them and choose 2-skull or 3-skull missions, you'll still be able to earn enough points. Also, if you promote too many times too early, your supply costs will increase and you'll struggle with deployment cost restrictions. Automated Supply CompartmentIn most cases, if you want to reduce deployment costs, AI-Logistics is a much better option. Who want this rather than AI-Logistics is... For example, a team of a pirates truck with a sensor and infantries that using stealth, mortar, tripod heavy weaponry. Drug LabCombat Drugs can be used twice without AP cost, so if used consecutively you can grant the effect for four turns. But those drugs are rarely appear in black market barter and be easily missed. You can sell them if you don't need them, but as a facility for making money they are inferior to other facilities with similar effects. Fixerit can be considered as a discount of about 20% off the purchase price. 1/1.3=0.769 Since it takes effect immediately after installation, it is best to install it after securing a large amount of barter goods. AI LogisticsAs stated in the Hooded Horse guide, this will significantly reduce the deployment costs of vehicles, allowing you to deploy armored divisions earlier. Most of OCI's Hull upgrades focus on resource management, so an upgrade that directly manipulates mission difficulty like this is quite unique. Salvage TeamWhenever you destroy enemy vehicles, you get a "salvaged parts" that values 20 for barter. This high-risk, high-reward upgrade transforms enemy vehicles into prey rather than obstacles to be avoided. Wreckage Recovery TeamThis will allow you to sacrifice vehicle for tactics if necessary. In Iron Man mode, losing a vehicle is an accident that must be avoided as it will make subsequent operations difficult. However, if you have the power to turn back time, this upgrade may not be necessary. MED EVACOnce per mission, you can call a single use evac helicopter when your squad downed. Rescuing a downed squad is a very risky move unless you have cleared the area. However, if left unattended, the squad leader will die permanently, so in most situations you have no option. I highly recommend this for ironman players.

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购买物品 1. MVP:载具雷达 这绝对是最有用的物品。它让其他侦察信息来源(侦察兵技能、情报、无人机等)变得不再重要,能让你攻击战争迷雾中的敌人,从而实现火炮和远程武器的常规作战。只需把它安装在海盗卡车或装甲运兵车顶部,虽然需要花费点数,但完全值得。我觉得它可能会被削弱。 2. 对于小队武器,其有效性可以用“每轮造成的伤害与受到的伤害之比”来解释。因此,战斗步枪(撬棍到锤子的武器系列)似乎比其他所有武器都表现更好,因为它们能让你在敌人无法真正击中你的最大射程外造成大量伤害;这也能让你通过不穿戴重型装甲来节省点数。突击步枪和轻机枪的压制效果更强,但射程较短,而且通常情况下,与其压制敌人,不如直接消灭他们更有意义。 同样的逻辑也适用于载具武器和机动步兵的下车作战:虽然你可以通过近距离移动并压制所有反坦克武器来进行激进作战,但没有理由这样做,因为保持远距离不仅风险低得多,效果也一样好。长管坦克炮和【轻型武器】槽位的榴弹发射器是非常有效的载具组合。 远距离作战还能更容易利用掩体方向和装甲朝向的优势。 狙击步枪、迫击炮和三脚架武器也因其射程优势而表现出色,但它们的使用更具情境性(分别是:只能攻击单个目标、对装甲敌人效果差、部署时间长)。烟雾迫击炮若能在你的部队陷入不利位置时使用,基本上能完全保护它们免受伤害。 如果你还没达到能用大量战斗步枪火力直接摧毁载具的阶段(这种情况在游戏后期更常见),那么反坦克武器会很有用。 3. 冲锋枪(尤其是高容量弹匣冲锋枪和成本480的那款)是个例外。当与海盗连身裤以及拥有大量额外行动点的小队领袖(狂怒、海盗速度药物、荣耀之火 perk 以及反击技能)配合使用时,它们非常强大。你可以跳到近距离进行屠杀。然而……通过远距离射击也能获得大致相同的效果,而且近距离冲锋枪对载具效果也不太好,因为载具有时会剧烈爆炸并对2范围内造成伤害。 4.对于消耗品栏位,匹配弹药是通用的好选择,许多类型的药物也是如此(关键是,部分药物和所有弹药的使用消耗0行动点)。无人机同样非常出色,因为它们可以在无风险的情况下造成伤害或获取情报。其他消耗品的作用相当明显:大多数情况下,只需补充你可能会耗尽的弹药类型即可。 5. 关于OCI升级,那些能在每次任务中增加额外小队成员的升级(WOO/ExWOO)以及具有治疗功能的升级(医疗舱/高级医疗舱)是最有价值的,因为损失过多小队成员是主要的失败条件。提升补给上限的升级也很不错。地图外能力,如无制导导弹,可以与载具雷达物品配合使用,打击战争迷雾深处的敌人集群(你也可以尝试在打击到来时用迫击炮持续轰击来将敌人固定在原地)。“打捞小队”是海盗任务中一个有趣的战利品升级选项,你可以引爆所有空载具并获得大量战利品。这就是我在游玩过程中学到的全部内容,希望能帮到其他人!

