超电子生化人49土豆网为什么怕泰伯利亚辐射

博古星人是电子生化人吗?_超兽吧_百度贴吧
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博古星人是电子生化人吗?
遥夜看来疑月照,平明失...
围观台湾新四大黄金剩女。
娱乐圈&帅潮风”。
你遇到过哪些太监的小说...
看标题就能想到我们本期...
观圈吧,知天下,小编带...
脾气再好也白搭~
不知从何时开始,“共享...
盘点规则:票房低于1亿...
KS大视界是【空间素材吧...
写故事我们是认真的!
张爱玲说出名要趁早,这...
缺牙要及时修复,揭秘种植牙如何做到几十年不掉?
原来电子生化人是你
不是机械と生命を结合させる改造技术に长けているボーグ星からきた宇宙人で、后に巨大化してセブンと戦う女性のボーグ星人と、もう1体が円盘で地球に侵入した。剧中に登场した个体は全て女性。アサヒ沼に潜伏し、防卫军の壊灭を企んだ。ウルトラ警备队のノガワを拉致・监禁し、头部に催眠プレートを埋め込んでサイボーグ化し、ウルトラ警备队へ潜入させ强力な威力を持つプレート爆弾を设置させて爆破しようとした。ノガワが失败して裏切ったことに気付き、防卫军基地へ自ら侵入して杀害しようとしたが、ダンに阻止され逃げながら変身、巨大化。最大の武器は头部、中央にある突起から出す破壊光线。格闘センスにも优れており、その硬い体から缲り出す打撃も强力。パワーだけならセブン以上で、その上飞行能力も备えている。戦闘ではセブンの攻撃を避け崖下に落とし、事前にセブンの足に仕挂けておいたプレート爆弾で倒そうとしたが失败。パンチを连続で浴びせてセブンをダウンさせ、破壊光线でとどめを刺そうとするも、アイスラッガーで头部を切られて倒された。円盘内には仲间がいたが、ウルトラホーク1号が投下したマグネチックセブンで円盘を破壊され、巨大化してセブンと戦ったのは1体だけだった。博古星人擅长把机械和生命结合改造,生化电子人是博古星人将人类和机械改造的
看那样子像
博古星人的头也太容易切了,不像是电子生化人
你看!博古流血了
就不容易切么?
那是迸出的火花
游戏特效培训,毕业年薪20w,来CGWANG吧!
乌英达姆有金属表皮和电子头脑,内部不知道。
应该有生物的部分!
那是赛文的集束射线不小心打伤了皮套里的人
我看的特爽!零距离光线!
还有!不负责任的巴子被撤了,你去当吧主吧。
我没发帖啊
比起我更喜欢其他的怪兽
你可是怪兽专家!万一这种人气怪兽吧的吧主位置又被哪个贪图虚名却不负责任的巴子抢了导致无法发展!还有泰兰特吧吧主也不管!投诉他!
你失败了!
没成功,大概是没发帖吧
大概是没发帖吧
我去申了。。。
申请感言你知道该写什么吗
我非常了解怪兽,有吧主经验,善手绘。前任吧主十分不负责任,我对此感到十分痛心,我就任吧主之后定会将此吧好生发展!
