
如何游玩最热门的生存者,同时保持强大且有用:概述、技能、构筑、战术。概述

吉尔·瓦伦蒂安是《生化危机》系列乃至整个电子游戏史上最具标志性的角色之一。作为近期《生化危机3 重制版》的主角,她也随着4月17日的更新加入了《生化危机 抵抗》,该更新被社区称为“吉尔更新”。吉尔目前是最热门的选择之一,并且基于显而易见的原因,这种情况可能会持续下去。然而,这个角色的玩法并非那么简单直接,导致许多玩家无法正确使用她,甚至在社区中出现了“吉尔是个‘弱势幸存者’”的说法。本指南将针对这一点进行说明。 首先,吉尔被归类为伤害型、战斗型角色。这是她独有的定位,意味着她在整体战斗方面表现出色,无论是近战还是远程。当然,她更适合作为远程角色,但我们稍后会详细讨论这一点。吉尔拥有非常酷炫且独有的近战动画。她的近战是三段连击:先是一记小刀挥砍(常规110点伤害),紧接着是两脚踢击(每脚195点伤害)。这意味着在没有武器或弹药的情况下,她比其他任何人都要强(显然,山姆除外)。不过实际上,你不会经常用到这个优势,主要还是对付核心敌人时才会用到。她的第二个近战优势是,能快速踢击被击倒的敌人,且无需过多瞄准。此外,我看到有报告称吉尔的近战终结技也很有效,但综合考虑,将吉尔当作近战格斗者来玩并不是最佳选择。如果你喜欢这种玩法,选山姆就好。相反,吉尔精通枪械,根据你的技能选择,她可能获得更高的伤害、暴击率、稳定性,以及对陷阱和摄像头的额外伤害。 吉尔真正的优势在于她的移动速度。她简直就是《生化危机3重制版》中“Gotta Go Fast”梗的化身,这个梗甚至在《生化危机:抵抗》中成为了一个成就。她跑得非常快,装备陆军靴后速度更快,这一优势可以通过多种方式加以利用。

除了诸多优势外,吉尔也有一些缺点。首先,她只是个女孩,而且相当脆弱。她不适合近战,更别提当坦克了,因为她毫无持久力。她的目标首先是避免被击中,而她的技能在这方面对她大有帮助。用“玻璃大炮”这个词来形容吉尔再合适不过了。 此外,尽管吉尔被称为“开锁大师”,游戏中她的台词也进一步强化了这一设定,但颇具讽刺意味的是,她并没有任何机制来以某种方式强化这一点,她无法撬锁或进行类似操作,所以对她来说还是得用老办法——用肩膀撞门。不幸的是,在这方面她并非佼佼者,泰隆在这方面仍然更胜一筹。 玩法

