军团要塞不掉武器了2 间谍伪装后能切换伪装角色的武器吗?

> 文章正文
  军团要塞2里面包含丰富的职业供玩家选择。面对多种多样的职业,很多玩家无从下手。下面小编就间谍这个特殊职业给大家介绍下。关于间谍的一切知识。
  间谍,像狙击手一样,无论在进攻、防御中都有十分重要的作用,作为进攻者,你可以深入敌人后方,对敌人进行骚扰,有助于队友冲破防御,作为防御者,你可以混入敌人中,破环敌人进攻。
  首先,作为间谍(Spy),你的目标不是得分,而是对团队支援,玩间谍必须跟你的队友配合。如果你是为得分而当,那么你很难成功杀敌的。
  先为新手引入一个基础概念:背刺 。背刺,顾名思义就是从敌人背后进行攻击,间谍的匕首如果进行普通攻击,其威力只有43-87点伤害,而如果进行背刺,那么可以直接是对方致命。实践证明,如果通过插件实现无限生命值,受到间谍背刺,那么还是可以致命的。
  讲述间谍对付各兵种的详细思想:
  对侦察兵(Scout):一般间谍遇到侦察兵不要理会,因为侦察兵的速度是你的2倍,要想背刺是很难的。但是像在cp_well这样路口比较多的地图中,那么间谍就可以利用地形背刺侦察兵(文字不好表达,请见视频:)。如果你被侦察兵发现,那么你千万不要和他拼,这时你可以充分利用你的隐身功能,绕道逃离敌人(因为侦察兵如果寻找你,首选当然是距离前线最近的路线)。总之间谍一般不要理会侦察兵。
  对火箭兵(Soldier):火箭兵是你的主要目标之一。如果你遇到一个正在前进的火箭兵,那么你可以利用你的速度优势绕到他背后进行背刺,这种方法很简单。但是如果你遇到一个有医生加血的火箭,那要先背刺医生,如果没有刺中,那么立即背刺火箭兵(一般背刺火箭很容易刺中的),如果你没有足够把握刺中医生,那么你就直接进攻火箭兵。如果你都没有刺中(- -!),那么先隐身逃跑吧~当你被火箭兵发现时,不要逃跑,掏出手枪,和他拼一把,因为你隐身逃跑,火箭兵可以很容易通过爆炸伤害干掉你的。间谍遇到火箭兵,不要轻易放弃,干掉一个火箭兵对团队的前进有很大作用的。
  对消防兵(Pyro):当你遇到消防兵,最好不要理会,因为以间谍的速度,是很难追到消防兵背后的,弄不好被发现可就惨了&&但并不是所有的消防兵都要避开(当然一般还是避开好,除我下面说的情况),如果你在一个空旷的场景,周围没有其他敌人,只有你和对方消防兵,那么你就掏出手枪毙掉他吧!被消防兵发现一般是逃不掉的,不过还是有一点技巧,当你被发现立即隐身逃跑,如果你被点燃了(或逃跑前已经被点燃了),那么千万不要隐身,立即伪装成除PYRO外的兵种撤离。这技巧说起来容易,要是到了实战中常常会忘掉的,所以要多加练习。
  对海胆男(Demoman):现在的海胆男都比较聪明,不像TF2刚出来那会把海胆部署好就找个地方躲起来(让间谍虐)~遇到直线前进的海胆男,就立即隐身,同时伪装侦察兵,这样你有速度优势追上他背刺。遇到那种不断平移的海胆男(大多是正在发射榴弹的和正在部署海胆的),也尝试背刺1次,如果失败就隐身逃跑再次等待机会。有一些菜鸟会蹲下发射粘性炸弹,这些海胆男就成了你的最佳目标了(这一点在混战中比较实用)。如果被发现,建议你选择隐身逃跑,当然和他拼一把也可以,被海胆男发现很难逃跑,他们手中的粘弹发射器可以通过发射粘弹产生有力的爆炸发现逃跑的间谍~对付海胆男,我也没有比较好的办法,各位自己多尝试,总结经验吧。
  对机枪手(Heavy):机枪手最怕的就是间谍&&我也不多说什么了,相信新手都能很轻易的干掉胖子的。我有一点提示,对于医生+胖子组合,你要看情况选择背刺目标,如果医生不移动的话你可以先背刺医生再解决胖子,如果遇到不断跳跃、移动的医生,那么就直接干掉胖子逃跑。间谍一般很难被胖子发现,如果你不幸被发现了,千万不要拼了,胖子的300滴血你最少打5枪才能干掉的,这时你最好隐身逃跑,有一点高级技巧,胖子发现间谍后会用机枪四周扫射的,当子弹扫过来时,实在无法避开,就看情况利用跳跃或蹲下避开子弹。
