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【FM07】战术设置讨论 - 把你们的战术放上来吧!连接在二楼

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发表于 2-2-2007 11:55 PM | 显示全部楼层 |阅读模式
说起来小弟玩足球经理的游戏已有7、8年了,从CM99到FM07,都玩到不亦乐乎。
与其说是发表,不如说是分享更来的贴切,毕竟这里也有不少老鸟(包括潜水的那些...),战术比我更在行的大有人在。
小弟班门弄斧,欢迎各位对我发表的战术给与意见、纠正。

之前有在游X网拜读了不少论文级的文章,很佩服他们的高见,但我只采用了一些我认为有用的方法,再加上我自己一些的想法来设置我的战术。虽然不是必胜,但也可说胜多输少。毕竟我用的都是Arsenal和MU之类的强队,可以说胜多输少是理所当然。


首先我们来探讨mentality(心态)。mentality可分为两种:

全局心态设置
所有场上球员的心态都一样,全队进攻或防守。这样有什么好处,我到现在都不知道。电脑用的就是这种,所以当你领先,接近完场时,你会看到对方的守门员跑上来参与corner kick。
不止心态,电脑连passing,creativity都是全局设置的。只有forward,dribbing,crossing等才是分开设置。所以你会看到chealsea差不多整队可以上passing completion的榜,因为chelsea打的是short pass。

个人心态设置
这就是我们常用的设置,GK,DC,RLB,DM的心态较denfensive;CM,RLW,AM,ST的心态较attacking。
从别的文章得知,心态决定球员的传球方向,比如说DC的心态为4(0是全防守,10是普通,20是全进攻),那他拿到球后,多数都会传给DC,GK,或DLR,只有在他认为他的传球80%可造成进攻威胁,他才会把球传给AM,RLW或ST。
AM的心态设置为14,当他拿球后他认为他的传球40%可造成进攻威胁,他就会把球传给RLW或ST。以此类推。

通常我球员的心态都不超过两格即
GK-4
DC-6
RLB-8
CM(D)-10
CM(A)-12
RLW-14
FC-14
ST-16
这样可以确保传球的流畅性。RLW和FC的心态我放一样,因为这样他们三人可以配合做球给ST。也可把FC的心态设为16,ST设为18。又或FC和ST同设为16。FC,ST和RLW都设为设为14也可以。


接下来我们谈谈creative(创意)、passing(传球)和tempo(节奏)。
给与球队太多的创意,会造成战术执行失败。所以我通常GK放0,DC放4,DM放8,这样他们会稳守自己的岗位,减少出现漏洞。至于其他就放10。但我喜欢队里有一个打free role的中场,给他14~18的创意,这样在僵局的时候有意想不到的收获。

有人说passing和心态一样,不能相差太远,比如说GK比DC左两格,DC比RLB左两格依此类推。我个人不赞同通常除了GK-16,DC-14,我全队的传球是短传(RLB到ST-0),这样可以确保我球队的passing completion高一点,控球时间多一点。

控球时间大多取决于节奏,节奏越慢,控球时间越多。还有就是主客场。假设两队的节奏都一样,主场球队的控球时间会大概高于客场球队1.2到1.5倍。控球时间长有什么好处呢?当然就是减少对方碰球,从而减低对方射门次数。
所以在主场,我们节奏不用放太慢。尤其是主场对鱼腩球队,放太慢反而会减少自己的射门次数而被他们的水桶阵逼平。对到强队也就放慢多1、2格就好了。
在客场,如果他们控球多,你的节奏就必须放慢,这样你才可以得到多一点控球时间来组织进攻。

width方面,我通常都会放wide(14左右)。这样球员会利用场上的空间做进攻,而不是一味的往中间进攻(对到象liv和chelsea有变态的双后腰,十个Henry都不够)。打双翼齐飞就必须放wide。


再来就是抢逼(closing down)
有人说如果对方打防守反击,我们后卫就得高抢逼,把对方前锋的球抢回来。但我用了几场反而被对方捡到便宜,因为我的后卫会对对方的AM抢逼而离开位置,DM来不及补位,这样反而让对方的前锋有机可乘。所以我不主张DC放高抢逼。通常我DC的抢逼只放6。
对打防守反击,我主张DM抢逼(平常14,对防反就放18),除了DC和GK,全队抢逼放14。因为对方打反击,他们会把球控在后场或半场圆圈附近,所以前锋和中场必须对对方的后方进行抢逼。
如果对方实力不错,又没打防守反击,抢逼通常我只放10。因为我们可以在opponent instruction那里对特定的球员抢逼,不用去抢逼不值得抢逼的球员,而给了对方核心球员空间进攻。


time wasting(拖时间)和defensive line(后防线)
拖时间不用讲了吧?连FM里都给贴士,叫我们最好用在接近完场时才用。至于后防线,我一直都只放6。这样我的DM会成为第一道防线,那我的DC就是第二道防线。如果DM抢逼失败而出现漏洞,我的DC可以补防,这样安全多了。如果防线放太高,DC一漏人,GK就出击,那你只能祈祷了...


tackling(铲球)
除了GK放easy,DC放normal,全队放hard。因为我发现除了aggression,morale(士气)是中卡的主要原因。我队伍的黄卡和红卡是全联盟最少的。因为比赛时我球员的morale(士气)都很高。大家不仿留意,全联盟中卡最多的通常是时常输球的下游队伍。


解释了基本战术,接下来就要讨论442的战术了

有一句老话:买最好的球员,不如买最适合的球员。

在这个442战术的战术里,要求必须有:

一个顶级前锋(ST)
速度、加速度、无球跑动、盘带、射门、first touch一定要高,尤其是盘带和射门,最好有16以上。在这个战术中,这位置的射球最多,所以必须要有一个能把握机会的射脚,必要时还能自己盘球突破防线。
理想的球员:Henry, Delgado, Adriano, kaka, marcelo, robben等

一个target striker(FC)
头球、弹跳或力量必须要高,如果是力量型空霸就更完美。他的首要任务不是进球,而是做球,或打反防时作为衔接后场长传至ST或RLW的中间人。虽然他的射球次数不会多过ST,但只要能把握机会,也有不错的进球数量。
理想的球员:Baptista, Foti, Klose, Smith, Asamoah, Rooney, Ibrahimovic等

