The fang unit in "Steel Commander" is a relatively common combat unit in the game. Although it is also cannon fodder, it can also have very good effects in special situations. The cost of the fang is 100 and the unlocking fee is 0. , with 18 modules second only to crawlers (i.e. how many fangs are there in a team of fangs).
How to use the Iron Commander fang unit
Fang, one of the three cannon fodders, belongs to a small unit. The cost of the fang is 100, and the unlock fee is 0. There are 18 modules second only to crawlers.
Below is the fang level 1 panel.
Fang now has five technologies, namely ignition, range enhancement, mechanical rage, armor-piercing projectiles, and portable shield.
Ignite (or ignite)
This technology can make the target attacked by the fang have a certain probability of igniting the effect. Under this effect, the target unit will lose 6% of its maximum health every second, and the effect will last for two seconds.
Please note that this technology is triggered with a certain probability and does not stack. Repeated triggering will only refresh the duration of the effect. That is, a large number of fangs must attack a target at the same time to ensure that a unit remains in a ignited state.
This technology relatively makes up for the shortcomings of the fangs when facing high health units, but the conditions for the use of this technology are relatively strict. You must ensure you have enough fangs to take advantage of this technology.
Range enhancement
Increased the range of Fang 40.
This technology allows the low-speed fangs to hit the enemy earlier, while avoiding the expansion of one's own battle losses. It can greatly improve the output capability and survivability of the fangs. However, it should be noted that this technology is not entirely positive technology. Sometimes this technology may have negative effects, so please use your own discretion.
Generally speaking, this technology can be said to be one of the core technologies of Fang.
Mechanical Fury
Increase movement speed by 5 and reduce attack interval by 0.5 seconds. The increase in movement speed allows the Fang to support the front line faster, and can even avoid many heavy rain attacks, further reducing the Fang's battle losses. This is undoubtedly a huge improvement for the fang, which only has a base movement speed of 6. At the same time, the reduction of the attack interval allows the fang's output to be taken to a higher level.
It is one of the core technologies of Jianya.
Armor-piercing projectiles
Attack power increased by 50%. This technology makes the output of the fangs, which already has high attack power, even more terrifying.
Many people have doubts about the advantages and disadvantages of armor-piercing bullets and ignition. Here is a unified answer. When the number of fangs focused on the same target is small (less than three teams) or the enemy's health is particularly thick (such as a fifth-level fortress), detonate > armor-piercing shells. But when there are more fangs or the enemy's health is not that thick, it will ignite < armor-piercing bullets.
Portable Shield
Gain a shield equal to your health, and the shield can withstand at least one attack.
The term "withstand at least one attack" in this description means that when the fang has a shield, no matter how high the damage it receives, it can only destroy the shield but not the fang. For example, if Fang takes 10,000 points of damage, he will only lose his shield. After losing the shield, his body can be destroyed.
This quite powerful technology is equivalent to giving the fangs two lives, giving the fangs unparalleled survivability.
It is one of the core technologies of Jianya.
Fangs advantage against units: longbow, phoenix, overlord, steel ball, hacker, rhinoceros, soldier bee, fortress
Relative advantages against units: melting point, crawler
Relatively weak counter units: none
Weak counter units: Hammer, Arc, Mustang, Vulcan, Heavy Rain
The following part is selective viewing content, which is difficult to understand and requires certain game playing experience.
As the basic infantry of this game, Fang has the most versatile positioning in the game. Its main positioning can be divided into four types: main output, functional output, first-stage cannon fodder, and second-stage cannon fodder.
As a long-range unit, the Fang can hide behind other units on our side for output. Therefore, it does not need to suffer a large number of module losses in the early stages of the battle like the multi-module crawler, so it can be under the cover of other units. Used as the main output.
Let’s look at the fang’s panel output. The unit value is 648 damage per second, which is only twice that of Arc Light and Hammer, and slightly higher than Mustang’s 555. However, after possessing the violent technology, the damage per second of 972 is already high. Compared to the longbow's 845, with the superposition of violent and armor-piercing bullets, the damage per second of 1458 is already higher than...�The unit of Torrential Rain deals 1172 damage per second, which is only lower than the rhino and crawler of the whiteboard among T1 and T2 units. In addition, its attack interval of 1.5 seconds (1 second after violent) brings a good model. It can be seen that the fangs are investing in With enough resources, it is enough to become a reliable main output option.
After talking about the advantages, let’s talk about the shortcomings of fangs as the main output: cheapness means that we need to rely on quantity and level to support quality. When fangs cannot obtain the upgraded attribute bonus, the 100-dollar violent fangs will fight against medium-sized and medium-sized fangs. For large units, it is far less useful than the 200-yuan Phoenix. Even if their damage per second is almost the same, you can hardly deploy more than four teams of fangs in one round, not to mention more deployments also mean an increase in costs. . Another shortcoming of the fang as the main force is the lack of attributes. The 80+40 range means that the fang must be attacked first by the opponent when facing all units that can effectively clean the fang. Coupled with its fragile health, resulting in When facing an opponent like the high-temperature Vulcan head-on, he doesn't even have a chance to fight back. The fragile health value also brings another shortcoming, that is, it is extremely afraid of incendiary bombs. Even the level 9 violent shield fangs cannot cross incendiary bombs without other bonuses, which means that the fangs cannot pass through incendiary bombs without other bonuses. The tooth is the output unit that requires the most resources to ensure its survival.