  对工程师(Engineer):对工程师主要谈到对工程师的建筑。对于步哨枪要分几种情况考虑:(1)遇到没有工程师看守的步哨枪,就直接前上去放置电子工兵,然后隐身,伪装胖子,解除隐身,不断按X-2(也就是喊SPY!),等待工程师到来,然后再他修复步哨枪的瞬间给他个惊喜!(2)遇到正在敲打步哨枪的工程师(不管他是在升级步哨还是修复步哨),一级步哨枪的话就直接背刺工程师,然后在步哨枪反应的瞬间放置电子工兵;二级步哨枪的话也可以这样,但反映一定要快,也可以用对付三级步哨枪的方法(见下);三级步哨枪的话,如果工程师正好在步哨枪后方,你可以先背刺工程师然后立即(一定要快)放置电子工兵,如果工程师不在步哨枪后方,那你直接放置电子工兵,然后在综合应用间谍武器解决掉工程师和步哨枪。(3)遇到躲在角落里的工程师和步哨枪,团队配合的力量就有所体现了,你直接放置电子工兵,然后通知后面的队员前上来解决掉步哨枪。&&对付补给器应该不成问题了,你先解决工程师,在干补给器。传送入口一般都在敌人家里,你可以潜入敌人家里,然后把他们的入口破坏掉,做法又简单,又可以对整个队伍起到很大作用。入口都破坏了,出口就没必要管了吧~不过顺便干掉出口免留后患。对付工程师和建筑最好要团队配合,间谍单人很难破坏工程师建筑。
  对医生(Medic):在对付胖子里已经提到了两种情况,无论医生配合什么兵种,你都可以用对付胖子+医生的方法。有一点提示,如果你连续背刺失败医生,那就与医生保持一段距离(因为被医生新的攒无敌骨锯集中,对医生是非常有利的),然后用手枪解决掉医生。
  对狙击手(Sniper):无论狙击手在高明,还是免不了间谍的背刺的。估计最菜的菜鸟都知道怎么对付狙击手了吧&&&&被狙击手发现也不要着急,直接掏出手枪解决掉他把。
  对间谍(Spy):首先,你需要参阅&高级&部分的反间谍技巧,识别出间谍,然后伪装成己方侦察兵(伪装己方只需按4打开列表,然后按&-&更换队伍,选择兵种),追上间谍背刺掉他。关于《军团要塞2》的游戏设计分析
发布时间: 09:44:35
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作者:Dustin Treece
《军团要塞2》(Xbox 360—-多人游戏)
类别和不同游戏风格的有效平衡,甚至是在发行几年后也不存在什么主导策略。通过平衡点和奖 励去解释每个类别的特定才能(如医师能够通过治愈伤者获得点数,工程师能够通过联系队友并利用哨兵杀死地方而获得点数,狙击手和间谍可以分别通过打爆敌人 的头以及瞬间杀死对方而获得双倍点数)。
不同的游戏风格伴随着每种独立类别为玩家创造了许多不同意义的角色(作为工程师去设置防御,作为间谍在敌人防线后潜行并找到关键目标,作为喷火兵在较近的范围内瞄准玩家并创造出巨大伤害,作为士兵瞄准任何对象发射火箭)。
team_fortress_2()
地图是专门为每种游戏类型所设计的(每张地图代表一种游戏类型,如2 Fory便是针对于夺旗的地图),如此便允许每张地图的设计都带有一个游戏目标,而不是一张地图必须适应各种游戏类型。
每种类别的机制推动着团队协作。每种类别都有特定的劣势和优势,但是通过与其它类别玩家相协作,他们的劣势便会被遮掩,而优势则会被突出。例子:医师较弱,但却能够通过治愈病患而让自己队友变得更加强大。工程师可以利用哨兵去守卫自己的区域,但却很容易受到间谍的攻击,即他们将寻找一个合适的角度袭击哨兵(而不会被射中)。工程师将根据团队成员去处理战斗类别,并尝试着移除他的哨兵。
每个角色的移动,武器和游戏风格的机制支持着他们的个性并将其有效呈现出来。例如,Heavy速度较慢,但在游戏中却拥有最高破坏力的枪支,即让他能够使用枪支“Sasha”做自己的想做的事。侦查员的移动速度非常快,但却只在近距离时才能发挥作用,他最适合射击-奔跑类游戏。特别是伴随着他那爱吹牛且放肆的态度,他总是愿意花足够长的时间进入游戏并快速杀死敌人,也许还会做出巧妙的评价,并在之后快速逃走。
游戏并未提供给新玩家真正的教程。每张地图都带有一个简短的视频解释(游戏邦注:关于玩家该做什么),但却缺少有关任何类别或任何游戏元素的教程,如间谍如何伪装或如何创建并升级工程师的创造等等。
考虑到游戏主要专注于团队工作,团队工作主要得益于交流,而包含一种让玩家可以无需使用麦克风便与团队成员进行交流的方法便是最理想的方法,除了呼唤医师。
360上的游戏正遭受着许多游戏小故障的困扰,即玩家可以经过墙壁,并穿越它们,而不会被射中。将此与工程师的哨兵枪结合在一起,团队便不可能使用这一故障去战胜另外一个团队。
游戏的PC版本添加了许多更新和额外功能,并修改了许多游戏问题。但是几乎所有的这些内容都未曾执行于Xbox版本上,这便忽视了游戏的大部分用户。
游戏包含了一个排行榜去比较每个玩家在自己玩得最好的时候获得多少分数。但是因为玩家可以通过各种方法挣得更多分数,所以他们可以一开始轻松地游戏并花费8个小时去经历自己的传送器(因为每当有人使用传送器时玩家便会获得1/2个点)。不用说,这一排行榜立刻便失去了作用。因为游戏主要专注于团队游戏玩法,而非个人表现,所以它没有理由在一开始便添加一个个人排行榜。