一个打free role的CM/AM
创造力、传球要高。最重要free role要15以上(用FM Scout看),这个战术里,这个位置的creative freedom是最高的,主要用来打破僵局,所以最好传球和创造力有15以上,射门有14以上就更好了。
理想的球员:Rosicky, Rooney, de Guzman, Seedorf, pirlo, Totti等

一个组织型CM/DM
由于他的主要任务是组织进攻,所以tackling只要及格(12以上)就可以了,力量是bonus,反倒是对传球和远射要有一定的能力,最重要有dictates tempo(控制节奏)的习惯。他的功能就好像是大脑一样,是控制进攻的场上将军。或许他可能不是队上助攻最多的,但却是不可缺少的灵魂。
理想的球员:Fabregas, Gerrard, Ballack, pizarro, De Rossi, Cambiasso, Carrick等

边锋就照常,但crossing或dribbing或两个必须要好,jumping是bonus。因为当中路打不开局面时,就要靠边锋吊球或盘球强行突破。边卫crossing有12以上就ok了,盘带不用太高。
中卫不用说了吧?弹跳最少16。头球、盯人、铲球、集中力要高。身高不用鸟他,之前我做过试验,证明了身高根本没鸟用!!速度中上就可以了,如果一个中卫速度慢,就要用一个速度快的来配搭。
GK不想说...也不用说。


接下来我们来讨论442的战术设置
首先,我们必须把空霸和playmaker放进target man和playmakers的名单里面。
target man的名单不能放多最好放一个正选和候补的空霸,如果你的DM弹跳不错(如cahill)也可放进名单里。(如果放target man,就不要放在playmaker里)
playmakers的名单则可以多一些,通常我都放3-4个正选(CM(D)/DM一定要在名单中,排名不要紧),2-3个候补。
当你target man和playmakers的名单里有人选后,游戏中电脑自动会用他们。这样我们就不用勾Use Target Man和Use Playmaker的选项了。为什么呢?如果我们勾了,电脑会大量的使用名单里放第一的球员,万一对方把你这两个人防死了,他们就会消失在球场上面,那你就完蛋了。如果没有勾,电脑会使用名单中(或队上)的所有人来参与进攻,那你的球队就能多点开花,个人认为与其依赖两个人,不如用多人来发动攻击。
也因为这样,球队上的中场和前锋必须要有一定的传球能力,这样才能让电脑顾不遐及。

阵型:
442平行中场,MLR拉虚线上两格。我不喜欢用菱形中场,因为AM的回防意识比较少,所以很DM容易被对方的CM二打一。

Team Instruction:
Mentality-14
Creative Freedom-10
Passing Style-0
Tempo-8
Width-15
Closing Down-10
Time Wasting-10
Defensive Line-5
Tackling-Hard
Focus Passing-Mixed
Marking-Zonal
Target Man Supply-Mixed
勾Tight Marking

这个设置用来打主场基本上没有问题。但在客场我们必须留意电脑的战术,然后作出调整。通常客场tempo我会放6
比如说对方喜欢possession football,你要看他的控球是在哪里,如果是在后场和半场,那你Closing Down就要放14-18,如果实在前场(也就是说他压着你来打),那我们不能硬碰硬,Closing Down-10,把MLR的虚线弄掉,然后tempo放0-4,勾Counter Attack。

再来就是球员的个人设置
GK
Mentality-4
creative freedom-0
passing stlye-10
closing down-0
tackling-easy
forward run-rarely
run with ball -rarely
long shot-rarely
cross ball-rarely
cross from-mixed
cross aim-mixed
distribution-quick throw
distribute to-none

DLR
Mentality-8
creative freedom-team
passing stlye-team
closing down-team
tackling-team
forward run-often
run with ball -mixed
long shot-rarely
through ball-rarely
cross ball-often
cross from-deep
cross aim-mixed

如果球员crossing不高,cross ball就放mixed,dribbling不高,run with ball就放rarely。可根据球员的数据做调整。

DC
Mentality-6
creative freedom-0
passing stlye-14
closing down-6
tackling-normal
forward run-rarely
run with ball -rarely
long shot-rarely

through ball-rarely
cross ball-rarely
cross from-deep
cross aim-mixed
marking-man
tight marking-yes

MLR
Mentality-team
creative freedom-12
passing stlye-team
closing down-team
tackling-team
forward run-often
run with ball -ofteh
long shot-rarely

through ball-rarely
cross ball-often
cross from-byline
cross aim-mixed

CM(A)/AM
Mentality-12
creative freedom-14~18
passing stlye-0
closing down-team
tackling-team
forward run-often
run with ball-mixed
long shot-mixed

through ball-often
cross ball-rarely
cross from-mixed
cross aim-mixed
勾free role

如果球员不能free role,那就不要勾,creative freedom放12-14就好了。

MC(D)/DM
Mentality-10
creative freedom-team
passing stlye-0
closing down-14
tackling-team
forward run-mixed
run with ball-mixed
long shot-often

through ball-often
cross ball-rarely
cross from-deep
cross aim-mixed
勾hold up ball

因为是组织进攻,所以他不能时常forward run,必须留在后面策划,strength不高就不要勾hold up ball,不然给对方前锋抢逼,一失球就危险了。
如果是makelele之流,不要放在target man或playmaker的名单,forward run, run with ball, long shot都要放rarely,让他专心协防就好了,不必参与太多进攻

FC
Mentality-team
creative freedom-tam
passing stlye-team
closing down-team
tackling-team
forward run-often
run with ball-mixed
long shot-mixed

through ball-rarely
cross ball-rarely
cross from-mixed
cross aim-mixed
勾hold up ball

如果对方后卫弹跳低,target man supply就放to head,如果对方后卫弹跳高,就放to feet。strength不高不要勾hold up ball。
不是空霸的话,不要放在target man的名单,不要勾hold up ball。如果速度快(walcott之流)可放在target man的名单,但target man supply必须放run onto ball。

ST
Mentality-16
creative freedom-12
passing stlye-team
closing down-team
tackling-team
forward run-mixed
run with ball-often
long shot-mixed

through ball-rarely
cross ball-rarely
cross from-byline
cross aim-mixed

你会看到ST每场大概会盘带6-10次左右,属正常。如果盘带不好,run with ball就放mixed好了。

[ 本帖最后由 ifrit2020 于 21-2-2007 02:14 PM 编辑 ]

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 楼主| 发表于 4-2-2007 01:53 PM | 显示全部楼层
欢迎大家把你们的战术放上来,我会在二楼放连接。hikki_hikki,浪花兄,我期待你们的战术哦!

