Written in the front: I am not high, only more than 50 points, the highest season is only 53. The fish pond has its own fun and gameplay of the fish pond, if you can't get into the eyes of the god, please silently turn it off
Mechanical Soldier 75 Even if the full form of the fortress tactics is the all-day fortress combat tactics that I have devoted myself to after watching "The Last Fortress". Before looking at this guide, clear all previous understandings and biases about fortress gameplay.
In the official introduction, there are two forms of fortresses: 1, reconnaissance form; 2, fortress form. The fortresses we most commonly see are in form 2, fort form 90% of the time. However, ignoring the use of reconnaissance forms, this film is going to talk about the tactical understanding of reconnaissance style as the main form and the fortress form as the output of the outbreak.
preface:
The reconnaissance form, known as Mecha Soldier 75, has a similar attack style to Soldier 76. The left button is an assault rifle firing continuously, and the 5th bullet begins to spread out. Stable trajectory and continuous damage ability at medium and close range. The Mechanical Soldier 75 has a lower rate of bullet fire than the Soldier 76, but the single bullet damage is slightly higher than that of the Soldier 76, and the number of co-worker cartridges is only 20 rounds, which is lower than the Soldier 76. It can return blood to itself and recharge at the same time, similar to Soldier 76, but cannot return blood to teammates, which is less functional than Soldier 76. SHIFT switches to the fortress form with a fairly long morphing time, performs high-density shots, and explodes damage, which is the explosive skill of the Mechanical Soldier 75. This is where the mechanical soldier 75 is far more explosive than the soldier 76. However, after deformation, it cannot be moved, becomes a fixed target, and is easily targeted.
Chapter 1: Shooting
Since the Mechanical Soldier 75 has a similar left-button attack to The Soldier 76, we need to have some understanding of its characteristics. The left button begins to spread out at the 5th bullet, and within 20m, the ballistic spread is not obvious, and continuous shooting can be used to splash water. At 30m, you can feel that the ballistic trajectory has a certain spread, but continuous shooting may not hit the target; at 40m, the spread is very obvious, and there will be many bullets that cannot hit continuous shooting. It is necessary to wait for the crosshair to contract after hitting 5 rounds, and then play 5 rounds, commonly known as point shots.
How to judge the distance from the target in actual combat? Take the default crosshairs of the fortress as an example, as shown in the following figure:

The distance is 20m, the crosshair and the target body width are the same (the specific hero model will be different, here take the robot as an example)
Distance 30m, the target occupies about 70% of the width
Distance 40m, target width accounts for about 50%
This mentally counted practice can be targeted at the range to kill the target at different distances, and it is also helpful to determine when to use the water-splashing shooting method and when to use the point shooting method. Because the fortress has few bullets, once too many bullets are wasted at an unsuitable distance, it will fall into an unfavorable situation.
The way to train a gun is similar to that of Soldier 76 (Shenma?). Playing fortress also requires practicing guns?! At the range, shoot moving robots (practicing at different distances) while shaking themselves from side to side, using different methods of splashing water and pointing fire to fight for gun headshots.
After the range practice, you can use a customized method, everyone is familiar with it (76 methods), so I will not talk too much.
These are routine exercises, and the Fortress's Mechanical Soldier 75 form also requires a targeted exercise. That's a marksmanship practice within 10m. As soon as the fortress comes out, it is a thorn in the other side's eye, and even at all costs, it will kill you, so they will do anything to steal you from behind. It is common to encounter short-range encounters.
For this, we still use a custom method. What I usually use is to set a certain number of death gods, and then run out and fight them, trying to get as long as possible, and the more kills the better. The difficulty can be selected as normal, and then difficult. Difficult Death will use shift to actively approach or find blood packets, or it is still difficult to wrap. Forcing you to fight in close quarters has a high headshot rate and will get stuck in sight and bleed back.
