High throw 1: [The screen is divided into 9 parts] Calculate the distance between you and the enemy on the horizontal line (Method: We define 9 distance widths for the width of a screen, and calculate the horizontal distance between you and the enemy. The specific method can be visually observed by dragging the small map with the mouse). Use the fixed force of 100 to change the angle of aiming.
High throw 2: [The screen is divided into 10 copies] Calculate the distance between you and the enemy on the horizontal line (Method: We define the width of a screen as 10 distance, and calculate the horizontal distance between you and the enemy. The specific method can be visually observed by dragging a small map with the mouse), and aim at it with a fixed force of 94 degrees and changing the angle.
Half-throw: [The screen is divided into 20 parts] Calculate the distance between you and the enemy on the horizontal line (Method: We define 20 distances for the width of a screen and calculate the distance between you and the enemy. The specific method can be observed by dragging a small map with the mouse), aiming with a fixed force of 62 and changing the angle.
Bury people at 65 degrees [3+2]: Only when the enemy is on the left and he is on the right can people be buried.
30 fixed angle fixed angle, hit the opponent through strength, please remember the strength point.
50 fixed angle fixed angle 50, please remember the stress point. There is basically no wind, and the falling point of 50 degrees is the same as that of 30 degrees, but the parabolic trajectory is higher.
45 fixed angle fixed angle, hit the opponent through strength, please remember the strength point.
Fix the angle with the trident on the left (the trident thrown here will be thrown at a low angle and hit the same point when it falls on the same horizontal line). Please remember the power point.
Others, such as 80 angle change, 60 angle change, 30 split screen small throw and 40 small throw, I won't explain them separately. It is nothing more than recording some power points, saying a little more, but it is better to use it skillfully.
Anti-throwing
Formula: downwind 90+ distance+wind force × 2 1p = 10 distance force is 90.
Upwind 90+ distance-wind ×2 1P= 10 distance force is 95 or full strength.
The following similar downwind is positive wind ×2, and the headwind is negative wind ×2.
Half throw
Formula: 90- distance+or-wind× 21p = 20. Use 58 force in the half screen, 6 1 or 62 1.2 screen away from the half screen (the farther away, the greater the force).
bullule
Formula: 90- distance+or-wind× 21p = 40 Distance force is 4 1 force available range is half p (distance view. The same high throwing distance ×4)
50 ding
1P= 10 distance downwind 1- 1 force headwind 1+ 1 force.
Intensity: 1 distance = 14. 1 2 distance =20. 1 3 distance =24.8 4 distance = 28.5 distance =32.5 6 distance =35.9 7 distance =39.0.
8 distance =42.0 9 distance =44.9 10 distance = 48.31/distance =50.5 12 distance =53 13 distance =55.5 14 distance =
15 distance =60.5 16 distance =63.0 17 distance =65.5 18 distance =68.0 19 distance =70.0 20 distance =72.5.
65 transformer
1P= 10 distance formula: 90- distance+or-wind × 2.
Intensity: 1 distance = 13 2 distance =2 1 3 distance =26 4 distance =3 1.5 5 distance =37 6 distance =4 1 7 distance =44 8 distance =48.5.
9 distance =53 10 distance = 561distance =58 12 distance = 6 13 distance =64 14 distance =67 15 distance.
17 distance =76 18 distance =79 19 distance =82 20 distance =85.
30 ding
1P= 10 distance downwind 1- 1 force headwind 1+ 1 force.
Intensity: 1 distance = 14 2 distance =20 3 distance =24.7 4 distance =28.7 5 distance =32.3 6 distance =35.7 7 distance =38.8 8 distance =4 1.8.
9 Distance =44.7 10 Distance = 47.51Distance =50.2 12 Distance =52.8 13 Distance =55.3 14 Distance = 57.9/4.
16 distance =62.7 17 distance =65.7 18 distance =67.5 19 distance =69.8 20 distance =72. 1.
All-out shooting
1P=6 distance 1 distance 1 angle available range 4P (must be on the same horizontal line)
Example: the enemy's position is exactly 1P with you. On the same level. Use 6 angles. You can fight hard.