第1页20楼 - wwfan的最新TTF RoO 4-4-2阵型

第2页30楼 - ifrit2020的442阵型主客场的战术调整

第3页68楼
原作者:wwfan (FM-Britain T&T Moderator)
翻译:zhaoblue
原文地址:http://www.fm-britain.co.uk/forums/index.php?showtopic=4141

[ 本帖最后由 ifrit2020 于 9-5-2007 10:50 AM 编辑 ]
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发表于 4-2-2007 06:32 PM | 显示全部楼层
原帖由 ifrit2020 于 4-2-2007 01:53 PM 发表
欢迎大家把你们的战术放上来,我会在二楼放连接。hikki_hikki,浪花兄,我期待你们的战术哦!

誰是浪花??
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水友 该用户已被删除
发表于 4-2-2007 08:08 PM | 显示全部楼层
晚一点,等我回家后,我发最近偶觉得非常好用的战术
si上公认得。。。
他的理论也非常好。。
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发表于 4-2-2007 08:10 PM | 显示全部楼层
你肯定是阿申纳迷对吗??
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 楼主| 发表于 7-2-2007 06:47 PM | 显示全部楼层
游戏里算是啦。现实中只要是踢流畅足球的队伍我都支持。

你们有谁试用了我的战术吗?给点反馈嘛!

[ 本帖最后由 ifrit2020 于 7-2-2007 06:55 PM 编辑 ]
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Follow Us
发表于 7-2-2007 07:38 PM | 显示全部楼层
原帖由 ifrit2020 于 7-2-2007 06:47 PM 发表
游戏里算是啦。现实中只要是踢流畅足球的队伍我都支持。

你们有谁试用了我的战术吗?给点反馈嘛!

还没看完...迟点看了再试!!
应该很好的啦!你的战术很完整下哦!!
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发表于 7-2-2007 08:36 PM | 显示全部楼层
我明天要回怡保了
兩個星期沒fm玩了
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发表于 7-2-2007 09:57 PM | 显示全部楼层
羡慕下。。我大学到除夕夜前的friday才有holiday
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发表于 8-2-2007 12:51 AM | 显示全部楼层
原帖由 ifrit2020 于 7-2-2007 06:47 PM 发表
游戏里算是啦。现实中只要是踢流畅足球的队伍我都支持。

你们有谁试用了我的战术吗?给点反馈嘛!

我参考了你的战术,然后再根据球员的特点更改了一些。
大概都跟你所说的差不多,但我没想到在客场打慢节奏却比快节奏创出更多的射门机会。
空霸和快前锋也在这战术下充分发挥出火力,我的bellamy已连续在几场比赛里上演帽子戏法了。
我不太赞成用hard tackling,用normal会比较好,我在试的第一场就吃下两张红卡,以及一堆黄卡
如果球员的passing很好的话,不妨用mixed passing,无谓浪费他的才能嘛
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发表于 8-2-2007 07:18 AM | 显示全部楼层
原帖由 Harry1125 于 7-2-2007 09:57 PM 发表
羡慕下。。我大学到除夕夜前的friday才有holiday

我其實不想那麼早回的
情人節不能過了
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发表于 8-2-2007 07:28 AM | 显示全部楼层
原帖由 Jenson 于 8-2-2007 12:51 AM 发表

我参考了你的战术,然后再根据球员的特点更改了一些。
大概都跟你所说的差不多,但我没想到在客场打慢节奏却比快节奏创出更多的射门机会。
空霸和快前锋也在这战术下充分发挥出火力,我的bellamy已连续在几 ...

你參考了嗎??
那個mentality不能超過2以發揮較好的配合的原理是不是真的??:@
我玩那麼久fm這次是第2次看到有人發表這個原理
我也覺得沒甚麼影響
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发表于 8-2-2007 11:36 AM | 显示全部楼层
原帖由 ifrit2020 于 7-2-2007 06:47 PM 发表
游戏里算是啦。现实中只要是踢流畅足球的队伍我都支持。

你们有谁试用了我的战术吗?给点反馈嘛!


你的战术是上面那篇文章啊??
介意post你的tactic上来吗??
这里可以post吗??
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发表于 8-2-2007 11:39 AM | 显示全部楼层
原帖由 依然范特西 于 8-2-2007 07:28 AM 发表

你參考了嗎??
那個mentality不能超過2以發揮較好的配合的原理是不是真的??:@
我玩那麼久fm這次是第2次看到有人發表這個原理
我也覺得沒甚麼影響


红色的是什么意思???超过2??
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发表于 8-2-2007 12:47 PM | 显示全部楼层
原帖由 heehaa86 于 8-2-2007 11:39 AM 发表


红色的是什么意思???超过2??

只要爬回楼主的第一帖就会明白了,球队及球员的指示也都在里面。
顺便在这回答依然范特西兄的问题,我的确照楼主所说的那样,心态都不超过2。
暂时都没遇到什么大问题,球队的打法都很流畅,就算稍微调快节奏,也还能牢牢控制着场面。
目前都还没对到强劲的对手,不过就快要对上切尔西,回家后再让大家知道进展吧。
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发表于 8-2-2007 07:13 PM | 显示全部楼层
原帖由 Jenson 于 8-2-2007 12:47 PM 发表
只要爬回楼主的第一帖就会明白了,球队及球员的指示也都在里面。
顺便在这回答依然范特西兄的问题,我的确照楼主所说的那样,心态都不超过2。
暂时都没遇到什么大问题,球队的打法都很流畅,就算稍微调快节奏,也还能牢牢控制着场面。
目前都还没对到强劲的对手,不过就快要对上切尔西,回家后再让大家知道进展吧。

這樣哦..我就等你告訴我你的進展吧
因為我從來不覺得mentality相差太大會影響流暢度的
但還是要重申..每個人想法和遊戲裡學到的經驗不一樣..
所以ifrit和我的戰術原理也會相差那麼多
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水友 该用户已被删除
发表于 9-2-2007 06:24 PM | 显示全部楼层
原帖由 水友 于 4-2-2007 08:08 PM 发表
晚一点,等我回家后,我发最近偶觉得非常好用的战术
si上公认得。。。
他的理论也非常好。。