Jill's potential is not initially recognized. However, her strength lies in the ability to allow her team to accomplish stages way faster. She's a great scout, pointman, objective rusher and damage dealer on top of that. Using her dodge powers she can quickly get in the room, do her thing and come back. Because of her speed she is the best candidate for unlocking terminals in stage 2. And her ultimate skill makes stage 3 trivial. Pointman part is self-explainatory. Jill is able to do what Tyrone would do in the past well - provided she's equipped with Shoulder Pad, she opens a door, then dodges backwards so she's not grabbed. And even if she's grabbed she has a passive that lets her escape that grab. So she's usually good even if not covered by teammates. However, scouting with Jill and going for objectives on her own is high risk/reward playstyle. If she gets grabbed/bit, she has little staying power and can't take much damage. Unlike Tyrone, she can't self-revive either, so a mistake could well turn her from the team's greatest asset to a liability. Upon reaching stage 3 Jill is able to take two cores out of three in mere seconds thanks to her rocket launcher, without actually being anywhere near to them. This drastically reduces the time needed to complete it and MM's options. I will offer you two perspectives or builds for Jill - first is a "Master of Unlocking" or "Gotta Go Fast" build, which is best for ranks 1-22 and focuses on rushing stages 1-2; and second is "Stinger build", which focuses solely on Jill's damage output with a rocket launcher. Skills Jill's Personal Skill is called Evade. It's basically her dodge from the RE3make, only that there's no slow motion and perfect dodge's not a thing here either. Dodge is a very powerful ability and has lots of potential. You can use it to move faster. You can dodge zombies attacks with it. You can dodge bioweapon grabs. You can make it harder for guns to hit you. You can even dodge Immobilizing Shot if timed right. On top of that, you're able to dodge through traps and Spencer's force field. This doesn't bring anything to the team, but it lets you stay alive and be useful longer. It has two variations - Rapid Cooldown, which you get from the get-go, a simple dodge with 5 seconds cooldown. Then at rank 11 you get Alpha Team - cooldown increases to 15 seconds, but for 5 seconds after a dodge you get +20% damage and better critical chance. This might sound too tricky and situational, but this is very useful in niche situations and, more importantly, it's a buff on demand, no matter if you need to dodge something or not. Jill's first passive is B&E Specialist. And this unfortunately has nothing to do with her lockpicking skills. Regular variation is called Breakaway - it lets you escape grabs from the front. Potentially, it looks like a powerful ability when used in a pointman playstyle, but there are several but-s about it: 1. It only works when your Fever (ultimate) skill is fully charged. 2. Upon use it forces your Fever skill back into cooldown at something like 90%, so you can't spam it. 3. It only works when grabbed from the front. 4. It only works against normal creature grabs, not bioweapons (much like Valerie's passive). All these but-s make this ability of questionable use. Second variation you unlock as soon as rank 5 is Countersurveillance - greatly increased damage to traps and cameras, again, when your Fever skill is fully charged. With this you can potentially set yourself up to be a "second Jan" in terms of camera damage. Moreover, this is a "set it and forget it" kind of ability, it will work as long as your Fever is ready and it won't force it back into cooldown either. So overall useful ability. Your second passive is called Delta Force. First variation Precision prevents reticle spread when moving. So you can still move and retain that full reticle that gives you a damage bonus. Or, instead, at rank 17 you get Marksman - more damage when the reticle is fully focused. Frankly, both this abilities are of questionable use. Your reticle when moving is probably never an issue for you anyway. And Marksman forces you into a playstyle which really is counter-intuitive to Jill as a whole and for this game with how dynamic and fast-paced it is. It reminds me of Becca with her sentry stance - it's nice and all, but not practical. Your full reticle headshots with Lighting Hawk will be that much more powerful, but it's not optimal to play that way. And lastly, for Jill's Fever (ultimate) Skill - S.T.A.R.S. Armory. What it does is that it switches your current weapon to another one with limited ammo. It will vanish after 20 seconds or after you shoot all the ammo, whatever happens first. You do need to be careful with this, as if you're coughing because of infection - you're wasting time. If you're grabbed - you're wasting time. If you're downed - then your ultimate goes down the drain, and this can sometimes cost you the game. First variation is Samurai Edge. And frankly, it's trash. You get a handgun with 7 bullets which works similarly to a Lightning Hawk and.. that's it. The only good thing about this is that it has a base cooldown of 120 seconds which means it will be ready as soon as stage 1. So Samurai Edge is something you can leave indefinately ready, never use and enjoy the benefits of B&E Specialist (either variation) instead. Where things really change is rank 23 though. There you get a godly second variation of Rocket Launcher. This is an iconic 4-shot one as seen in the original Resident Evil, Resident Evil 3 and both recent remakes. This divides Jill's gameplay into "before" and "after" you've unlocked it and changes the way how you build her and play her. The only bad thing about is it's cooldown of 300 seconds, but we will deal with it as well. I'll explain the details further in the builds. Master of Unlocking This is an early build, intended for ranks 1-22. It mostly aims at making you survive long enough to get to that rocket launcher while still being useful to your team and not a liability. Skills Fever skill: Samurai Edge. You won't be using it, it will just stay ready so you can make use of B&E Specialist. Personal - Rapid Cooldown. You've no really any need for Alpha Team at the moment, and could make use of a faster cooldown. Passive 1: Breakaway. Will be useful for when you open the locked doors for your team and get insta-grabbed. Also gives you more freedom when rushing objectives. Passive 2: Whatever. You can switch to Marksman at 17 if you like those carefully aimed headshots with Lightning Hawk. Equipment Army Boots (5 points) - if you read my Tyrone guide, you know my logic by now. If a stat is good - push it to space. If it's trash - don't bother, that % increase won't mean much anyway. And seeing how's Jill's the fastest runner, making her even faster is pretty nice. Shoulder Pad III (3 points) - there are two reasons I went for this. First is Jill will be the pointman and objective rusher, opening the doors for the team and going in. So she needs this. Second is her "Master of Unlocking" vibe that is unfortunately not supplemented with any mechanic. So you have to take this to make it work. USB Drive III (3 points) - continueing with Master of Unlocking theme, this lets you deactivate terminals in stage 2 much faster. Like I mentioned already, Jill's best for this job because of her speed and agility. This helps make stage 2 trivially fast. But make sure you actually get the keycard in the first place. So cooperate with your team or play with premades, else this pick becomes very situational. Everything else is your personal preference, you won't be getting the last slot until rank 21 anyway. What you do is that you open the doors for your team, dodge creatures and traps, get that objective and finish the stages 1-2 as soon as possible, giving you more time and hence more room for mistakes for stage 3. The trick here is not getting too ambitious, not going for unnecessary risks and relying on your team sometimes. Then again, you are fast enough to run away from a bioweapon and let your team distract it while you're doing the objective. Just stay alive and you'll be fine. Your loadout is not particularly important, I don't find myself doing much shooting early game. Frankly, Jill's as good as anyone else at this point. So it's no biggie if you don't buy anything at all from the start and rush ahead instead. Or if you do buy stuff, it better be a couple of green herbs - every bite is very noticeable for Jill and dying is bad for your health =) Later on, buy as needed, dependent on your credits and team composition. A noteworthy weapon for Jill is Lightning Hawk if you go Marksman passive. But she can frankly do with any kind of firearm. Stinger Build

