Chapter 1503 Time and Space II
Dragon-slaying illusion.
From the perspective of martial arts, the so-called speed is not broken, more often than not, is just a concept of agility, not a concept of speed...
Dexterity and speed are often two completely different concepts...
Dexterity refers to a person's reaction speed. After making one reaction, can you change the reaction you make at the first time and switch to another reaction? If it can be done, then several similar changes can be made in a short period of time. These can be said to be crucial concepts...
To give a simple example, everyone knows that in some real-time strategy games, computer AI responses are often very powerful...
Some high-difficulty AIs even have the ability to react according to the player's actions in an instant...
To give a simple example, when a player chooses a command to attack an enemy unit, if it is a human brain player, there will be a response delay. The player must see the action or action trend of the enemy unit on the screen before he can judge the actions and intentions of the enemy unit, and then he can react to it. If this response is not fast enough, the unit that may be concentrated in the fire will be destroyed by the enemy before it reacts...
On the contrary, if it is a computer AI, there will be no such problem, because almost the moment the player issues an attack command, when the player's own game unit has not even started to act because of the command, AI will understand the meaning of the command, so that the attacked unit will choose to move and retreat in advance. If the attacking party does not change its command, it may be caused by the enemy's retreat command, which consumes a large number of attack opportunities and completely destroys its original formation...
In fact, most computer ai have almost no so-called concept of reaction time. They can often react as soon as possible by any enemy's actions without any delay. For example, when the enemy was originally besieging a character, it is like suddenly shifting the target of the attack, then the computer ai will turn around and continue to participate in the attack at almost the same time. Once the enemy tries to gather fire again, the character will naturally choose to evacuate...
When controlling some units with special abilities, the reaction speed of the computer ai is often even more terrifying. For example, when controlling infantry operations, once they encounter long-range attacks from the enemy, the computer ai can often support their character to resist long-range damage the moment the ranged attack is about to be judged to hit. After the attack is over, the computer will often remove this shield state as soon as possible. Sometimes, even in the player's opinion, the computer's use of shields will almost not affect the infantry's movement speed because of the shield...
Of course, although the computer reacts quickly, in fact, it is impossible for computer AI to defeat players when it is liberated, because any program itself will inevitably have loopholes. In the face of high-intensity micro-operations, to a certain extent, it is not a good thing. Players often can always use the computer program in turn, making it easy for them to cause more damage...
On the battlefield, there is never a theoretical perfect logic. Sometimes, whether it is retreating or gathering fire, it should be an extremely resolute behavior. No matter how much the price is, it should be spared. It should choose a unit away from the battlefield. Once it breaks away from the battle, it should never return to the battlefield for any reason. By the same token, the target that is gathered to kill should be concentrated. Then even if some troops are sacrificed and some price is paid, it should be eliminated as soon as possible...
Computer Ai will never have such a perception, so they always try to save every unit as much as possible while trying to make every unit participate in the battle as much as possible. Therefore, when fighting with computers, sometimes there is no need to chase those units with low health, because even if they are far away from the battlefield, they will still come back to die after a while. As long as the player does not issue a command to concentrate fire, no matter how small the health value is, the computer will not try to take them out of the battlefield. Many times, when players issue attack commands or release certain skills, these units lose the possibility of escape, and computer Ai will always be in two extreme states...
The first AI mode is that no matter what situation, you have to fight to the end no matter what. Faced with such a strategy, players can easily kill the enemy by simply choosing the kite tactics. Another AI mode is to protect their units as much as possible and not waste the output of each unit as much as possible. In such AI mode, players need to choose to fight to the death as much as possible. In the state of death, AI units often waste a lot of time moving characters in order to avoid damage and concentrate fire, while characters far away from the battlefield often die on their own. Under such tactical confrontation, the death strategy chosen by the players can often exert better strategic effects, allowing their own characters to easily form a large number of outputs...
In fact, the two concepts of preserving units as much as possible and creating output as much as possible are contradictory. If you want to preserve them, it is difficult to achieve full output. Once you output them with all your strength, it is also difficult to achieve full protection. If players are in opposition to such AI, if they adopt the same strategic thinking, then under the huge gap in micro-operation, there is usually no big chance of winning. However, if the player chooses to fight to the death or conservative oneself, it will make the computer AI unpleasant and unable to take into account both sides, which leads to the behavior of sending the injured soldiers with residual health back to the battlefield to die...
In fact, the so-called micro-operation means using subtle actions as much as possible to change the battle pattern without changing the unit's action mode...