轉貼。。。

上周看到wwfan在si forums发了新的文章,但直到昨曰才开始瞻仰。之前看到论坛也在讨论,大家希望看到中文的翻译,于是本人斗胆先翻译了第一部分 导言 Introduction,放上来供需要的朋友一睹为快。有朋友说过很乐意一人翻译一部分,如果您有翻译好的部分,可以贴在下面,版版大人可以合并一下。

本人不才,如果翻译欠妥之处,请指正并多多包涵。
等静下来,本人也很乐意为其他部分进行翻译并一一奉上。

转帖请注明原作者及各部分的译者,及其所在论坛。

2007.02.05 译完 Introduction(导言)

2007.02.06 译完 Three Philosophies of Tactic-Building(构建战术的三种体系)

2007.02.08 译完 The ‘Demise’ of the Rule of Two and Slider Apathy(二的规则和滑条互离理论的“退位”)

=========================================================


‘07中的新策略及新理论(New Strategies and Theories for '07)

原作:wwfan
原文地址:点击进入


Introduction
导言


I hope SI forgive me for saying so, but as of yet their arguably unparalleled simulation of football management fails in one respect to live up to the real thing. It is not yet sophisticated enough tactically. I know that some of you who are struggling with the game may sit with gaping mouths when reading this and think my brain has become addled, but I’ll explain.

我希望SI能够原谅我所说的这些,到目前为止他们所说(论证、推广)的举世无双的足球经营游戏在一方面上使得真实性大减。那就是战术方面还不够成熟。我知道你们其中一些在游戏中苦苦挣扎的人在读到以上这些时会张大嘴巴并且认为我脑子坏掉了,但是我一会儿会解释的。

In the modern game of football it is next to impossible to come up with a tactical formation that top clubs boasting experienced managers and quality players are unable to outperform with some degree of consistency. If it could happen then by now a smaller side would have won the Premiership via sheer tactical nous alone. Yet it hasn’t happened and is increasingly unlikely to. Why? Simple. Money and quality always, always outperforms lack of quality. Tactical mistakes from big sides (picking the wrong player for the match, being too attacking, too defensive) may allow a small side to win the odd match, but it won’t happen with regularity. Witness Man Utd’s return to the 4-4-2 that has been the cornerstone of their success and the required ditching of a work-shy goal poacher to accommodate it. Did Ferguson make tactical errors over the last two years? Undoubtedly he did. Did he buy the wrong players? Indisputably. Has he learned from his mistakes? Seems he has. Did Man Utd finish outside the top four in those 4-5-1 days, a position most fans of small clubs would die for? Not once!

在现代足球中,几乎不可能摆出一个比那些拥有值得自豪的富有经验的教练和出色的且一定程度上更团结的球员组成的顶级俱乐部更出色的战术阵型,因为如果能的话,那现在一些小的俱乐部就能够仅通过纯粹的战术理念去赢得英超冠军了。然而这并没有发生且越来越不可能发生。为何这样?很简单。资金和质量两者兼具,总是会比缺乏质量要好。大俱乐部的战术性失误(安排了不合适的球员上场,攻得过猛,过于保守)会使得一些小俱乐部赢得这样一些比赛,但这只是偶尔发生的。目睹曼联回归到那个带给他们成功的且同时为了帮助那个疲软的射手找回状态的4-4-2阵型。是否福格森在最近的两年里有过错误的战术安排?当然有。他是否买了不恰当的球员?无可厚非。他是否从这些失误里吸取了教训?看来是这样。曼联是否在使用了那个置拥有众多球迷的小俱乐部于死地的4-5-1阵型期间进入过前四?从没有过!

The FM tacticians still have a serious advantage over real life managers. They can exploit tactical weaknesses in general terms that don’t exist in the real world. A new system of play can undermine the carefully thought out logic of the game-engine and allow a user team to outperform the AI despite a serious quality gap in personnel. That rarely happens in real life. A team will only get promoted if its squad is among the better squads in the division. Yes, the best team may not win the title and tactical variations can give slight advantages, but they are slight only. Until this version of FM this has not been the case in our virtual world. Many tactics have outperformed the AI in ways that could never happen in real life, with Diablo being the most notable. SI obviously want to eliminate this, as a simulation’s main intention is to successfully mimic real life. So, each version of the game sees a battle between developer and tactical guru, as one tries to build a more and more realistic system of play and the other tries to undermine it with creative tactical innovations. So far, the gurus have always won.

FM游戏的战术家比起现实中教练们有一个巨大的优势。他们能够利用现实中不存在的战术弱点。某种新的战术机制会破坏游戏引擎缜密设计的逻辑,使得玩家那有严重人员缺憾的队伍比AI的更加出色。这在现实中是很少见的。一个队伍只有当球队阵容在联赛中说得上时才能够晋级(有所提高)。不错,最好的队伍未必会赢得冠军且战术的调整能够得到微弱的优势,但毕竟只是微弱的。直到这个版本的FM中这些仍未被当会事儿。许多战术用一些现实中不可能遇到的方式来胜过AI,其中Diablo战术最为著名。很明显SI想要将这种问题克服,仿真的主要意图就是要成功地模仿现实生活。所以,每个版本的游戏都可以看成是开发者与战术大师间的较量,前者试着构建越来越真实的比赛环境,而后者则总试着用富有创造性的战术来破坏它。到目前为止,获胜的总是战术大师们。

Both FM06 and FM07 began their shelf-lives with constant criticism from consumers. ‘The game is too hard’, ‘tactics are too complex’, ‘it’s unrealistic that I can’t get Chelsea to win the title in my first season’ are common complaints. These should read ‘the game is hard because it is more realistic and thus bad user tactics get ripped apart by AI managers that know what they are doing’ and ‘I can’t get Chelsea to win the title in my first season because I’m a newbie manager who really doesn’t know what he is doing which is realistic in the extreme.’ In ’06 the tactical gurus then kicked in and new ways of tactic creation were explained and implemented and the SI forums went quiet. Some of the theories and tactics, as in previous versions, went on to have seminal status. In ’07 these have yet to arrive.