这是基于吉尔的S.T.A.R.S.军械库-火箭筒23型变种的高分段配装。 技能: 狂热技能:火箭筒 个人技能:阿尔法小队 被动技能1:反监视 被动技能2:随意 首先来个小知识。我把这个配装叫做“毒刺”配装,因为我以前就是这么称呼1996年游戏里那把标志性火箭筒的。不过我最近发现它并非基于毒刺导弹,而是基于M202型多发火箭筒(严格来说不算火箭筒)。这么叫主要是为了和《生化危机2 重制版》和《生化危机3 重制版》里的“ATM”火箭筒区分开。在《生化危机2 重制版》里,它被错误地称为“反坦克火箭筒”,但实际上那东西的用途更接近火焰喷射器——用于攻击掩体之类的目标。不过我扯远了。使用火箭发射器后,你将获得带有4发火箭弹的毒刺发射器,持续20秒。之后有300秒(5分钟)的冷却时间。基本上,这是你最强大的技能,整个构筑都围绕它展开,因此它决定了你的装备选择。 你的前3个装备槽将装备混音带I、II和III(总共12点)。这是吉尔补丁新增的装备,能减少狂热技能的冷却时间。因此你可以更频繁地使用狂热技能。这是显而易见的选择,目前对于吉尔来说没有更好的选项。 之前,我对泰隆进行了测试,试图将他踢击的冷却时间降至最低。装备3个能量饮料后,冷却时间从9秒降至5.8秒,减少了约30%。不过对于吉尔来说,这个效果要强得多,它可能是基于基础冷却时间来计算的,所以冷却时间越长,收益就越大。我做了一些测试,装备3个混音带后,冷却时间约为150秒(145-160秒),也就是2.5分钟。这速度快了一倍!作为参考,这和贝卡的子弹风暴技能冷却时间相同,前提是贝卡没有使用混音带流派,否则她的冷却时间会进一步缩短到110秒。 至于最后3点技能点,这取决于你的个人偏好。不过我选择了肩甲III,可能是因为我太习惯玩泰隆了,也可能是因为吉尔很适合先锋玩法,或者是因为她有“开锁大师”的设定,需要一些技能来支撑。或许两者都有一点原因吧。我可以为你提供的另一个选择是EMP II,如果你想利用反监视能力并提升反摄像头潜力的话。 核心玩法与之前保持一致,这里就不再赘述了。相反,我们来谈谈火箭筒以及如何使用它。 A) 对付生物 对抗在目标房间聚集大量强化僵尸的安妮特。击杀那个持有钥匙卡的烦人防卫员。消灭一群冲过来试图出生点击杀的强化舔食者。应对丹尼尔控制的一群强化装甲僵尸的伏击。毒刺火箭筒在所有这些情况下都同样有效。是否值得在特定情况下使用——由你自己决定。如果你选择长时间持有它,你将根据你的反监视技能对陷阱和摄像头造成更多伤害。B)对抗生物武器 从设定角度来看,僵尸、狗或舔食者在技术上也属于生物武器,所以这一项本应被称为“对抗 Boss”。但社区将 MM 的终极技能称为生物武器,因此我们沿用这一说法。

面对生物武器时,可以将【针刺发射器】视为4枚免费的手榴弹。它能在不同程度上击晕所有生物武器。【威廉·柏金】受到的影响最大(他的眩晕动画持续时间最长),而【暴君(Mr. X)】几乎不会被阻止,因此我不确定是否值得将终极技能浪费在他身上。无论如何,它能救队友免受抓取,尽管无法击杀任何敌人。由于你有20秒的充裕时间使用【针刺发射器】,可以将其视为对生物武器进行20秒的眩晕控制,这与【简(Jan)】的【超载(Overload)】技能将摄像头锁定15秒的效果类似。