申好了的话我再去,你给批准
贴吧热议榜
使用签名档&&
保存至快速回贴相关资源:
emp使用指导
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英文作者:renegadenukesemp武器在cc3tw中是有点被广大玩家忽略的一种有效的战术手段。(emp控制中心是除了变异人小屋外,第二少被占领的中立建筑)。它们大多情况下是高手玩家的专利,因为他们可以很好的使用超声波炮击来瘫痪敌人大群圣灵——经常让圣灵的控制者难以置信。令人耳目一新的是,在cc3:kw中出现了大量的新型emp武器(甚至出现在某一个阵营中的一级单位里)此外还有矿车血量的更改,排名地图中的蓝矿,与新型史诗单位的合作等变化。在这种情况下大军团硬拼的场面不一定总是可行的,而且也绝不是最明智的选择。这就是emp武器的用武之地。使用emp武器可以让你瘫痪敌军,让它们变成菜板上的肉任你的部队宰割。相比tw,emp武器在kw中扮演着非常重要的角色,上面所述的只是emp武器多种不同用法中的一例。kw中的emp能力emp控制中心
emp控制中心基本上和tw中的一样,没有改变。这个中立科技建筑可以在特定地图上找到,比如td地图,并且可以被工程师/破坏者/同化者占领。3分钟后,emp能力将可以为你所用。更多信息请参见tw的emp控制中心指导。。gdi的 emp 能力榴弹兵小队kw中,gdi的榴弹兵不再仅仅是被用来清建筑了,只要花费1000元就可以在军械库升级给他们配上emp手榴弹。首先,这是一个主动激活技能,因此你不能简单的让它们搭载在锤头里然后妄图让它们在天上自动投掷emp榴弹,你必须让榴弹兵走出建筑/载具进而使用能力。比较好的用法是用apc或者锤头快速运输一队配备emp手雷的榴弹兵到大部队前方的一个适当的瓶颈位置,然后瘫痪敌人的部队(要用适当的热键,这样你可以让几组榴弹兵兵几乎同时投掷emp榴弹并覆盖大量的敌军)。然后派你的主力部队去清理敌人吧。由于钢爪子阵营没有军械库,所以它们不能使用emp手雷升级。
冲击波炮击gdi的冲击波炮击没有变化,并且在空间指挥中心造好后立刻就可以使用。主要限制之一是它的炮弹需要几秒钟才能到达目标,而它特别的开火声音会暴露目标。因此,用它来打击移动目标不是最佳的选择,它更适合攻打静止目标或建筑——在大部队交锋的战斗的中央地区,各种单位的行进都收到影响,这时候非常适合使用它。尽管如此,比起对抗单位来,这项技能还是最适合对付基地(由于emp炮弹不会被阻止。)附英文原文:emp weapons in command and conquer 3: tiberium wars were somewhat of a finesse tactic that were largely ignored by the majority of players (the emp control center was the 2nd least captured building after the mutant hovel). they were often reserved for the more skilled players who used a well placed shockwave artillery to disable a horde of avatars - much to the disbelief of the avatar's owner.refreshingly, command and conquer 3: kane's wrath has a plethora of new emp weapons (even granting them to one faction at tier 1) in combination with the changes to harvester health, blue tiberium in ranked maps and the incorporation of new "epic units." flattening your enemy's giant army with your own giant army isn't always going to be viable, and is far from being the smartest option. that's where emp weapons come in. using emp weapons can enable you to disable your enemy's army thus leaving them as sitting ducks to be mopped up by the rest of your army.emp weapons play a much more important purpose in kane's wrath than they did in tiberium wars and the above use is one of the multitude of different uses for emp weapons.emp abilities in kane's wrathemp control center the emp control center is practically unchanged from tiberium wars. this neutral tech structure is found on certain maps such as tournament decision and can be captured with an engineer/saboteur/assimilator. after 3 minutes this emp power will be available for your use. for information on emp control center, check out this tiberium wars totw.gdi emp abilitiesgrenadier squadthe gdi grenadier is no longer just a garrison clearer in kane's wrath - it can now be equipped with emp grenades from the armory for just $1000. firstly, its a unit activated ability so you can't just stick them in a hammerhead and rain emp grenades from the sky, so you will have to have the grenadier out of any garrison to use the ability. a good plan would be to use apcs or hammerheads to quickly transport a squad of emp equipped grenadiers to a suitable bottleneck ahead of your main army, then disable your enemy's army (with a good hot-key set up you should be able to use several squad's emp abilities almost instantly and as a result deliver an effective blow to your enemy). then send your main force in to deliver the first strike. since the armory is not available for the steel talons sub-faction, they can not make use of the emp grenades upgrade.
shockwave artillerygdi's shockwave artillery is unchanged and available for use as soon as the space command uplink is constructed. one of the main limitations of this is that it does take a few seconds to impact the location and its distinctive firing sound can give it away. hence it's not the best option for hitting moving targets and as a result it's best used on stationary units or structures - when in the middle of a large battle where units are unlikely to move much. though, it is best used for bases (as the emp shells cant be prevented from impacting) instead of against units.
