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【Contributions by Battlefield Creators】Sharing of Experiences in Command Theory (Part 2)

In yesterday's theoretical sharing, a commander raised a question about the bomber in the comment area, to which Xiao Ya also invited Da Meow to answer.

【Contributions by Battlefield Creators】Sharing of Experiences in Command Theory (Part 2)

Big Meow has something to say

*Represents the player's personal opinion only and does not represent an official position

【Contributions by Battlefield Creators】Sharing of Experiences in Command Theory (Part 2)

Bomber damage is mainly derived from the probability of dive bombing launched, and the current version is still dominated by Mendoza. The commander of the new district should not use the Universal Legend Fragment to promote Rita and Phoenix in the early stages, so as to accumulate more strength for the future use of Mendoza.

Commanders can use classic hero chests to promote Phoenix, Collector's Chests, and Ultimate Hero Chests to promote Rita, reducing the cost of hero promotions and using the main power for Mendoza's promotions.

The commander of the new district is still mainly to improve the basic three-dimensional attributes of the class, and do not pursue dive bombing damage too much. Participate in a variety of activities to improve your game experience and the number of items you can get. Have a great time with the new commander in Red Alert!

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Today brings you the sharing of the basic theory of command created by the battlefield creator of "Red Alert OL" Da Meow (Part II)! Commanders who missed the previous article can check out past tweets to learn! Commanders with questions are also welcome to ask questions in the comments section!

【Contributions by Battlefield Creators】Sharing of Experiences in Command Theory (Part 2)

Eat melon big meow

1

The upper limit of the output

First of all, there is a principle, called the principle of quantity superposition, that is, all class skills, especially hero skills, involve unmarked probabilities and specified goals, which are generally affected by the principle of quantity superposition, that is, the greater the number of troops, the greater the probability of triggering, and at the same time, the greater the probability of being triggered by enemy skills. That is, the more troops you send, the higher the probability of triggering the special buff of your class.

Some people will think, then I am not the more troops the better? No, because the Red Alert has another restriction principle that chokes the principle of quantity superposition, which is commonly known as the "attack ceiling".

The upper limit of attack output does not mean that the damage value of the attack is no longer increased when the class reaches the top of a certain number, but as the number of classes increases, its average output efficiency gradually decreases.

Many tests can be seen that the output of a single class of a soldier is the largest, with the increase of the number of soldiers, the output income of a single soldier continues to decline linearly at a fixed slope, when the number of troops gradually increases, the income of a single soldier falls to the lowest point, and its increased marginal benefits are infinitely close to 0 (the concept can be Baidu search for what is called marginal gains) This marginal benefit is infinitely close to the number of troops when 0, which is the theoretical real maximum number of attacks. But in fact, the number of troops gathered is far from reaching this number. Therefore, the output ceiling that is customary in the assembly is generally just an imaginary value made based on experience for the convergence of the average return of the same class of troops.

Of course, this value can actually be calculated, and according to the income value, the number of refined platoons is pushed back. But yeah, tired. Therefore, whether a command is excellent or not, there is a small criterion, that is, according to the second of the battle report, the approximate number of rational platoons on the own side can be estimated and the platoon adjustments can be made. So don't say anything about the attack ceiling in the future, there is no output, no, there is no real upper limit for output, it's just that the benefit is not high enough.

2

Battle report win or loss judgment

Continuing the meaning of the above, it is said that the overall gain and loss of the pooling income. Why do you bring up such a simple thing alone? In fact, Meow only wants to emphasize it repeatedly and repeatedly: there is no certain rule for platooning.

As we all know, the Red Police's judgment of victory or defeat in battle reports is based on the reduction of the total combat strength of the assembled team as the criterion for judging, and whoever reduces the total combat strength of the team has the most and who loses. This is also the reason why many main battles are obviously positive battle losses, but do not allow the assembly, because there is not enough output to balance the negative losses of other classes of troops (chariots, minecarts, anti-Tank), and the total combat strength drops too much, resulting in an increase in the probability of the assembly judging to lose.

Therefore, platoons must be considered holistically, such as whether certain classes need Solomon's headline talent (Annihilation: 30.01% of the time-space reinforcements die, which does not count as loss of combat effectiveness. To reduce excessive battle losses, whether some lineups need to go up to Caroline and share the damage with the loss of 12 defense tanks, this has to be judged and calculated according to their own team attributes and match conditions. Including many mixed formations entangled in the number of snipers and helicopters, how much is the number, this is more targeted output and battle loss which gain is higher, the overall calculation of the consideration of the problem.

Many people see the war report, which class of troops has a large loss, do not want to go on, or blindly reduce the loss of a certain class, and ignore the overall consideration. Platooning is actually a trade-off, it is impossible to have no losses, so what should be considered should be the benefits of the overall war report.

When you increase an output bit, you increase the gain by 60,000, while adding a defensive position reduces the loss by 40,000. Compared with the two, the simplest arithmetic problem, everyone should understand. Therefore, do not unilaterally consider the excessive loss of a certain class, but consider the overall situation, the overall return on the war, it is necessary to pay attention to the maximization of the role of the gain point, rather than simply reducing the war loss.