顺便说一下,关于亚提夫植物的情况非常有趣。由于该武器基于火焰喷射器设计,并且应该发射燃烧火箭弹,所以它本应能彻底摧毁亚提夫植物。然而事实并非如此。你最多只能将其击晕,甚至无法阻止它吃掉你的队友。所以,这武器多少有些令人失望。不过至少吉尔可以闪避它。因此,还是把你的“毒刺”火箭筒留着用于其他任务吧。 C) 对付摄像头 斯宾塞并不怎么使用僵尸,所以在第三阶段之前,你会发现目标非常稀少。用“毒刺”火箭筒打摄像头可能听起来像是大材小用,但它速度快且能在短时间内有效应对多个摄像头,这在第二阶段可能会对你很有帮助。话虽如此,如果对手不是斯宾塞,我个人不会用它来对付摄像头。 D) 对抗核心

现在,我们终于要说到这套配装的关键了。【毒刺】技能能让你快速摧毁核心,大幅加快最终阶段的进程。由于你的技能冷却速度极快,实际上在第三阶段的开始和结束时都能使用它,有可能轻松摧毁两个核心。在这套配装中使用吉尔时,可以将第三阶段视为只需摧毁一个核心,另外两个核心通过这种策略几乎能自动被消灭。这一点非常出色,值得单独说明。 创新战术 那么,吉尔在第三阶段为何如此强大呢?不仅因为她能快速摧毁核心,还因为她无需靠近核心就能做到这一点,从而能应对敌方可能在那里设置的任何防御。这里我会向你展示一些如何利用它来发挥优势的思路,不过显然还有更多可利用的地方。

其作用在于,毒刺导弹(Stinger)是目前唯一一种(除了ATM之外)能够从超远距离对核心造成伤害的武器,任何商店武器,甚至是转轮机枪都无法做到这一点。

这在市中心和实验室地图中潜力最大,你可以完全无视那些烦人的电梯,快速处理那些核心。

现在,你的基础伤害为3600。4发3600伤害的火箭弹会让核心只剩下一丝生命值,之后需要你或队友靠近并用几发子弹将其终结。这不够理想,对吧?幸运的是,有两种方法可以解决这个问题。 第一种,你可以在激活终极技能前使用黄色药草,或者增强喷雾。这会将你的伤害提升至4680,足以用4发火箭弹摧毁核心,无需靠近。

或者,你可以使用阿尔法小队(这也是我建议你在配装时选择它的原因)作为闪避变体。在开始射击前,你快速闪避,接下来5秒内获得20%额外伤害和暴击率——足够摧毁那个核心了。你的伤害将达到4320,暴击时甚至更高。 当然,你也可以将黄色药草与阿尔法小队组合,每发火箭可造成高达5616的伤害。这显然对生物等目标同样有效。 团队战术

