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Glory of the King: CP conjoined play, please use caution, meaningless is consumed, the tactical significance is extremely low!

Hello everyone, I'm Dafei and it's nice to see you again.

In the glory of kings, we will see many kinds of playing styles in the passer-by bureau, of course, there are also many slot point playing styles, such as the side CP conjoined play, which is one of them.

As one of the low-end games and fried fish playing methods, why does it become a slot point play? The reason is simple, meaningless consumption aside, tactical significance is extremely low.

Next, let's talk about the CP one-piece play.

Glory of the King: CP conjoined play, please use caution, meaningless is consumed, the tactical significance is extremely low!

CP conjoined play is a very common way of playing in the low-end game, and it is also a play that many players hate, of course, because the main C is usually an experienced liver emperor, so the winning rate will not be too low, the record will not be too bad, of course, it is also possible that the data is bright and the winning rate is high.

So why do players hate this style of play?

If you think it is the reason for "dog food", it is very wrong, and the side road conjoined play can indeed liberate the development road in advance and avoid the situation of "imprisonment" of the development road.

However, in terms of tactics, the one-piece play is indeed not conducive to the team, and the playing style is desperate, which belongs to the ultra-low distribution flow "pig raising" playing style, that is, raising "half fan pigs".

Therefore, even if the CP one-piece play will have a high data and high winning rate, many King of Glory players do not like this style of play, because he is stepping on the teammate's game experience, which is very unpopular in the middle and high-end rounds.

Glory of the King: CP conjoined play, please use caution, meaningless is consumed, the tactical significance is extremely low!

In terms of neutral, wild and confrontational, the Cp conjoined playing style is very restrictive to their activities.

In the middle of the road, because of the inability to obtain line rights, the ability to turn the line is poor, the intrusion ability is average, and the ability to cater to the rhythm is poor, once the central axis cannot be turned, it is easy to be hit by the other party with poor vision, time difference and number of people.

For the entire side of the team, the Cp one-piece playing style has been in a passive state from the beginning, and after the middle road is restricted, the only tactics that the team can operate as a whole are feasible, of course, if you take the middle road with a single clearance speed, the impact may be smaller.

Why should the central axis not move to hang the edge? The reason is very simple, the central axis can not move to hit the wild will suffer, the overall rhythm of the team will fall into chaos, it is easy to be hit by the other side of the number of poor, poor economy, because the other side knows that you are connected on the side, they play other routes can be very simple to resolve the crisis, they only need to shrink the tower to stop the loss.

Glory of the King: CP conjoined play, please use caution, meaningless is consumed, the tactical significance is extremely low!

The playing field is affected by the CP conjoined playing style, which will affect the entire team, and the confrontation road as an anti-pressure road will also increase the pressure suddenly because the middle and wild are restricted.

In this case, the Cp one-piece play is comfortable for two people, but the rhythm of three people is chaotic, and the confrontation road is likely to increase in pressure to touch nakano resources, resulting in chaos.

In the case of advantages, rubbing the line will not cause too much misunderstanding at all, but what about in the case of chaotic rhythm?

So, what happens to the developmental path?

In fact, although good data may be maintained in the low-end bureau, but at this point of entering the mid-end bureau to assist the wandering, the development road will be burned by the "conjoined body", because the mid-end bureau is upward, regardless of the level, the linkage is very strong.

In addition, the CP conjoined playing style is not a superior playing style, and the reason why there is a good data phenomenon is nothing more than because the dan position is low and the other party's linkage is poor.

So, don't be misled by this "false strong play", take care of the development path, and don't have to be conjoined! As long as it is given vision, and a certain linkage, it also belongs to protection, and restricting the rhythm of the opponent with Nakano rhythm also belongs to protecting the shooter.

Do you need to be a siamese shooter, you need to judge the time, but also to divide the hero, team battle or shooter has a certain ability, and then what can others say? So stop playing Cp conjoined play!

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