For example, according to the principle of quantity superposition, your 1 million anti-tank is definitely smaller than the 500,000 anti-tanzania war loss, but you squeeze out the output bit of 500,000, which could have brought greater benefits than the war loss, so it is very clear whether to choose the output or the loss reduction. For example, a chestnut, whether it is 10,000 to injure the enemy, 8,000 self-loss, (positive return 2,000), or injury to the enemy 8,000, self-loss 7,000 (positive return 1,000), in fact, it is very good to choose.

3

Preference for the three-dimensional attribute

Regarding the choice of life, defense vs attack and damage, let's start with a conclusion, in the case of homosexual valence:

#输出兵种优先选择顺序: Damage > attack > health > defense,

#防守兵种优先选择顺序: Damage Reduction > Life > Defense.

Because the damage bonus is directly related to the elimination of troops in a single turn, the total damage related to the direct effect of the damage reduction shows that the benefit of the increased damage bonus to the proportion of the total damage bonus is generally much higher than the simple attack and defense increase ratio.

4

Number of rounds

The number of rounds was mentioned before, so by the way, Red Alert is a turn-based game with 50 rounds. The attacker generally has a valid number of 49 turns (because most of them are gathered to move and do not enter the attack range, so there is no output), and the defender has a valid number of rounds of 50. In confrontation, the defender is usually able to attack first.

#攻城车两回合一输出, generally output 24 rounds. (High probability, due to unstable test conditions, inaccurate, does not rule out an increase in output rounds under certain positions.) )

#突击步兵自带连击输出, output after 2 turns forward, basically with combos per turn.

#狙击技能为瞄准一回合后直接输出, there is a starting output effect.

#直升机对后排基本直接起手输出.

#轰炸根据技能输出, it is always flat A, energy pouring damage and farthest station strike three kinds of damage, in the output selection object, basically fixed.

#坦克对轰炸回合内平a效果最为显著.

5

The generalized use of the number of anti-tan layers

【Contributions by Battlefield Creators】Sharing of Experiences in Command Theory (Part 2)

Since the minecart hero walked into the assembly war reports of thousands of households that year, there are countless war reports that can be proved, and Meow said a conclusion: the defense is multi-layered, generally double-layered.

Before the end of the Red Alert 21 year, Meow has only recommended the double layer of anti-tan, don't tell Meow what the third layer of minecart war loss is large, under the condition of the average level of most of the teammates who fight, the damage suffered by the minecart and the anti-tank is basically proportional, and compared with the war damage, under the same hostile damage, the total battle loss of the 2-layer anti-tank + 1-layer minecart is much less than the total difference of the battle loss of the 3-layer anti-tank.

The reason is partly because of the speed of superimposing protective components after the anti-tank is attacked, the two-layer anti-tank is much faster than the three-layer and produces a more rapid protection effect, and secondly because it involves the above-mentioned number of superposition theory, the number of double defenses is generally more than the number of three defenses, the number of single troops is more, and it is easier to trigger the attack to defense effect of 6 gold suits. In addition, an extra layer of anti-tanking has one less output bit. Moreover, the minecart is level 11, the combat strength value is 9.5 / soldier, and the combat strength value of 12 anti-tank is 10.5 / soldier, even if the minecart is exchanged for a one-to-one ratio of losses, it is also earned in the calculation of the total battle report combat loss.

Of course, after the beginning of the big change at the end of 21, in practical application, more three-layer platoons appeared, not that the three layers replaced the double layers, but because of the emergence of Buck, many districts were more inclined to solomon Caroline + double Buck's three-defense tan combination. In fact, the above principles remain unchanged.

Platoon soldiers consider the overall benefits, three layers, double layers or even single layers of defense (it is also possible to really come out of a single layer), considering the calculation of the gains and losses of multiple classes of skill cooperation and output injury gains. As a result, the diversity of platoons is also generated. There is no identical platoon template in the world, and this is why.

6

Number of troops dispatched and effectiveness coefficient of the three encirclements (hypothesis)

Finally, let's say a hypothesis, the core of the recent meow test, there is no final conclusion, but its influencing factors are definitely there. Theoretically, according to the principle of marginal gains and quantity superposition, the attack and battle losses and troop output of the troops should have a linear change display, but the test of the military base and the actual assembly test results show a completely different data display.

Of course, military base testing has its inherent limitations, such as the lack of abundant classes, zero-based restrictions on three circumferences, and negative buff restrictions. However, many war reports show that under the influence of different numbers of troops, the real mass of war reports has a step-by-step change for different numbers of troops. But before it was only a rough feeling, it had not yet risen to the level of conjecture. That is, in different ranges of troops, we assume that there is a validity coefficient of three-dimensional play.

Simple assumptions, different classes have different effectiveness coefficients of troop output, such as 1-100,000 (hypothetical) main battle tanks, the three-dimensional effectiveness coefficient of 0.6 (hypothetical), that is, within 100,000 of the main battle, the three-dimensional output can only play 60% of the role. Of course, the overall number of troops is also affected by the marginal benefits of the attack, not to say that the higher the number, the higher the coefficient, the greater the damage. However, this amount of troops can be provided to a command with the lowest maximum number of troops to refer to in order to achieve a more effective platoon lineup.

If someone has exact marginal data on validity, we can discuss it together. So far, Meow has only discovered the marginal values of individual classes based on experience, and its reliability has yet to be tested.

The above is the recent basic theory sharing, the journey of a thousand miles begins with a single step, laying a good foundation is also very important, the playoffs are about to open, I wish all commanders to create brilliant again, if you have different views, you are welcome to leave a message in the comment area.

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