四驱车的emp线圈升级还和以前一样,它一如既往地是一个挑战。 一个强大的热键设置是必须的,以便你可以正确使用这项能力。四驱车行动非常迅速,它适合应用快速打带跑的战术,不论是对单位还是建筑。
要时刻牢记,四驱车的装甲非常薄,所以你可以启动emp线圈的有利时机非常少(当它靠近敌人时很容易被敌人的炮火消灭)。因此,使用热键达到快速控制是非常重要的。
电子生化人
kane之印子阵营拥有一种新型万能emp武器,这就是苏醒者和觉醒者出厂后立即装备的emp加农炮(要特别注意的是觉醒者的攻击影响范围要远远大于苏醒者)。真正的重大意义在于苏醒者是一级单位,因此在游戏开始时这个emp武器就可以立即投入使用。
这提供了无数的战术可能性,由于电子生化人非常耐打,他们可以在游戏初期被用来瘫痪矿车(这大大增强了矿车骚扰战术)甚至可以停掉敌人的生产和科技建筑(这样可以让你更好的利用敌人的弱点)。
如果配合清算者使用,他们会更加有效,因为他们可以快速的移动到战区。当被摧毁的时候,你还可以让电子生化人进出地堡以持续瘫痪敌人。
其他emp提示
两者在使用中的主要差异是使用的场景不同。四驱车是快速轻装甲部队,因此它更适合用来应付快速低威胁目标,而电子生化人更适合用来对付行动缓慢的重装甲目标,特别是当你需要把守阵地的时候。
不过当nod神殿建造以后,emp就没有什么用了——你可以用计算机大师反制技能。它的重要性在于它可以瞬间让所有被瘫痪的单位复原,因此它可以在使用了四驱车的emp线圈后立刻使用,这样就可以让你的四驱车复原,以便尽快使用下一次emp攻击。
附:英文原文 nod emp abilities raider buggy
the raider buggy's "emp coils" upgrade is unchanged and its just aschallenging as it always was in tiberium wars. a strong hot-key set upis needed to enable you to properly utilize the ability properly. theraider buggy is very quick so it can be used for quick "hit and run"attacks on units or structures alike.
bare in mind that the raider buggy has very thin armor and so yourwindow of opportunity (from when the raider buggy reaches the targetand when it gets destroyed by enemy fire) to enable the emp coils ispretty small. hence the importance of being quick with your hot-keys. cyborgs the marked of kane sub-faction gains a versatile new emp weapon in theform of the awakened and enlightened cyborg units that come equippedwith an emp cannon right off the bat (it must be noted that theenlightened aoe range is much higher than the awakened) the realsignificance of this is that the awakened is a tier 1 unit and thus theemp weapons can be used immediately in the game.
this opens a myriad set of possibilities as the cyborg units are verytough and as a result they can be used early game for disablingharvesters (to massively aid harvester harassment) and even used toshut down your enemies production and tech structures (providing youcan exploit a suitable weak spot).
when combined with a reckoner they are even more effective as they canbe moved around very quickly. when deployed, you can pop the cyborg inand out of the bunker to constantly emp your attackers. other emp notes
the main difference in usage between the two is the usage scenario. theraider buggy is fast and lightly armored so its suited for dealing withfast moving low threat targets, whereas the cyborgs are suited fordealing with slower, more heavily armed targets, especially when youwill need to hold a position.
its also worth noting that when the temple of nod is constructed - yougain access to master computer countermeasures. the significance ofthis is that it can instantly enable all emp'ed units and so it couldbe used immediately after using the raider buggy's emp coils to bringthe unit online and then deliver another emp strike in rapid succession.
scrin的emp能力
scrin歼灭者和收割者三脚拥有瘫痪小范围内敌人单位和建筑的能力。它可以让敌人单位停电10秒,在这期间,你可以造成大量伤害。这对于史诗单位特别有力。
附:英文原文
scrin emp abilities
thescrin annihilator and reaper tripods have the ability to stun an enemyunit/structure with a close range emp blast. this will power down theenemy unit for 10 seconds, from which you can lay heavy siege upon it.this is exceptionally powerful against epic units.
