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《钢铁雄心4》最强师级部队编制推荐及数据解析

  《钢铁雄心4》师级别的战斗状态作用是什么,如何搭配兵种最好用呢?今天小编带来“飞猪骑士”分享的《钢铁雄心4》最强师级部队编制推荐及数据解析,希望对大家有启发。

游民星空

  讨论讨论红框内的几个属性

  生命值HP,就不用多说了。生命值一般都很低,一个营的步兵才10点,而重坦也才15点。

  组织度:

  Organization. Organization indicates the readiness of a unit to perform combat. A unit without organization cannot operate as it is supposed to, and such unit cannot stay in combat or move properly. The organization of a pision is the average of the organization of the included battalions.

  如果没有组织度,军队就无法作任何举动。组织度在战斗中和移动中都一直会掉。

  防御:

  Defense. Known as "defensiveness" in previous games. Represents the number of defenses the unit has when defending, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and can not hold the defense as well.

  防御这种数据就相当于很多游戏里面的护甲,像掉血一样的掉。这种“护甲”只是在防御作战中起作用,用来扛伤害的。

  突破:

  Breakthrough. Known as "toughness" in previous games. Represents the number of defenses the unit has when attacking, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and cannot keep the offensive going as well.

  相当于进攻作战时的“护甲”,也是用来抗伤害的。

  软攻:

  Soft attack. Represents the ability of a unit to attack soft targets, that is, targets without armor or with very little armor, such as infantry. In combat this stat gives the number of attacks the unit can make against a target with low hardness.

  对非装甲目标的伤害。

  硬攻:

  Hard attack. Represents the ability of a unit to attack hard targets, that is, armored targets, such as tanks. In combat this stat gives the number of attacks the unit can make against a target with high hardness.

  对装甲单位的伤害

  装甲:

  Armor. Representing the armor of a unit, if the armor value is higher than enemy's piercing value, the unit takes less damage in combat. Higher armor will also increase the units attacks in combat, as it can move around the battle field more freely without getting pinned or damaged.

  当装甲够厚,没被击穿的时候,就只会受到较低的伤害;而且更高的装甲同样会增加单位的攻击力(浮动)

  穿甲:

  Piercing. Represents the ability of a unit to pierce armor, if the value is higher than enemy's armor value, the unit makes more damage in combat.

  如果穿甲值比对方的装甲值高,就会对对方造成更多伤害。

  也就是说,组织度决定了单次作战时间的长短。而防御和突破分别决定了进攻、防御状态下的“护甲”。软功和硬功造成伤害;装甲使受到的伤害降低,而够高的穿甲则使得敌人的装甲无效。

  那么,针对装甲师团的编成,就应该同时侧重软攻硬攻和突破,以及装甲(毕竟装甲师硬刚的情况比较少见,而且同种编成一般穿甲都比装甲高)

  比较这三种编成方式,一种是纯中坦师,一种是加一个自走炮,一种是加自走炮和反坦克炮,最后一种是只带一个中坦营的:

游民星空

游民星空

游民星空

游民星空

游民星空

  第四号增加一个中坦营的配法,可见,比起动辄300多的突破,这个突破还是有点小,显得后劲不足,而68的穿甲。。。这是专门用来克制重坦的吗?

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