FM06和FM07 自从上市以来就不断遭到消费者的批评。“这个游戏太难了”,“战术太复杂了”,“我选切尔西居然第一个赛季没有夺冠,这不现实”,这些抱怨很常见。其实这些应该这样说,“因为这游戏更真实,因而用户的烂战术被洞悉一切的AI经理完全看穿,所以这个游戏太难了”和“由于我是一个绝对不知道在真正的现实里该干什么的菜鸟教头,所以我选切尔西第一个赛季没有夺冠”。在‘06 的时候,战术大师们解释并做到了用突破的新方式创建战术,SI论坛沉寂了。一些理论和战术在之前的版本里都得到了延续。而现在它们仍延续到了’07里。

Have SI finally defeated the tactical gurus and developed a tactical system that constantly prevents user systems from outperforming the game-engine? I think they are close, but they are not there yet. I’m still performing much better than my player quality would suggest I should, although I haven’t reached the comfort zone I achieved in ’06 in which I could sit back and relax after 10 minutes of a game in 95% security I would get a draw at least. I have to remain focussed all game. But, I believe I am outperforming the game-engine, and am within touching distance of cracking it. I will certainly dominate divisions with players equal to or above the divisional average, which is what we are all trying to do.

SI最终是否会开发出一种不断阻止游戏引擎被超越的战术系统来击败战术大师们?我认为他们就快做到了,但是此时还未做到。虽然我还没有达到在‘06时一场至少能打平的相当保险的比赛进行10分钟后放松休息一下那样,但我的球队仍然表现得比我球员自身能力所应得的要好的多。我需要将将注意力集中在所有比赛上。但是,我相信我超越了比赛引擎,并且就快要破解它了。我必将像大家都想做的那样,用等同或凌驾于联赛水平之上的球员来统治联赛。

The rest of this article/thread discusses the whys and wherefores of tactical methodologies, their strengths and limitations and argues that a whole new mind-set is required when designing tactics in ’07. Finally, it offers the beginnings of some theories and frameworks that will, hopefully, allow users to create solid tactics and reduce their frustrations.

本文接下来将讨论诸多战术理论之所以然,它们的优势和局限性,以及论证有必要在设计‘07的战术时用一个全新的理念。本文最后提供了一些初步的理论框架,将可望帮助用户创造可靠的战术,减少挫折感。
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水友 该用户已被删除
发表于 9-2-2007 06:25 PM | 显示全部楼层
=======================07.02.06更新翻译=======================




Three Philosophies of Tactic-Building
构建战术的三种体系

There are many individual philosophies concerning tactic building in the T&TT Forum. Some ‘gurus’ prefer highly complex methodologies consisting of tactics for every situations. Others prefer simplified approaches that require little tweaking or adjustment. Others still try to construct weird asymmetrical formations that confuse the AI and take advantage of engine weaknesses. This opening section will analyse the intricacies of the different approaches.

在T&TT论坛上有许多关于构建战术的独立体系。有些“大师”热衷于用非常复杂的方法组成各个情况中的战术。其他一些喜欢进行微调这样简洁的方式。其他一些仍然试着创建怪异的非对称阵型以搞乱AI并利用引擎的弱点。本章一开始将分析这些错综复杂的不同流派。

Complex
复杂流

I would be regarded as a ‘complex guru’. My tactics and threads take into consideration the minutiae of the tactical settings and require considerable building and setting up before game-play begins. I demand individual mentality settings for each player and different home and away settings for individuals and the team as a whole. My theories have been criticised as being too anal and determent on constant minor tweaks before coming to fruition.

我可能称得上“复杂流大师”。我的战术和思路会在比赛开始前就考虑到复杂的战术设定并且需要相当多的构造和设定。我要求每位球员有单独的心态设置以及个人和球队的主客场不同设置。我的理论被挑剔为过于追求细节以至于妨碍了理论自我逐步完善,最终达到成熟的过程.

These criticisms have always rankled. My own take on my approach is that I try to build a logical mentality framework that can be adjusted to suit any formation, within which individual settings can be manipulated to produce the required results. The framework I devised in ’06 did that exceptionally well and allowed me, towards the end of 06’s shelf-life, to be able to showboat, switching between formations as and when I pleased with no detrimental affect on performance. The football was fluid and effective, capable of scoring goals and keeping things tight defensively. At no point did I believe it was over complex or reliant on slight slider tweaks. The mentality framework was logical, as were the home and away settings, and I rarely thought about minor slider adjustments. Once it was right, it was right.

这些吹毛求疵的意见总是让人觉得气愤。我试图用我自己方式建立一个可以调整到适合任何阵型的一个符合逻辑的心态框架,它可以采用个人的设置来达到所需要的结果。我设计出的‘06框架直到’06成为过去,它一直表现得相当出色,在不同阵型间切换也能有着不错的表现,我对此表示满意。用它能踢出流畅和让人印象深刻的比赛,并且能在不乏进球的同时保持严密的防守。我从来都不认为这有多么复杂或是需要去微调滑动条。这样的心态框架是符合逻辑的,主客场设置都很好,而我从来不考虑去进行微调,只要它正确过一次,那它就是正确的。

Yet, I became a victim of my own success. Within 10 minutes of any game I would be able to see if my chosen tactical-flavour was the right one and either leave the game to run, or switch to another system before the opposition had too many chances and win the match in the second half. I only lost 5 or 6 games in total in all competitions over my last four seasons. My interest waned as the game became too easy and I began to play half-heartedly. Although it is fun winning there does need to be a challenge. When ’07 came out I hoped it would answer said challenge and it has not disappointed. I will further this discussion later in the ‘Demise’ of the Rule of Two.