虽然间谍拥有非常酷的技巧,即他能够伪装成对方团队的一员,但是在每个类别中他只能持有一种类型的枪支。也许让玩家在伪装的时候获得随机分配的武器或拥有选择自己喜欢武器的权利会更好。
火焰兵配备着能够保护自己免受自己喷射的火焰灼烧的装置,但是他们却会被其他火焰兵烧伤,这根本说不通。
除了颜色之外,红色基地和蓝色基地的美观也是不同的。蓝色更加工业化且整洁,而红色像是西方的乡村,基于木制结构。奇怪的是,虽然这两个团队来自完全不同的环境,但是除了颜色外,它们与其它团队并无不同。我们会有趣地发现工业/西方外观在角色模型中也很突出。
扩展可行类型的数量将为游戏玩法添加更多多样性。只要它们能与剩下的类别达成有效平衡,它便不会影响游戏的平衡性。为什么不添加能够利用许多地图垂直性的飞行类别。这也能够有效适应游戏美观的技术和氛围。
修改允许玩家穿越墙壁或掌握“天空盒”的游戏故障。
鉴于当前地图设计会导致每个迭代出现不同的平衡,并导致地图的特定迭代偏袒其中一个团队,设计师可以通过改变Hydro中的一些点让它们趋于平衡。
添加更多地图或在一些可行的地图上呈现更多游戏玩法(如夺旗)。
允许玩家可以不使用麦克风做更多交流。PC版本让玩家可以在不使用麦克风的前提下通过聊天以及做出一些命令去传达自己的想法。如果玩家按压方向键上的一个方向便能打开一个命令行,从而快速传达自己的想法。在游戏中方向键是用于转变武器方向,但是每种类别只拥有3种武器,所以有一个方向他们永远也不会用到(通常是左边那个方向)。
(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Game Analysis Team Fortress 2
by Dustin Treece
Team Fortress 2 (Xbox 360 – Multiplayer)
Successes:
Excellent balance between classes and different styles of play, no dominant strategies are present, even several years after its release. Points and rewards are balanced to take account for each class’ specific talents (medic gets points for healing, engineer gets points for teleporting teammates and getting kills with his sentry, snipers and spies get double points for getting headshot and backstab instant kills respectively).
Widely varied playstyles associated with each individual class makes for many different meaningful roles for players (set up defenses as an engineer, sneak behind enemy lines and takeout key targets as the spy, ambush players at close range and cause massive damage as a pyro, run in firing rockets at anything that moves as a soldier)
Maps are each designed specifically for each game type that is played there (one gametype per map (e.g. 2 Fort is a map which is exclusively for capture the flag), which allows each map to be designed with one game objective in mind, instead of one map having to accommodate various gametypes).