Frankly, Jill is a powerful addition to any team composition. She has no abilities that imply some form of teamwork - she can't heal, can't buff, can't protect anyone, can't hack cameras. She's like Sam in that her abilities are kinda selfish. And yet, they are great nonetheless. Like I mentioned, the main benefit to the team is the ability to finish every stage much faster, leaving survivors with more time on their timer, more room for mistakes and more chances of winning overall. Jill is very dangerous for a MM, especially if the game reached stage 3. She will surely be a priority target. So she fares better in more durable compositions with Valerie and Tyrone. Traps are not an issue for her as can dodge through them. But her squishy-ness is her main problem indeed. Jill won't dish out a lot of dps early on however, so Becca or even Sam early on will do it better. It's obvious that Jill takes on Tyrone's door-kicking role and shifts him more into control / support / off-healer build (look up my guide on Tyrone if you want the details). So in my opinion, a perfect team for "Jill-party" would be: 1. Jill 2. Valerie 3. January 4. Tyrone / Becca / Martin (in that order) Jill rushes objectives, opens doors and wrecks stuff. Val locates objectives, keeps Jill alive and debuffs annoying lickers and zombies. Jan handles cameras. And last spot is either Tyrone with control, fast revive and off-heal, Becca with a good second dps source or Martin with more reliable control skill. Mastermind Tactics Annette - Jill is the most powerful against her as Stinger is a hard counter against zombie hordes. She just deletes those lickers, zombies and the like stacked in the objective room. Against Birkin she's also quite good, stunlocking him reliably for 20 seconds. Daniel - he likes his annoying controlled zombies on steroids and to rush spawns with it. Stinger will be ready as soon as early stage 2 - late stage 1, so you can hard counter this menace as well. It's not as great against Mr. X however because of his stun animation. He also likes pulling off the "Yorick strat" which is either hiding the security guard or possessing it, giving it better stats and making it harder to kill as per Daniel's passives. Nothing chases Yorick better than a rocket. Alex - Alex likes zombies to an extent, even if those traps and guns are more common with her. But even then you'll have enough creatures to shoot at with her. Shooting at Yateveo is kinda pointless though, so you might be better off saving your ult for later. Alex is more of an annoying MM rather than a dangerous one. it's just most of her stuff is infectuous, so you'll find yourself reliant on blue herbs more often. Spencer - there'll be no zombies, so you might have fun and shoot his cameras with rockets during stage 2. The ability to breeze through stage 3 will come in very handy against him. Some specific MM builds worth a mention: 1) Spencer Core Build - this is something the community's been toying around recently and based on the idea of MM getting the gear to make his cores more durable - up to 2.5x durability. The idea of such build is to drain survivors off resources so they have nothing to defeat those buffed cores in time. First of all, buffing his cores means MM can no longer sufficiently buff his cameras, his traps or his creatures - like with survivors, it's always a game of trade-offs and sacrifices. Second, while this obviously invalidates a tactic of wrecking cores from the other end of the map quickly, it can still be countered. One way to do it is to boost Jill's firepower beyond the maximum 5600 I spoke earlier (i.e. yellow herb + Alpha Team). For example, your Val using her personal skil to highlight the core is 20% more damage, giving you ~6500 damage per rocket. You can also use new Jill-patch equipment called Supplements (syringe icon) which improves effects of yellow herbs. Supplements I + II + III + Mixtape III gives you ~6500 damage without Val as well, even though it raises Stinger cooldown up to 3 minutes 50 seconds - not sure whether such build is worth it. Another counter is relying on unlimited resources that are impossible to drain - Becca's infinite bullets, Jill's infinite rockets, Val's infinite heals. Sam is also a noteworthy character for how little resources he requires. Martin is noteworthy as well for his ability to require less repair kits for his melee weapons. 2) Spencer who thinks he's Annette - this has also been a thing lately, Spencer has good bioenergy regen, so is able to spam the map with lickers on steroids. Frankly, clearing rooms with a Stinger is a hard counter against such a build. Spencer will be feeding you lots of time with his creatures, providing ample room for mistakes. Jill vs Becca This came around as quite an obvious comparison. Both are ranged dps. Both are based on their ultimate skills. Other skills of both are kinda meh. Some argue that Becca is better than Jill and can accomplish all the same. What I think about it. The cooldowns for Jill/Becca ultimates go like this - 300/150 without Mixtape build and 150/110 with Mixtapes. So the cooldown on their dedicated builds is quite similar and quite spammable really. Becca is better early on, as she can make use of Quickdraw as soon as stage 1. She's better against "cheaper" targets, that don't require a lot of damage output to wreck. Such as, again, stage 1. She is also able to provide consistent dps throughout the game, so she's good. Jill, however, gets unrivaled dps reliably on demand, even though it's less often. The best part about her is that her dps is guaranteed. Also, she's the only one to be able to utilize "Creative Tactics" during stage 3. Becca, however, is more complicated to reach full potential with. You can only reach it IF you found a supply zombie on time, IF you killed it, IF it dropped a good weapon (GL/minigun/ATM), IF your random teammate haven't picked it up before you. So, too many "IFs" come into play. Also, Becca's other skills are not that useful, with little utility with how fast-paced and dynamic this game is. Yes, I refer to sentry stance and more ammo for scoring headshots. So, the results of comparing them is Jill has more utility and brings more to the team overall, while Becca is purely more consistent in terms of dps throughout the game. Conclusion So, after reading this guide I hope you have some idea on how to make use of Jill and enjoy her while also making her presence on the team enjoyable for others. She is truly powerful, especially in a good premade team where people know what they're doing. However, I wouldn't recommend Jill for beginners, as she's not a simple/straightforward character. Playing her requires good grasp of game's mechanics and, more importantly, the layout of all maps. You need to know all possible location of key items, security guards, cores and ways to access them, etc. So that you're able to always stay on top of things and make the best of your abilities. So, tempting as it may be, I'd suggest starting with someone more straightforward and less demanding, like Becca or Sam. As always, tell me what you think, what's your experience with Jill so far, and if you had a good time with any other ideas for builds for her.
2026-02-17 19:00:09 发布在
RESIDENT EVIL RESISTANCE
说点好听的...
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