然而,我成了自己成功的牺牲品。我只看所有比赛的前10分钟,如果我是一开始用的战术就是正确的,或者在对手拥有太多机会之前我换到另外的一个能够在下半场制胜的正确战术时,我就不再去管它了。在我最后4个赛季里我总共丢掉的比赛只有5、6场。当游戏变得这样简单我就开始失去兴趣并且开始敷衍了事了。虽然胜利是很快乐但我需要有一个新的挑战。当‘07出来的时候我希望它能够带给我这样的新挑战,它没有让我失望。这我会在稍后的二的规则的“退位”中详说的。

Simple
简单流


The archetypal ‘simple’ approach is the Slider Apathy favoured by Asmodeus. It is based (or was based in ’06) on a dual mentality setting which linked strikers to defenders by use of a high defensive line. This enabled the team to remain compact whilst ensuring five players defended and five attacked at all times. Other settings were left to user preference as to their judgement of player ability. It produced a different style of play than the Rule of Two system I was using, but was equally effective. Unlike myself, Asmodeus has never been accused of over-complexity and his ideas and system, although theoretically and intellectually sound, offered effective tactics for the more casual game-player. Like myself, Asmodeus built tactics that out-performed the game engine (and here’s the rub, to be discussed later).

典型的“简单流”就是Asmodeus(另一位比较著名的FM玩家)所钟爱的滑条互离原则(注:Slider Apathy,之前有人将此解释为分裂原则,原意是滑条冷漠,意思就是特定的两个滑条不应该在同一位置)。它以后防线前压从而使得有两种心态设置的前锋与后卫之间联系起来为基础理论(或许它只构建在‘06中)。这样它能够在保证队形紧凑的同时总是让5名球员负责防守而另外五名负责进攻。其他设置用户可能根据球员的能力进行设置。这样就产生了一种和我是用的二的规则所不同的风格,但同样有效。不像我,Asmodeus的想法和体系虽然被炒得沸沸扬扬,但从未被指责为太复杂,许多不求甚解的玩家用它们做出了有效的战术。和我一样,Asmodeus构建的战术超越了游戏引擎(就此打住,稍候再讨论)。

Asymmetrical
非对称流

The asymmetrical ‘gurus’ build tactics that rely on formations that would be unthinkable in real-life football. Four-three-threes with weird side-arrows are the most common variant but there are others. I would also place Diablo, with its long-farrowed MC, in this category even though it is not asymmetrical, as a midfielder constantly sprinting half the length of the pitch to become an auxiliary centre-forward is highly unrealistic. These tactics all work(ed) because they challenged the logistics of the game-engine and took advantage of scenarios unimagined by the programmers. Another example of the AI failing to deal with unrealistic tactical plans is the ‘everyone at the back post’ corner routine which warped any testing of ’06 tactics as it guaranteed too many goals from set-pieces.

非对称流的“大师”用在现实中不可能实现的阵型来构建战术。边路拉出奇怪箭头的4-3-3阵型是最常见的,但他们不是这样做。这我就要提到Diablo阵型了,阵型里有一个长途奔袭的MC,这样子的话虽然它是对称的,但一个中场坚持不懈的飞奔过半个球场去充当一个前锋是相当不现实的。之所以这类的阵型有些奇效是因为违反了游戏引擎的逻辑并利用了程序员们预先没有想到的设计漏洞。另一个造成AI不知所措的不现实战术就是扭曲了所有‘06战术测试的“要求所有人在后点”角球战术(BT角球)的定位球高进球率。

It is easy to write off the asymmetrical tactical gurus as game-engine hackers who search for bugs and errors within the engine and exploit them. Their tactics have little to do with real football and a lot to do with the difficulties of programming a football simulation that can cope with unrealistic and unexpected systems of play. These tactics have their place, as they will help SI develop an understanding of where their game-engine holes are located so they can fill them. They are also the result of highly creative thinking and analysis and should be commended. However, that doesn’t stop me from hoping that they all fail. Once asymmetrical tactics fail to out-perform the engine then a greater level of realism will have been reached than ever before. I think ’07 may well have reached this plateau.

很容易一口气就写出像游戏引擎破解者一样的非对称流战术大师们是如何找寻并利用游戏引擎的漏洞的。他们的战术中利用太多由于仿真足球游戏编写过程中还不能及的真实性和意外性,利用的真正足球理念却微乎其微。他们的战术也有自身价值,那就是它们会帮助SI去了解并修补它们的游戏引擎存在问题的地方。值得称道的地方是它们是高创造力及高分析能力的结晶。但是,这些仍不能阻止我希望他们统统失败。当非对称流无法再超越游戏引擎的时候,那种真实性将是前所未有的了。我相信‘07可能会达到这样的水平。

Before I am attacked by the asymmetrical gurus, I wish to state here and now that I also regard my and Asmodeus’s systems as ones that took advantage of inadequacies in the game-engine and should be as equally open to criticism as asymmetrical tactics. The following section will explain why I have come to think this way.

在我被非对称流大师们围攻之前,我此刻想声明,我把我的战术于Asmodeus的战术一样去看待,因为我们的战术都从游戏引擎上或多或少获得利益,所以也应该接受非对称流战术的批评。

[ 本帖最后由 水友 于 9-2-2007 06:27 PM 编辑 ]
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水友 该用户已被删除
发表于 9-2-2007 06:25 PM | 显示全部楼层
The ‘Demise’ of the Rule of Two and Slider Apathy
二的规则和滑条互离理论的“退位”

Demise is too strong a word. The Rule of Two still works and, judging from Asmodeus’s New Year resurrection of Slider Apathy, so do his theories. However, they are seriously challenged by the new engine and nowhere near as effective as before. Rule of Two still over-performs in terms of results but not in terms of possession, chance creation and fluidity of play. It would be relatively easy to remain on the Rule of Two bandwagon and still do quite well. But ‘well’ is not enough. I want to be able to dominate possession, play pretty football, score well worked goals and win in some style and the Rule of Two does not do this. I’ll try to explain why and how I think its dominance has been challenged.

退位这个词太沉重了。2的规则依旧有用,从Asmodeus滑条互离理论在新年的复苏看来,他的理论也还有用。然而,它们在新引擎下受到严重制约,使得它们远不及以前的效果。二的规则从比赛的结果上来说依旧能超越(游戏引擎),但控球率、机会的创造、流畅度却不能是这样了。要保留二的规则的余热是相对简单的况且它仍然表现得还不错。但仅仅“不错”是不够的。我想要主宰控球率,踢出漂亮的足球,精彩配合后进球以及用一些二的规则所不能做到的方式去赢球。我一会儿会解释为何我会觉得这些支配欲受到挑战以及我是如何想的。

Defensive Line and Mentality
后防线及心态

Arguably, the reprogramming of the defensive line and increased mentality differentials have been the undoing of both the Rule of Two and dual mentality frameworks. In ’06 employing a high defensive line kept both types of formation tight and allowed for solid defence and fluid attack. The user had the best of both worlds. His team could be both defensive and attacking at the same time. The game-engine couldn’t cope with this and both systems out-performed to a huge degree. In this respect they are no different to the asymmetrical tactics I challenged before, with the exception that they were built on logical frames that the game designers hadn’t foreseen, rather than exploiting holes and gaps with weird arrows and positions.

