[Detailed Interpretation and Outlook on Battle Array Functionality, A New Mode of Warfare May Soon Begin.]
Posted by: Dark Night Will Co.
Content:
Before delving into the detailed interpretation of the Battle Array System, we must first discuss the differences between the Battle Array System and the current warfare modes.
Before the Battle Array System went live, I often saw players on the forum complain about the sa issue.
Why is there no damage immunity chanism in the ga?
Even teammates in team mode can sotis be accidentally hurt by their own brothers, which leads to a higher probability of friendly fire as the scale of warfare increases.
I'll take the "Column Warfare Mode" set up by the Divine King as an example.
He classifies players from different factions according to array functions, and whenever in a state of war, players in the array must execute actions as synchronously as possible. This not only advances efficiently but also avoids friendly fire situations.
The more chaotic it is, the higher the likelihood of friendly fire occurring in war.
The newly launched Battle Array System solves this problem by considering mbers within a friendly battle array as a whole.
The output thod does not start from an individual, but rather releases strength to the array, which then fires outward.
Players within the battle array are not at risk of being accidentally hurt by their teammates.
In the old war system, players essentially fought individually, although combat rhythms were unified through command.
The Battle Array System truly integrates the power of all players, connecting Qi-Blood, spiritual power, and will to explode with multiplied attribute effects.
The main array can enhance the integration attribute effect by increasing the number of participants and upgrading the array level.
I must ntion here the difference between the Player Battle Array and the Reversing Tide Battle Array.
The Reversing Tide Battle Array resembles a martial art that requires proficiency improvent for oneself to beco a module embedded in the array.
There is a lot to learn during this process.
Qi-Blood entanglent, will balance, position transfer, energy resonance... Those who have watched the Liver Emperor Group's battle array teaching videos in the forum should know what I am referring to.
To explain simply, the usage requirents for the Reversing Tide Battle Array are very high.
Many guilds and warbands have tried learning the Reversing Tide Battle Array, with few successes, and most have failed.
The larger the scale, the higher the training cost.
The ti and effort required do not match the amplification effects brought by the array.
If guilds plan to bring in newcors in the future, they must ensure newcors learn the Battle Array System from scratch to integrate into their group.
Our player faction does not have the setting for mass-producing elite soldiers like the Reverse Tide Army's training camp; it is destined to be unsuitable for this system.
The Reversing Tide System's array is only suitable for those smaller-scale, close-knit groups that have no intent to add new mbers in the future.
The player battle array launched this ti, compared to the Reversing Tide battle array, is more like a condition-eting activation item.
A leader, commander, or guild leader only needs to activate the battle array mark within, and an expanding array pattern will erge beneath their feet, with multiple circular nodes above it that other players can stand on to activate the array.
The subsequent Qi-Blood entanglent, will fusion, and other connections will be automatically advanced by the array.
It is a convenient mode that skips all cumberso steps.
Everyone can refer to the automatic cultivation system where other creatures outside struggle to cultivate and absorb energy to grow, while we players only need sacrificial power to hang up and cultivate.
The Battle Array System is the sa, both are convenient modes.
Next, is my detailed interpretation of the Battle Array System and selection advice.
The array has temporarily opened three main arrays, naly 10-99 people array, 100-999 people array, and 1000-9999 array.
Each battle array can enhance strength by upgrading the "battle array mark," initial arrays are Level 1.
A fixed team only needs one player to purchase the battle array, and all other players can share the array effects.
However, this part of the cost is quite expensive.
The lowest-level Asura Assault Formation needs 100,000 sacrificial power for purchase, each subsequent upgrade costs 50,000 (upgrades only enhance the battle array's attribute bonus, not the player capacity).
In choosing the main array, players only need to select based on their team's number.
The core of the Battle Array System is the attribute, not the main array.
You need to follow the Life Soul combination sche in the illustrated guide for the array to activate the corresponding attribute bonuses.
This is akin to the early ga's bond system, achieving bonds activates traits.
Battle array attributes are further divided into passive attributes and active attributes, as long as the number of Star Vein Slots provided by players within the array can accommodate, battle array attributes can infinitely stack.
The more activated battle array attributes, the stronger the power provided by the battle array.
But considering the comprehensive limit of Star Vein Slots, one must reasonably consider which battle array attributes should be prioritized for activation.
Here strongly recomnded is the passive battle array attribute: Rakshasa Fury (Ten-Person Array requirent: Gang Qi x10, Ink Fla x10, Power Barbarian x10).
Hundred People Formation is nad: Ghost God Celestial Killer.
Thousand People Formation is nad: Yama Prison Master.
These three battle array attributes, once activated, can transform the battle array into a battle array Dharma Aspect that envelops all mbers, integrating offense and defense, comparable to the group mode Tyrant Dharma Aspect.
Subsequent "Dharma Aspect" can still be upgraded for substantial defensive power and output capability boost.
Finally, it's ti for the introduction to the battle array control mode.
In the test space, I controlled the battle array from a leader perspective, and other units within the array did not interfere with my operational control.
The preliminary test conclusion is that once the battle array is ford, the "Array Opener" is the controller, while other mbers are charging accessories.
User Comments
0 comments from readers