Hello everyone, I am an old player from Zone 1. This week, I have been playing this game intensely and also made a lot of friends. I am very happy. Now, I will organize my own algorithm and share my experience with everyone for discussion. Haha, not much to say, let's get straight to the point.
What is "variable-angle calculation"? Variable-angle calculation means adjusting the angle and calculating the force to ensure the accuracy and stability of the attack. Its biggest advantage is that it almost eliminates any throwing methods (high throw, semi-throw), making it quite precise and very easy to master, which well compensates for the drawbacks of throwing methods. I believe experienced players know the drawbacks of high throws.
Alright, here I will talk about the 70-degree variable-angle calculation method, where the initial angle is set at 70 degrees.
First, remember that under no wind conditions, all attack points correspond to screen distances (let me explain: the so-called screen distance is the distance between you and the enemy in one screen. In this method, one screen distance is defined by the game’s left and right frames. When your weapon reaches the enemy's weapon exactly on the left and right frame edges, that is one screen distance. Similarly, there are two screen distances. Simply put, when you can just see the entire player and enemy within the screen).
Below, first remember the landing points of the 70-degree trajectory under no wind conditions:
Screen Distance: 1/4 1/2 3/4 1 5/4 6/4 7/4 2 (exactly two screens)
Power: 25 40 50 60 70 80 87 95
These are the power values corresponding to the shell landing points. What if the opponent is not at whole screen distances? Just adjust the power size accordingly. It's so simple I won't elaborate further. This is the calculation part, now let's talk about the variable-angle.
I just introduced the landing points under no wind conditions. Below is the important part—how to hit in windy conditions? The solution is to adjust the angle to offset the wind force, making it the same as the no-wind landing points. The formula is like this: 70 + or - (wind speed divided by 0.5). In the formula, add for tailwind and subtract for headwind. Why? Let me explain using an example. Everyone knows that under the same power and no wind conditions, the higher the 70-degree angle, the closer the shot. A tailwind makes the shell fly farther, thus canceling each other out and maintaining the same landing point. Therefore, you need to increase the angle for tailwinds. Conversely, for headwinds, the explanation follows similarly.
Let me give a specific example. Suppose you are facing a headwind of 2.5. How do you handle half-screen shots? Simple, 2.5 / 0.5 = 5. Then use the formula: 70 - 5 = 65. Use the angle of 65 degrees, and the power remains the same as in no-wind conditions. You'll find that the trajectory lands exactly the same as in no-wind conditions. It's that simple.
Of course, someone might ask what to do with non-whole numbers like 0.3. It's simple; slightly adjust the power to compensate. For instance, how would you handle a tailwind of 1.3 at three-quarters of a screen? Simple, treat it as either 1.0 or 1.5 winds according to personal preference. Here, I will treat it as 1.5 wind. Using the formula: 70 + 1.5 / 0.5 = 73 degrees. Set the cannon angle to 73. However, since you treated it as 1.5 wind but the actual wind is less than 1.5, it will result in a shorter shot. The answer is obvious—you should slightly increase the power. Naturally, for headwinds, you would decrease the power. I think I don't need to explain this further (don't complain about being too verbose, who threw the tomato?)
The practical operation of fine-tuning the power is very simple. Actually, within one screen, you don't need to adjust unless the error is within 0.2, which can be ignored. You can treat 1.3 as 1.5. However, I want to emphasize that beyond two screens, this becomes very noticeable. After testing, I found that beyond two screens, 0.1 wind can be offset by 0.5 cm of power, and 0.2 wind requires exactly 1 cm of power.
Everyone, pay attention to height differences and make appropriate adjustments. All the landing points mentioned in this post assume you are on the same line. If there is a significant height difference, you need to adjust the power accordingly. Of course, the adjustment won't be too large.
This is the usage of the 70-degree variable-angle calculation method.
Additionally, when the distance exceeds 1.5 screens, the power setting needs to be extremely accurate. I used to play Crazy Tanks and particularly liked flying fire. If you can achieve double kills with flying fire, directly knock down enemies on a narrow bridge, play red beans for a two-screen headshot (this is the hardest), and perform reverse throws on two screens, then I believe your accuracy in setting the power is quite advanced.
That's all for the 70-degree variable-angle calculation method. Any better suggestions, feel free to exchange ideas. Haha.
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