将后防线系统及不同心态差别的程序重写,这对2的规则和双重心态框架来说无疑是毁灭性的。在’06中利用前压的后防线能使得阵型紧凑以造就坚固的防守和流畅的进攻。玩家们鱼和熊掌兼得了。他的队伍能够在防守的同时去进攻。游戏引擎不能应付这样的情况所以使得引擎的防守和进攻体系都被大大的逾越。出于以上几些,除却它们是构建于游戏设计者没有预见到的逻辑框架之上的这点要强过凭借怪异的箭头和位置去利用漏洞的做法之外,这类战术和我之前所鄙视的非对称流战术没有区别。


The reworking of the defensive line, so that it only kicks in when a team loses possession, is one of the key elements that have forced an alteration of approach for the tactical gurus. Any formation that relies on heavily split mentalities will struggle with the gaps in and behind the defence that a high line leaves with low mentality defenders or a low line leaves with high mentality midfielders. The defence retreats more quickly than the midfield so there is too little cover in front of it and the defenders becomes horribly exposed. This affect is minimised by working out the average mentality for the team and then giving the defensive line the same slider setting, but this still fails to combat the other main issue of heavily split mentalities, which is player confusion.

后防线系统的重写使得它只在球队失去球权的时候起作用,这是迫使战术大师们改变套路的     主要因素之一。任何心态设置差别过大的阵型都是会面临一个问题,那就是低心态后卫加上后防线前压或者是高心态中场加上后防线收缩时其防线上的或者是身后的漏洞。后防线撤退的会比中场线快的多,所以这样就会让使得后防线得到机少的掩护,以至于防守球员直接被暴露在对方面前。计算出球队的平均心态然后将后防线滑动条设置到相同的值便能够将此影响降到最低,但是这样仍不能解决心态设置差别过大带来的另外一个主要问题,那就是球员的混乱。


Mentality has been reworked so that on field mentality differences are more acute than previously. Thus, a heavy mentality split will produce a loose formation that offers a lot of space that a tight, (near) global mentality system then exploits. This weakness of this type of tactic is accentuated by player confusion as to where they should be passing. A player with a low mentality is unlikely to play a risky ball to a high mentality player up the pitch and instead will pass to a player with similar mentality settings, which leads to lots of aimless passes between the back four and a defensive mentality midfielder. Eventually possession is lost as the opposition closes them down and the team is under pressure. The risk of such play is minimised by employing defensive midfielders who sit in front of the back four and protect it from counters whilst still being high mentality enough to launch attacks of their own. The best Rule of Two tactical set I have seen employs one or two defensive midfielders in all its flavours. However, it seems next to impossible to build a fluent 4-4-2 using the Rule of Two framework.

心态系统被重写了,所以较以前,场上的心态区别更加明显。因而,心态设置差别过大将造就一个会被使用(接近)全局心态设置的紧凑战术系统所利用,拥有许多空档的松散阵型。球员对于往哪儿传球的混乱会使得这个战术之前的缺陷被放大。一个低心态的球员通常不会传出一记威胁球去给场上高心态的球员,取而代之的是把球传给拥有近似心态的球员,这样就会造成后场的四个人和一个司职防守的中场球员间无目的地传来传去。最终由于对手的逼抢而失去球权,从而使球队面临压力。将此类风险降到最低的方法是将一名高心态的防守型中场放在后场四个人之前,这样在保护自己半场的同时仍能发动进攻。我曾见过最好的基于2的规则的战术就在其中布置了一到两个后腰。

Width
宽度

Although not as influential as the defensive line and mentality, width has also been reworked in ’07 and requires a different outlook. In ’06, to get the full-backs into space to cross and defeat the 3-3-2-1-1 you were required to give them short-farrows. In ’07 as long as you have a normal width and mixed forward runs on the full-backs they will overlap and support the attack. As goals per game have decreased dramatically, overlapping full-backs are necessary to defeat tight AI formations and they only do so with low split mentalities and a reasonably wide formation.

虽然不及后防线系统和心态系统的影响力,但它在’07中同样被重写,并且需要重新审视了。在’06中,想要凭借让边后卫前插去传中来战胜3-3-2-1-1阵型时,你需要给他们拉一个向前的短箭头。在’07中只要将宽度设置到普通,同时设置边后卫的前插为混合,他们就会交替地去参与进攻。当进球明显一场比一场少时,常无功而返的边后卫们只能通过差别较低的心态设置和宽度合适的阵形去战胜AI那紧密的阵型。


Conclusion
结论


Both the Rule of Two and Slider Apathy theories took advantage of game-engine weaknesses, albeit in a logical manner, that the developers hadn’t foreseen. As in previous generations of FM, these weaknesses have been largely wiped out by reworking the engine, thereby reducing their effectiveness. Neither of them are toothless but they are more frustrating than in ’06 and both almost certainly require DMCs to function. Neither will adapt comfortably to the most common formation in football, the 4-4-2, and therefore their validity must be questioned. Hence, a strategic rethink is required.