Chapter 2: Positioning
The position is too critical for the mechanical soldier 75 form of the fortress. It's about survival and outbreak (more on that later). The most common thing we see in the fish pond is that the player runs along the main road, and then meets each other halfway, and the two people jump in circles with each other like crazy people, as if they are dancing. We play Soldier 76 maybe like this, check a stick and start jumping, as if we are more windy. But we play Mechanical Soldier 75 can no longer be like this, it is not elegant. The specific position should be like this:
Alternately look for cover (green box) along the way and keep moving forward. Because we have self-healing skills, we can also recharge big moves. Therefore, this forward route is conducive to poke and detour when encountering enemies and find the right time to burst into a wave, which is very consistent with the rhythm of the fortress itself. The red line is the wrong position, and it must not be so straight.
Chapter Three: Outbreaks
Shift is the Explosive Skill of The Mechanical Soldier 75. Don't understand this skill as a resident form of a fortress. Understand this skill as a point burst of about 3 to 5 seconds in a fortress. The specific usage is definitely not to find a place that looks good to sit down and not move, and then suddenly protrude. This is dangerous and it's easy to expose one's weaknesses.
The correct usage is to prejudge the enemy position, then jump out from behind the bunker (as mentioned in chapter 2) before the enemy does not notice you, then press the shift directly during the process of gliding in the air, and then in the process of air transformation, the imaginary position of the center, and point it at the enemy's head, holding down the left button. The first time after sitting on the ground, the bullets hit out and exploded. The above actions should be done in one go.
Here's how to practice this series of movements:
According to the position of this figure, practice repeatedly jumping every day, and be sure to accurately point to the robot's head after jumping the crosshairs.
The position after the jump is not perfect if it is below
It should be that after jumping out and changing, half of the body is behind the cover, reducing the exposed area.
Why jump out and transform? Because starting to transform in the air (by this time you're not exposed to cover) reduces the total exposure time. Although it may only be a few tenths of a second, the reaction time of a person is also a few tenths of a second. To do it when the enemy finds you, you can already shoot, not when the enemy finds you and you are still transforming. When it's really time to shoot at a gun, few people can shoot you. But remember to retreat in a few seconds, it is always dangerous to stay in one place. If you are alive, you will always find the opportunity to be on TV.
For a smoother outburst, practice jumping left and right every day...
Chapter 4: The Big Move
Self-healing charge can be considered a buff. You can rely on the yellow armor of the fortress and the high amount of health to cheat energy. Then the big move is good to rush a wave. This is the basis for the fortress to have its adaptability in a map that is not suitable for appearance.
The big move is similar to Pharaoh's left-button attack, but faster and slightly faster than the full-charge Hanzo left-button (probably similar to ptr's Half-Hidden Left-Button). Straight down, damage 300. Long-distance (30m) horizontal movement requires a little anticipation. How big is the prediction? Blizzard Daddy's UI has been drawn for us. At a distance of 30m, the red vertical line in the figure is aimed at the enemy, and the crosshair is the direction of the enemy's advance, just hit.
Within 20m, it means which to play, no need to prejudge. The cannonballs of the big move are still quite thick and quite easy to hit. How thick is it? It's almost as thick as a pole. It's really not okay to aim at the ground and fry your legs with a splash.
Everyone has a misunderstanding about the fortress's big move. I always saw someone playing with the fortress, and I rushed over to scare my face with a big move. It seems to be fierce, but at this time it also exposes more weaknesses, at least the people who did not reach you can now hit you. There is no need to go up every time you open a big move, it is completely okay to shoot from a distance. The shells are still very fast, and they can be killed at a distance.
Chapter 5: Shooting Points
Send several individual maps as firing points for the attacking side. In some places, as long as the fortress is seated, it is a wave of explosions. How to sit down smoothly and read chapter 3.
Temple of Anubis:
Half of this point is used to suppress the mad rat, and his bombs are generally not easy to reach here. Except, of course, for the mathematical emperor.