And micro-operation is actually a very subtle concept...
The biggest difference between experts and rookies is actually their understanding and understanding of micro-operation...
You should know that in most real-time strategy games, the units in each game will have their own specific attack mode and movement mode. Different attack modes will have different attack front shaking and attack back shaking. Whether it is front shaking or back shaking, they are all a kind of staggering phenomenon of characters in action. However, the biggest difference between the two is that attack front shaking is an action that cannot be cancelled no matter what. Once the player cancels the character's attack front shaking, the attack action will be terminated naturally. On the contrary, the attack back shaking action can be cancelled. Players can often cancel the unit's attack back shaking through movement...
This is the meaning of micro-operation. Most experts, when releasing skills and moving units, are stuck as much as possible within the character's attack after the shaking time. During this period, the character itself is in a state where it is impossible to attack, but can perform subtle movements and cast spells through this period, so that the combat efficiency of the game characters can be greatly improved through such operations...
This is like the closing moves in a fighting game. Most fighting games have the concept of closing moves. The so-called closing moves is to enable a character to quickly recover from the stagnant state after making moves, and continue to invest in fighting skills. Mastering the closing skills can often make many moves that must have been hit fail, and this is one of the biggest watershed between masters and rookies...
If placed in a real-time strategy game, the so-called catch is actually a typical hit&run. It eliminates the stalemate after the character's attack through movement, allowing the character to generate a certain distance in the original attack rhythm. This is the point where this skill is sophisticated. Often, through such skills, a character can better cause effective long-range damage to other units...
Generally speaking, the higher the attack frequency of the game unit, the shorter the attack after the attack is, and the more difficult it is to truly achieve lossless micro-operations...
Many times, micro-operation is often a double-edged sword. It can easily hurt people in the hands of experts, but in the hands of rookies, it is better to choose a in the past. Rookies always pull and act meaninglessly on the battlefield, and always like to repeatedly control the unit to convert the attack target. Sometimes, the unit has obviously entered the attack before the attack, but the novices often operate at this time, so that the attack that should have actually taken effect will lose its effect in an instant, and are forced to re-attack before the attack...
Dexterity itself is not speed, and it is also a completely different concept...
But in many cases, dexterity can often make people look very fast and fast...
This is like for many novices in competitive games, they always think that the roles in the hands of masters are completely different from the characters in their hands...
For example, when a rookie beginner is engaged in a premeditated catch, he usually focuses on skill damage. If you can hit a few shots, you usually don’t care too much. Many times, they always make an obvious mistake. For example, when chasing the enemy, they always start to attack within their maximum attack range. Often when their characters raise their hands to make a pre-swinging action, the enemy has already left the maximum range of the attack judgment. In this case, players will fuck them.
The character who controls will be forced to stop his attack, then move forward for a distance to pursue the enemy, then attack after entering the attack distance again, and then be out of the attack range by the opponent. Sometimes, even though his character's movement speed is faster than the opponent, he will not even be able to attack, thus missing the best opportunity to kill the enemy. This situation is actually very common among novices. For novices, they are often used to it and are not too upset...
But experts are different. They often accurately calculate the damage that can be caused by the output of each ordinary attack. In the actions of experts, if their characters are higher than their opponents in terms of mobility, they will definitely be able to perform multiple effective ordinary attacks on the enemy to cause damage. Generally speaking, the specific operation is to first approach the enemy with speed advantage, and after entering the maximum attack range, they do not make attack commands. Instead, they are closer to the enemy a certain distance. After the distance between the two sides is further shortened.
Make another attack command. At this time, within a short period of time before the attack, the enemy cannot move out of the attack range through movement, so once the attack is over, the attack will take effect immediately. When the attack takes effect, the expert will continue to pursue the enemy through movement as soon as possible. Once again, the enemy will be included in his attack range, then approach the attack, and continue to pursue. In the same situation, the expert can at least cause two or even three general attack damage in such a pursuit, and this is the terrifying thing about micro-operation!
On the surface, the game characters controlled by the rookie are not much different from those controlled by the master. However, the operation efficiency of the master can often allow the same character to show completely different combat efficiency under different controls, and this is the real difference between the master and the rookie!
In fact, from the perspective of martial arts, the so-called meticulousness is such a state...
Intimidation will not change the power and speed of the warrior, but it can make the warrior react more quickly. When facing the enemy's reaction, he can always realize it in the shortest time and make corresponding reactions. At the same time, he will become very familiar with every subtle part of his body. Although the strength of the body has not changed, in fact, the efficiency of the body is greatly improved...