Let’s explain the advantages of fangs as functional output. Fangs are used as secondary output mainly because of their four characteristics: long-range, high frequency, cheap, and low speed. Long-range plus low speed means survivability, which will not be lost in the early stages of the battle; long-range plus high frequency means the ability to clean up a small number of miscellaneous soldiers, which can effectively improve the output efficiency of other low-frequency, high-damage friendly forces; long-range plus cheap means that you can Deal with the opponent's small amount of air force at very low cost to make up for the lack of air defense. The above is the positioning of the canine as a functional output. Then I will add the output characteristics of the igniting fangs. The ignition is 6% damage per second, that is, every 1w health value of the opponent causes 600 points of damage per second. However, because it is triggered with probability, a certain amount of support is needed to ensure the ignition. The burning state is permanent, so even if the fang is used as a functional output, its living space needs to be guaranteed under certain circumstances.
On the premise of being the output location, we will add the characteristics of the multi-module output mode. The multi-module output mode has the output characteristics of even rain and dew when not deliberately placed. In the case of later output overflow , this mode can minimize the waste of firepower and maximize output benefits. However, this model does have a fatal shortcoming in situations where the output is insufficient in the early stage. Although the output capability of the longbow is only one-fifth higher than that of the fang, it is a good player against medium-sized units in the early stage. The reason is that the output of the longbow You can concentrate all the damage on one of the opponent's modules to achieve the effect of quickly reducing the opponent's modules and reducing the opponent's output capability. The fangs will spread the output to all the opponent's modules, which also results in the fangs being in confrontation. Medium-sized units will gradually fall into a disadvantageous situation in the battle because they are rapidly depleted but cannot quickly reduce the opponent's modules.
After describing the characteristics of the fang as an output position, let's introduce the characteristics of the fang as cannon fodder. As for why the cannon fodder positioning of the fangs is divided into the first and second stages, because the fangs have a unique advantage as cannon fodder compared to the crawlers. They are low-speed and long-range units. This is also a necessary condition for the fangs to be used as cannon fodder in the second stage. .
The second stage cannon fodder is a low-value unit that our side can use to absorb the opponent's damage in the second stage after the two sides exchange battle losses in the first stage. As a long-range, multi-module, low-value unit, the Fang can hide behind our front row units to delay the time they start to absorb damage as cannon fodder. That is to say. After our front row units are destroyed, the fangs hiding behind our front row can also absorb a considerable amount of high damage output for our important units, preventing our important units from being directly locked by the opponent's units, and gaining more opportunities for them. More output time. In addition, due to the low speed of the fangs, another characteristic of being used as cannon fodder is derived: when you place the fangs at the rear of the formation, the fangs join the battlefield quite late. In other words, when the cannon fodder on both sides is lost When all are exhausted, the Fangs will join the battlefield and be used as supplementary cannon fodder. If both sides only have high-value targets left to lock on each other at this time, then you will have an advantage with the addition of new cannon fodder.
Finally, let me explain the use of fangs as first-stage cannon fodder. As the name suggests, the first stage is the first moment of the battle between the two sides. The characteristics of the fang are as cannon fodder, long range, multi-module, and shield technology. In the first stage, the fang can effectively absorb the opponent's high-damage and low-fire rate single shot. Physical output, such as longbow, phoenix. Because of the existence of shield technology, the fangs also have strong survivability when facing small-range low-fire rate units, and can survive missile device attacks. When the two sides exchange cannon fodder in the first stage, due to The fangs will not actively concentrate themselves like reptiles. The fangs with shield technology will be like rats in the trench. There is always a way to survive the first round of fire coverage, so that the opponent's high damage output cannot be locked. Our important target, when the opponent's cannon fodder is more sharp,When they all die first, our heavy firepower can lock onto the opponent's important targets first, which is the first cornerstone of victory.
The low speed of the fangs also has another wonderful effect in the first stage, that is, the fangs will not rush towards the opponent at high speed like a reptile. The basic movement speed of only 6 makes them take the initiative to engage the enemy very slowly. This also means that when a small group of fangs is curled up at the side and rear of the opponent's position, the opponent must take the initiative to walk over to eliminate them, and then have to walk back after eliminating them, and finally join in belatedly. On the frontal battlefield, the back-and-forth time will lead to a disconnect between the opponent's frontal resistance line and the rear output, so that when the opponent's front-line wounded units absorb the damage, there are not enough output units in the rear to fight back. During this period, our side will achieve a very good battle loss ratio when the opponent's output unit has not fully returned to its position, so that when the opponent's output unit returns to the output position, it has lost the safe output environment and is quickly destroyed. wipe out. This tactic is particularly effective when our side is in a mid-mounted high-speed assault formation.
The above is the commonly used positioning, characteristics and usage of the fang unit. Everyone's tactical characteristics and unit cognition will have their own unique parts. I welcome you to supplement and correct my views here, so that I can You can also secretly learn some other ideas, that's it.