Once this point can sit down, it can have a strong suppression of point B. In actual combat, you can jump forward and shift at the same time. Don't ask for an output that has been in this, just drop one second before it is discovered. Of course, we must go up at the same time as our own charge.
Hanamura:
Generally this place has a fort, you can use the automatic shooting of the fort to deceive the treatment, and constantly hide behind the car to heal yourself. There was a big move to rush into the right room.
The entrance door on the right side of point B allows you to come here, and the view is very wide. If a teammate is already on the field, there can be a wave of surprises here. Note that the right side will be sneaked sideways. You can't stay here for long, and the effect of playing will immediately change positions.
Gibraltar:
The place in the opening is interesting and has been seen in professional games. Jumping directly from the second floor to the opening scene, it becomes better (jumping on the blue item pile) and can directly explode.
Then start from point A to point B and go all the way to the second floor on the right side, pressing downstairs. These are strategic heavy places that need to be seized, all of which have firing ports, good cover, a wide field of view, and blood bags behind them. Gibraltar is the most suitable map for the fortress too.
Note at this last point that enemies will sneak up on you from the blue light on your right.
Nujani:
Professional games have seen the fortress sitting here attacking. This must be covered by a sledgehammer. You can't ask for it.
This one point needs to be bypassed from the second floor. But the upstairs cabins often have Grim Reaper and genji and other glamorous sluts. But if it succeeds, it will be a good cover car to the front of point C.
Then take a detour back from the original road and sit down on this second floor.
There's also a blood pack here
Dorado:
These two points often have a windfall, and often the enemy thinks that there will be no one coming from this side... In other words, passers-by have no concept of where to defend, and they know the front of the sports car to defend.
These are all icing on the cake, and the first task is to follow your own sledgehammer to break the shield on the other side efficiently. If you can, you can try it. There is no condition or hit the front like a soldier. These are also very common points, but they can be listed more clearly.
Chapter 6: What should I do if I encounter genji drawing a knife?
First of all, let's talk about the advantage of the Mechanical Soldier 75, 300 blood, including 100 yellow armor. Genji has to slash three times, and the time of one more knife has variables. If the fortress also has a big move, it will turn into 450 blood, and it must be slashed four times, including 250 yellow armor. And it has the ability to generate a second in one shot. I said 55 kai, you really don't believe it. If the fortress is not dead after the first wave of team battles, there is generally a high probability of having a big move. But genji is basically bound to have big moves. But once they have a big move, genji is not very good at handling the fortress.
Let's talk about how to deal with the sledgehammer charge. Everyone knows to jump when the sledgehammer rushes over to prevent it from being hit against the wall. Someone else jumps and it's over. We're different. Jump directly shift, sit on the ground to give the sledgehammer a shuttle, at this time the sledgehammer is still on the wall...
The fortress was actually afraid that Lucio would rush up to grind the flesh together with an acceleration opposite. The fortress's attack ability within 10m is too weak. But fortunately, in the fish pond, everyone will not play like this. Often Lucio gave the acceleration, and others were still swinging and jumping around like various neuropathies.
summary:
The Mechanical Soldier 75 is very cool to play in the fish pond, and can often give the opposite side a lot of psychological pressure. These days in the fast play, often to the end of the opposite side also swap out a bunch of fortresses to express dissatisfaction. Today, there was a god of death who always pounced on me and was beaten by me in the form of a mechanical soldier... Obviously he didn't have the death of the computer. In the end he also changed the fortress. His teammates have swapped out of another fortress, which is common in my quick races in recent days. I am afraid it is not how strong the fortress is, but new ideas have been developed and have an effect.
This hero can play no matter what the professional game is, passers-by can play. But you can't play like the previous people knew about the fortress. It is necessary to play with the reconnaissance form as the main form and the shift as the idea of the outbreak. Very violent.
The core points are: to understand the position and intention of the enemy, the left button of the reconnaissance form should be very rigid, the outbreak should be decisive and not delayed, and the retreat should be neat and not drag the mud and water after the outbreak.