Dragon-slaying illusion.
Of course, whether it is agility or a meticulous person, in essence, they are more things at the skill level, concepts at the reaction level, and are essentially different from speed and power in the true sense...
Speed and power are actually a concept of two sides of the body that is closer to time and space...
Speed is more reflected in a person's explosive power. A person with strong power often does not slow down anyway...
Of course, it is undeniable that most strong men often weigh much more than ordinary people, so their speed is often not so amazing...
The people who run the fastest in the true sense often have the type of muscles in their bodies, their legs are slender and powerful, but they do not appear heavy. This type of person often has extremely powerful explosive power on their legs and can burst out powerful power in an instant. Their body is light enough, so the speed will be very fast...
Many times, people always feel that a person's strength and a person's speed are always in an inverse state. In fact, this concept is incorrect. In fact, it is the inverse state of true inverse state. In fact, a person's weight, body shape and speed. The larger the body, the slower the speed, but the larger the body, the stronger the strength, and power and speed have a relationship that can transform each other in a sense...
If a person's body size increases the increase in strength than the weakening of agility, then in fact, this person's strength and agility will be far superior to ordinary people...
On the contrary, if a person's body shape adds less to strength than to weaken agility, then in fact, whether it is strength or agility, the average level of ordinary people will be lower to some extent...
To give a simple example, bodybuilders and fat people are two very typical examples. In fact, most of the weight of fitness and bodybuilding enthusiasts look much heavier than their body size, but most of their weight are strong muscles, so the bonus of their weight to them is higher than that of most ordinary people, and the reduction in their speed is much lower than that of most ordinary people. This is because of this, most muscular men often surpass ordinary people in terms of strength and speed...
Many professional athletes often have strong muscles and burly figures, which look extremely strong at first glance, but even so, their speed will still become far beyond the normal level of ordinary people under the bonus of their weight standard...
On the contrary, most fat people actually don’t have much advantage in fighting. Although they seem to have more flesh on their bodies and are bigger than ordinary people’s thin people, their speed and slow reaction will greatly make their strength have nowhere to be used. Although fat people can protect their bodies, they will also make them more likely to become fatigued due to intense exercise than ordinary people. This is because of this, most fat people are actually very weak and not as strong as they seem on the surface. Their weight is more reflected in fat, so their health is often very low...
In fact, whether it is strength or speed, in essence, there is a relationship of mutual transformation...
The weight in a person's body can also be transformed into strength, and weight is inversely proportional to speed. However, it is proportional to strength. Therefore, a person's physical fitness depends largely on the quality of a person's weight!
Yes, weight quality!
The higher the mass of a person's body, the stronger the body will naturally be. On the contrary, the lower the mass of a person's body, the more fat the person is, the weaker the body will naturally be and the more unhealthy it is...
Dragon-slaying illusion.
To a certain extent, the relationship between power and speed is actually very similar to the different concepts between time and space...
The famous mass-energy formula actually largely illustrates the relationship between speed and power...
The faster the speed, the stronger the power it can generate, which is the so-called concept of explosive power...
In fact, the so-called power or speed are objective attributes, and it is impossible to improve through artificial means in a short period of time...
But dexterity tends to be more on the concept of skills and reaction levels, while dexterity can be improved...
Speed is often an intuitive reflection of explosive power, and the so-called explosive power, essentially, does not have any concept of turning points...
In other words, when a person goes all out to do something, his actions will hardly cause any changes or changes. It often must be achieved in one go to maximize the speed...
Just like when running, especially in a sprint competition, once the first step is taken, the athlete cannot change his stride and running rhythm. He must complete the entire run in one go before he can end this action. This is actually a manifestation of explosive power. In an instant, all the power is exploded in a certain way that has been planned in advance. This is a state of theoretically being able to form the maximum speed!
Just like a hurdling competition, in fact, every athlete has his own fixed running rhythm. There are very particular things to do when running a few steps and then hurdles. From the competition, you can see that some athletes have faster strides, but the distance between each step is relatively short, while some athletes are just the opposite. In fact, this is the most serious and best routine force they have already passed countless times during training...
In fact, there is no room for freedom to play in the entire race. Athletes will follow the running routines they have formulated before the competition. They will run a few steps and when to hurdle in what posture. These things are almost fixed, and the pace of running is almost fixed. What athletes need to do is to do their best to make this set of movement faster. However, this speed can only be fast in rhythm, and it will definitely not be a change in stride...
And this method is also the easiest way to reflect explosive power... (To be continued...)
Chapter completed!