emp武器的使用
遭遇战 在kw中胜出的一个关键就是在一场激烈的遭遇战中瘫痪敌人的部队,这样可以让你干掉敌人最棘手的主攻单位,在敌人最棘手的主攻单位瘫痪的时候你可以尽可能多的消灭大量敌军,这样就给你足够的时间来获得对敌优势。
在与敌遭遇战中,主要有两类单位是你emp武器或能力的首选目标:
炮兵——拥有强大打击能力炮兵单位的大规模战斗群,比如神像和幽魂,他们可以待在敌方大部队的后面对你造成巨大伤害。所以,在你可以突破敌军防线之前,炮兵单位很可能已经对你的部队造成了严重的伤害。因此,用一个emp单位瘫痪它们可以使你能够赢取足够时间在避免炮兵单位伤害的前提下攻击敌军阵线。
再一个就是敌人的重型单位。在许多遭遇战中,你敌人军队的主力是那些皮糙肉厚火力强大的重装甲部队(比如游戏后期的圣灵,三脚,猛犸)而让它们退出战斗,哪怕只是一小会时间,也将意味着你可以更集中火力对付敌人,并遭受更少的伤害。
kw的特点之一是火力最强大的单位(比如炮兵)通常装甲最薄弱。因此玩家通常把他们藏在皮糙肉厚的单位后面。你可以用emp武器瘫痪敌人的肉盾单位,然后从侧翼包抄一举干掉敌人脆弱的炮兵(最小射程是你可以利用另一个关键特征)。 干掉电厂 基地防御是大部分军队的祸害。三级基地防御仍然可以瞬间消灭大量单位,而现在升级后的防空防御可以撕碎大量空军部队。不过它们有一个最大的弱点——他们需要电力。阻断敌人的电力供应他们将不能使用这些防御。
这也是可以利用emp武器的地方,它们拥有暂时瘫痪敌人电力供应的能力,因此用它们可以为你打开一个缺口,让你进行迅速的空袭轰炸或攻击敌军而不用顾虑基地防御。
在你使用emp攻击的时候,关键是把握时机——大多数高手玩家会设法让基地恢复电力(通过停掉一些建筑)并且他们会首先干掉那些会emp攻击的单位。
因此,你需要选择适当的位置,并且在实施攻击后要迅速撤离。在用emp攻击为空袭开路时,使用计划模式也是不错的方式。
要得到最好的结果,你应该在实施第一波emp打击后,紧跟着进行更多的打击,以便拥有更大的机会。不过,不论你用什么方式来进行emp打击,你要知道你的敌人将会做好准备抵抗你的下一轮打击。所以如果你用锤头+emp手雷兵来实施第一波打击的话——要想到在你第二次攻击的时候可能会有大量的防空武器在等着你。这就是为什么多样的战术变化是非常重要的,如果你想保持成功的话,就要记得运用灵活多变的战术。这个给个提示:你可以先用一般性攻击打击敌人,紧随其后用不能被打断或者隐形的方法(例如:冲击波炮击,emp控制中心/隐形四驱车)进行emp打击。
关键不仅是要混合使用emp攻击的类型,而且要注意方法和时机。如果你可以有效的牵制敌人——你的攻击将有更大的机会成功。
附:英文原文: uses of emp weapons
skirmishes one of the key ways to come out on top in kane's wrath is powering down your opponent's army in the middle of an intense skirmish which can enable you to knock out your enemy's hardest hitting units and thus giving you enough time to take advantage of the situation by knocking large chunks out of your enemy's army while his hardest hitting units are disabled.
there are 2 main classes of units that you should aim to target with emp powers or abilities in a skirmish:
artillery - most battle-groups employ hard hitting artillery units such as the juggernaut and specter to deal huge damage while staying behind much more durable units. as a result by the time you are able to cut through the enemy lines the artillery units are likely to have delivered serious damage to your army. hence knocking them out with an emp weapon can enable you to buy enough time to attack your enemy's lines without taking damage from the artillery units raining rounds on you.
next will be your opponents heaviest units. in many skirmishes, the backbone of your enemy's fleet will be the tough hard hitting armored units (such as avatars, tripods and mammoth tanks in the late game) so knocking them out of commission for even a short period of time will mean that you will have less units to focus on and take less damage from what would be the core of your enemy's army.
one of the mechanics of kane's wrath is that the hardest hitting units (like artillery) have the weakest armor. hence players will hide them behind tougher ones. thus you can use the emp weapon to disable your opponents meat-shield units, flank around and decimate your opponents fragile artillery (minimum range is another key attribute to use to your advantage) knocking down power base defenses are often the bane of most armies. tier 3 base defenses are still capable of ripping huge chunks out of your army and now upgraded aa defenses are capable of shredding most aerial fleets. they have one big weakness - they require power. knock down your opponent's power supply and they won't have the advantage of these defenses.
this is where emp weapons come into play, they have the ability to temporarily knock out your opponents power supply, thus opening a window of opportunity to deliver a swift bombing strike or attack your enemy without having to worry about base defenses.
the key is timing as when you have delivered your emp attack - most skilled players will take measures to get the base online (by disabling power hungry structures) and more importantly to kill your units that are delivering the attack.
as a result you will need to be in position and move very quickly when you deliver the attack. even planning mode can be used when coordinating an air strike with an emp attack under the correct situation.
to reap the best results you should aim to follow up your first emp assault with further strikes to have a larger window of opportunity. however, no matter what approach you use to deliver an emp strike, you can be sure that your opponent will be ready to counter it next time round. so if you use a hammerhead + emp grenadiers to deliver your first punch - expect to see an aa weapon blowing your gunship to shreds if you try it again. this is why variation is very important if you wish to successfully extend your window of opportunity. a general hint would be to deliver a unit based attack for your first assault and then follow it up with an assault that can either can not be stopped or with a stealthier method (ie: shockwave artillery, emp control center / stealthed raiders).
the key is to not only mix up the style of emp assaults, but also the method and timings. if you can orchestrate an effective diversion - you have an even better chance of succeeding with your assault.