67 force leveling
1P= 12 distance 1 angle available range 1P 67 force (must be on the same horizontal line)
Example: the enemy's position is exactly1p. On the same level. Use an angle of 12. 67 can strike.
45 ding
1P= 10 distance downwind 1- 1 headwind 1+ 1
Strength: 3 Distance =20 5 Distance =30 7 Distance =35 10 Distance =45 14 Distance =55 15 Distance =57 or 58 17 Distance =60 20 Distance =68.
60 degree half throw
The screen distance is 10' (depending on the wind, the angle changes ... downwind 1, and you can add two angles' headwind 1 minus two angles'. For example, when the wind is 60 degrees' 0.6, it's time not to add 0.7 or 0.8 (you can add 2 degrees' but reduce 1-2 force') 0.
Strength table: 1 distance = 15 2 distance =20 3 distance =25 4 distance =29 5 distance =33 6 distance =37.
7 Distance =40 8 Distance =44 9 Distance =47 10 Distance = 501Distance =53 12 Distance =56 13 Distance =59.
14 distance =62 15 distance =64 16 distance =67 17 distance =70 18 distance =72 19 distance =75.
20 Distance =77
Third, a more abstract formula.
TNT trajectory formula can be divided into two types: one is constant angle and variable force; The other is to change the angle of force. Screen distance: it is a rectangular box in the map at the top right. This must be understood. N (intensity) w (wind direction) m (angle)
Constant angle and variable force:
Formula 1: m = 60 n = 60× the reciprocal of the screen distance +2×W (Note: at this time, the screen distance is regarded as 9 copies, but it depends on the position between you and your opponent. And it is against the wind at this time)
Formula 2: Formula 1: m = 60 n = 60× the reciprocal of the screen distance -2×W (Note: at this time, the screen distance is regarded as 9 copies, but it depends on the position between you and your opponent. It is downwind at this time)
Features of the formula: it is suitable for maps without coverage (universal, without map restrictions), with higher accuracy and generally less blood killing) and faster speed.
Constant force and variable angle
Formula 3: n = 100 W = 90- screen distance +2×W (downwind, screen distance is the same as above).
Equation 4:n = 100 W = 90- screen distance -2×W (against the wind, screen distance is the same as above).
All-throw handstand formula 5:n = 100 W = 90+ screen distance -2×W (downwind, the screen distance is the same as above, and the back is turned to the enemy at this time).
All-throw handstand formula 6:n = 100 W = 90+ screen distance +2×W (against the wind, the screen distance is the same as above, at this time, the back is turned to the enemy).
Formula characteristics: Formulas 3, 4 and 5 are all throwing formulas, which are formulas falling from the sky, with average accuracy and more blood killing. The map is demanding and limited, suitable for playing on the edge.
The formula of blowing up the sky and burying people
Other weapons can also be used, very common skills.
Equation 7:n = 60m = 90- screen spacing -2×W (screen spacing is changed to 20 when there is wind).
Equation 8:n = 60m = 90- screen distance +2×W (against the wind, the screen distance is changed to 20).
Formula features: the highest accuracy, no shortcomings found.
Master play 1: lean back. It should be noted that the distance from the high throw is half a body position. It takes more practice to master it. Suitable for being beaten by people with bad angles in front.
Master play 2: burying people with zero strength. This map is suitable for big gaps. If you are on it and there is no soil in front of you (so you can't hit yourself), you can also go back to the embers.
Master gameplay 3: Frozen burying people, suitable for all maps that can bury people. First throw high to find a point, freeze it accurately, and fly to the left side of the opponent within 1/2 screen distance. Suitable for fighting opponents who are bigger than themselves. Blood cannot be beaten.
Master play 4: changing the angle of double play is very difficult and difficult to master. The first thing to know is that you can change the angle after firing. For example, if you fire three times in a row, you can bury or kill people at the first angle of 35 degrees and 30 forces. Change the angle to 55 degrees, and 30 forces can also bury or kill people. Here comes the opportunity. The previous 35 degrees, after launch, immediately changed to 55 degrees. You can kill them both.