2的规则和滑条互离理论都是去利用游戏引擎的缺陷,尽管合乎逻辑,但是是开发者所没有预想到的。在前几代的FM 中,这些缺陷通过重写游戏引擎被清除,因此它们的作用被减小。虽然它们还尚存一丝气息,但相对’06来说它们的作用被严重的削弱了,并且几乎都一定要用后腰来让它们起效。它们都不能平稳地转换到足球中最普及的4-4-2阵容,因此它们的有效性值得怀疑。因此,有必要进行战略上的反思。

Apologies to Asmodeus if his Slider Apathy is working as well as it was in ’06. According to his posts and my assumptions it shouldn’t be, but I haven‘t tried it and am basing my arguments on observation of the match engine and his own comments on the validity of his theory

如果滑条互离理论还像在’06中一样有效的话,那么我在这向Asmodeus道歉。结合他的帖子和我的假设看来这理论不再有用了,但我并没有去试验,而是我通过对比赛引擎观察后的结论以及他自己关于他理论有效性的评论。

[ 本帖最后由 水友 于 9-2-2007 06:28 PM 编辑 ]
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发表于 9-2-2007 06:37 PM | 显示全部楼层
wwfan的最新TTF RoO 4-4-2阵型使用手册简体中文版zz


TTF RoO 4-4-2

作者:wwfan

1.基本设置
当你读过我的阵型思路与战术理论后,你就会明白我设计的这个标准4-4-2阵型是为了在FM中还原一场真实的带有英式足球风格的比赛.按照这个想法,我设计了一个主场442阵型(拉了长箭头)和一个客场442阵型(拉了短箭头),阵型设置中包含了多种风格可以应对不同的情况,因为是按照英国足球战术理念来设计的阵型,所以适度当地采用了直传,尽管阵型所用的比赛速度的设置可能跟英式足球的打法不太符合,尽管按照英式足球的打法不应该采用"缓慢"的比赛节奏.不过,除了这一个例外,我已经尽可能地在战术中还原了英式足球的打法.

2.版本
1: TTF RoO 4-4-2 HomeAtt
2: TTF RoO 4-4-2 Home
3: TTF RoO 4-4-2 HomeDef
4: TTF RoT 4-4-2 AwayAtt
5: TTF RoO 4-4-2 Away
当然,我还有2个正在实验中的用于糟糕天气的阵型是TTF RoO 4-4-2 HomeAttW 和 TTf RoO 4-4-2 HomeW

3.阵型的挑选
我已经用上面这些不同的阵型玩了7个多赛季了,现在正在测试最后两个阵型.在主场一般情况下用TTF RoO 4-4-2 Home就行了,除非你的优势十分明显或者你的场上局面很不利,如果你很想取胜或者是注意到AI在半场开球后就开始浪费时间,那就选用TTF RoO 4-4-2 HomeAtt,如果优势消失了你又害怕会输掉,那么TTF RoO 4-4-2 HomeDef或者TTF RoT 4-4-2 AwayAtt是不错的选择.默认的客场阵型是TTF RoT 4-4-2 AwayAtt,如果你已经胜券在握了,可以考虑使用TTF RoO 4-4-2 HomeDef,如果你的球队失去了对中场的控制,那么就试着把战术调整得更赋有侵略性一些,如果你真的担心会输掉比赛,那就用TTF RoO 4-4-2 Away.

4.定位球
我通过定位球进了许多球,最关键的球员是左边的DC,他需要有很强的头球能力,AML是默认的角球主罚队员,尽管不同人的设定会有些许差别,其他人来罚的话效果一样很好.

5.针对性的设定(Opposition Instructions)
我可以肯定通过赛前球探对对手阵型的描述来实施有针对性的战术可以大大提升我的阵型的效果,但是我并没有实验太多次.例如在对付Chelsea的451或者433时,对他们的边锋在左右脚释放一栏中选较弱脚,对那些十分有威胁的球员要选从不(NEVER)逼强,凶狠(HARD)铲抢

6.队员的要求

后卫
我始终认为如果你有好的后卫,你就可以把获胜的几率最大化,上面已经说过,左边的DC应该是你后卫里空中实力最强的(要争角球),但是所有的DC都要有不错(GOOD)的盯人和铲球,从业余联赛南北部到英冠头球和弹跳应该是最最重要的属性,在英超中,位置感和速度变得更重要了.DRL应该快速敏捷并且要有不错的铲球技术,传中好是一个优点,但这不是必须的.

中场
中央的两个MC位置可以调换(不是设置交叉换位),他们两个互补的技术对于战术设定的完全履行是十分重要的.
最需要注意的是,两个MC都要是不错的传球手,一个应该具有创造力有技术,另一个要强壮有防守能力.他们在场上一个站在低位一个站在高位,他们所具有的不同的属性会给AI带来很多的挑战而且你会看到尤其是对于AI的移动方式产生重大的影响.

边锋
尽管两个边锋扮演着相似的角色,需要优秀的盘带,传中,最好还有不错的传球,需要注意的是,左边的边锋需要有一定的空中实力,那是因为他就在左边的FC附近活动,行动起来就像个"后备中锋"(auxiliary target man).如果他比盯他的人跳得高,那么到他头上的传中就会变成进球,速度对于边锋来说很有用处尽管不是必须的.

左边的前锋
有两种类型的球员可以放在这个位置上,第一种是传统意义上的中锋,高大,强壮,有空中优势,勾不勾进攻核心都可以,他会控制球,争头球,助攻其他队友.另一种球员则更胜一筹,那就是有创造力的盘带高手.在冲向后退的后卫之前,他会回撤很深去拿球.

右边的前锋
右边的前锋要有十分优秀(great)的停球,不错的速度,射门和镇定,他会经常得到中场球员传的身后球而且经常可以形成单刀,盘带好会有帮助,但不是必须的,因为他经常是要追传到空挡的直塞球,所以不需要自己带球突破.

7.阵型的变化
进攻核心
我玩的时候没有勾上它,但是也得到了很好的效果,左边的前锋是我的进攻核心,可以和高大的左边锋一起协作/如果你的右边锋空中能力比左边锋强,互换两个前锋的设置,别忘了改边后卫,边锋,前锋的传中设置.
组织核心
尽管我没有设组织核心,2个MC中的任意一个都应该适合它.由于两个MC设置不同,有时组织核心会在本方半场进行长传转移来调度全队,准确地把球传给前场,其他时间会去支援进攻.

8.成绩
用Blyth Spartans从业余联赛北部带到了英超(写文章时打了7场)成绩如下

Season 1: 2nd Conf North, 通过附加赛升级
Season 2: 10th Conf National
Season 3: 1st Conf National
Season 4: 1st League 2
Season 5: 6th League 1, 在附加赛中点球败北
Season 6: 1st League 1, 赢得了Johnstone Paint
Season 7: 1st Championship
Season 8: 11th Premiership

(http://ultrashare.net/hosting/fl/b173cdb920/ )
30天過後,就會delete掉了。。。,要下就快。。

[ 本帖最后由 水友 于 9-2-2007 06:44 PM 编辑 ]
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