早期/中期游戏骚扰
使用1,2级emp能力进行游戏早期中期骚扰是非常有效的。现在,贯穿游戏早期和中期都可以使用emp武器,这为矿车骚扰,偷袭基地和狩猎高科提供了额外的战术方法。
由于在kw中削弱了矿车——玩家需要更加注意保护它们,因此用emp手段打击对手的矿车或者他的防守单位相比常规方法可以让你更有效的摧毁它们,因为瘫痪的单位不能回击和逃跑。
此外,emp武器可以有效遏制敌人攀科技和生产单位。持续打击敌人的电厂,生产建筑和科技建筑,可以迫使敌人不停地改变建造序列,这样至少可以大乱他的部署,正确运用的话,可以让他严重缺乏科技或单位。因此拖延emp打击的效力可以为你争取决定性的优势。 对抗史诗单位 史诗单位拥有摧毁整支部队的能力,它们可以用巨大的武器摧毁或碾压敌人。它们的出现对玩家是相当的威胁。因此让它们在你的控制之下是非常重要的。当然,你可以建造大量部队和它硬碰硬。或者你可以试着用用更节省成本的方法。emp能力只是这些节省成本的方法中的一个。(其他方法参见“对付史诗单位”的指导)
行动缓慢体型巨大的史诗单位非常容易被emp武器放倒,所以你应该确保努力利用这些武器来限制它们对你的部队造成的伤害。通过使用摄魂师传送三脚到单位前面的方法,scrin几乎可以让史诗单位保持瘫痪(因为三脚拥有的emp能力可以持续有效)。
要最大程度的利用emp能力,你需要确保使用不同的方法和技巧来保证你的攻击不会被敌人预测到。
在游戏早期攻击矿车可以有效遏制敌人早期的经济发展。
scrin防护力场(包括收割者-17的削弱力场)可以以失去防护盾的代价吸收一次emp攻击。这是你可以在战斗中利用的优势。
用emp控制中心瘫痪空中单位,将会完全摧毁他们。特别是对没有护盾的scrin大型军舰非常有效。
附:英文原文 early & mid game harassment harassment in the early and mid game is even more potent with the expansion of tier 1 and tier 2 emp powers. emp weapons can now be used throughout the early and middle parts of the game to add an extra edge to harvester harassment, base raids, and tech center hunting.
with the new harvester vulnerability in kane's wrath - players will pay more attention to guarding them, as a result hitting your opponents harvesters or his defending units can allow you destroy them much more effectively than if using conventional means alone - since emp'ed units can not fight back or run away.
additionally emp weapons can be effective in derailing your opponent's teching up and his production of units. constant strikes on your opponent's power, production and tech structures can force him to be constantly re-shuffling his build order which at the very least will disorientate and played properly can keep him at a significantly lower tech level or number of units. hence prolonged emp strikes can potentially leave you with a decisive advantage. countering epic units epic units have the capability of decimating entire armies by bringing to bear their huge weapons or by running them over. they remain an extreme threat to the player. as a result its important to be able to keep them under control. sure you can build your own massive army and try to duke it own head to head. or you could try a more cost-effective solution. emp abilities is just one of these cost effective solutions (for more methods to take down epic units - visit this totw)
the slow and bulky epic units are remarkably easy to knock out with emp weapons, so you should ensure that you make every effort to utilize these weapons to limit the damage that they are able to inflict on your army. the scrin are able to keep an epic unit emp'ed almost indefinitely by using a mastermind to teleport an annihilator tripod in front of the unit to keep it nailed almost forever with its emp burst. summary
to make the the best use of emp abilities, you need to make use of a variety of different methods and techniques to ensure that your attacks don't get predictable
attacking harvesters early on in the game with emp attacks can place a huge dent in your opponents early game economy.
scrin forcefields (including reaper-17 attenuated forcefields) absorb an emp attack at the cost of the shield. this can be used to your advantage in a battle
powering down air units with the emp control center power will completely destroy them. making it very effective against unshielded scrin capital ships.
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