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这款游戏的核心并非尽可能快速地消灭敌人。更重要的是你在何处承受伤害、何时承受伤害以及承受多少伤害。游戏中没有治疗系统,战斗持续时间越长,难度就会越高。正因如此,你在游戏初期选择的小队对整个流程的影响比初看时更为显著。本指南并非旨在展示“最佳构筑”,而只是解释我对那些感觉稳定的早期游戏决策的思考方式。核心设定 初始小队数量:4个 可在初始阶段选择小队组成 部分小队包含载具(装甲车) 火焰喷射器为随机获取 无治疗机制 敌人可能保持原位而非前进 掩护、视线和命中率直接影响所受伤害 本游戏核心为伤害管理类游戏。 常见初期错误 依赖单一高伤害小队 当小队成员减少时,其伤害输出会下降。 高伤害小队也容易吸引敌人注意并成为集火目标。 一旦成员开始减少,便无法真正恢复。 单一“主力输出小队”在设计上较为脆弱。 将载具视为完美坦克 载具虽然坚固,但并非用来承受所有伤害。随着更多敌人注意到你,像火焰喷射器这类短程高伤害单位也会成为攻击目标。载具在分担伤害时效果最佳,而不是独自承受所有伤害。 假设“快速击杀=安全” 敌人并非总会前进。过于激进地推进可能会触发额外的敌人队伍。这似乎是有意设计的。 游戏不会提供简单或明显的解决方案。 核心理念:质量胜于数量(不依赖单一小队) 组建强大的小队很重要。但让一个小队包办所有事情是有风险的。高伤害小队决定战斗走向,中低伤害小队维持局势稳定。每个小队都应在某些方面做出贡献。 载具小队的真正作用:载具不是盾牌。它们的实际作用包括: - 稳定开局阶段 - 承受视野压力 - 控制敌方注意力 它们应吸引火力,但并非全部火力。保持这种平衡的重要性超乎初看。 稳定开局结构示例: 3个步兵小队 1个载具小队(装甲车) 该结构有效的原因: - 早期战斗更稳定 - 伤害分布更均匀 - 若敌方出现火焰喷射器,便于调整 - 最重要的是,即使始终未获得火焰喷射器,此配置依然有效 “控制”而非“追击” 追击敌人往往导致不必要的暴露。同时,敌人可能原地固守,拖慢整体节奏。这迫使你决定是推进还是等待。与其寻找完美的招式,不如问问自己即将受到的伤害是否仍在可控范围内。这一点通常就决定了结果。 关于火焰喷射器 火焰喷射器的强度极高: - 无视护甲 - 造成极高伤害 - 射程极短 它们可以成为主要的伤害来源,但单纯依赖它们是有风险的。它们需要支援、走位和意识控制。 最终思考 初始小队的选择决定了早期难度。没有唯一正确的答案,有明确理由的策略本身就很强大。如果你在思考选择某样东西的原因,你就已经理解这款游戏了。本指南基于我自己的游戏体验和观察,仅使用工具来整理和表达观点。

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