The mechanics of each class promote teamwork. (Each class has specific weaknesses and strengths, but by working together with players of other classes, their weakness can be masked and their strengths exemplified. Examples: The Medic is weak, but is makes his teammates stronger through his healing, over-healing and ubercharge. The engineer can use his sentry to hold areas single handedly, but is extremely vulnerable to spies and players that can get a good angle to hit the sentry to kill it without being shot. The engineer depends on his teammates to deal with combat classes trying to take out his sentry and to “spy check” for him).
The mechanics of each character’s movement, weapons and playstyles support their personalities and help flesh them out as characters. (Examples: The Heavy is slow, but has the highest damage dealing gun in the game, which enforces his love affair with his gun “Sasha” and his affinity for sandviches. The scout is fast moving and primarily only effective at close range, he’s best used for hit-and-run style of play. This makes sense with his big-talking and in-your-face attitude that has him move in to just long enough to grab a quick kill, and maybe make a smart comment, and then run away).
The game has no real tutorial for new players. Each map has a short video explaining what to do on it, but no tutorials for any of the classes or any of the finer elements of gameplay like how the spy’s disguise works or how to build and upgrade the engineer’s creations.
Given that the game has a major focus on teamwork, and teamwork is tremendously benefited by communication, it would be ideal for them to include a way for players without microphones to communicate to their teammates, other than just calling for medic.
The game on the 360 is also plagued by many game-breaking glitches where players can travel through walls, and shot through them without being able to be shot back. Combine this with the engineer’s sentry gun, and it can become almost impossible for a team to overcome another team using this glitch.
Many updates and extra features were added to the PC version of the game, which fixed many of the game’s issues. However, almost none of these were implemented on the Xbox counterpart, which is a failure in ignoring a fairly large section of the game’s audience.
Game contained a leaderboard that compared how many points each player earned in his or her best game. However, because players could earn points through various methods, they could vary easily just start a game and spend 8 hours going through their own teleporter (because the player earned a ? a point each time someone used the teleporter). Needless to say, the leaderboard became useless instantly. Besides, the game is focused primarily on team-based play, not individual performance, so the game had no reason to include an individual leaderboard in the first place.
The spy has a very cool trick where he can disguise as a member of the opposing team, however he is only ever holding one type of gun for each class, which is often a dead giveaway. Perhaps it would be better for the player to get randomly assigned a weapon for the class when they disguise as it or have the option of choosing which weapon they’d like to appear to be holding.
Pyros wear gear that presumably protects them from the flames that they spray, but pyros take damage from the flames of other pyros, which doesn’t make sense.
The aesthetics for the Red and Blu bases are different, besides just the color. Blu is more industrialized and clean while Red typically has more of a country western look, with run down wooden structures. It is odd that these two teams come from completely opposing environments, but each class, besides the color, looks exactly the same as the same class from the other team. It would be interesting to see the industrial/western looks expressed in the character models as well.
Expanding the amount of classes available would add even greater variety to the gameplay. So long as they’re carefully balanced with the rest of the classes, it wouldn’t upset the balance of the game. Why not add a flying or jetpack class that would take advantage of the verticality of many of the maps. It would also fit in well with the tech and atmosphere of the game’s aesthetics.
Fix the game breaking glitches that allow player to get through walls or on top of the “skybox”.
Change some of the points in Hydro to make them more balanced, as current design of the map leads to each iteration being balanced differently, which frequently results in specific iterations of the map largely favoring one team over the other.
Add more maps or allow for different gametypes to take place in already available maps where they’d work (e.g. Capture the flag on Well).
Allow for more communication from players without microphones. The PC version does this with a type chat and several shout commands that players can use to express themselves, without the use of a microphone. Opening up a scroll wheel of shout commands if the player presses a direction on the d-pad would enable players to quickly communicate with each other. The d-pad is used for switching weapons in game, but every class only has 3 weapons, so one direction (usually left) is never used.()
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军团要塞2间谍机器人会伪装吗
我有更好的答案
会的,军团要塞2的机器间谍也会伪装,而且同样拥有背刺一击秒的特技,还有就是间谍的重生地点不定,可能在地图中央就来个间谍。千万要小心,一个背刺可能会让团队失去宝贵的时间。
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