
Hello everyone, I am A Xing. Recently, I saw many brothers playing "Tail Cutting Battle" in the Guiguaikan entertainment college area. This game may seem mindless, but in fact there are three factors that determine the outcome: growth speed, evasion efficiency, and tangent timing. Today we break down an efficient scoring process from a data perspective to help you save a lot of trial and error time.
First clarify the core mechanism: your tail length = base length + total length of the object eaten + extra length obtained by tangent. Among them, the tangent income is 3 times that of eating ordinary food (actual measurement: each ordinary food +1 length, cutting off a section of the opponent's tail +3 length, and the opponent will lose a section), so "cutting others" is the optimal solution for speedrunning, rather than just eating small light spots on the map.
The first step is not to rush to cut off the line in the first 30 seconds. First, swim along the edge of the map at a constant speed and collect food until the length of the tail reaches 15-20 knots. This value is the safety line that I have repeatedly tested: when it is less than 15 knots, the tangent speed is too fast, and it is easy to be counterattacked; after more than 20 knots, the movement speed will decrease slightly, affecting the pursuit efficiency. Remember a formula: starting development end point = length 18 knots + keep at least 2 food groups within 1/4 of the entire map.
The second step is to find a single target to start with, and follow the "three points and one line" rule in operation. When you find a player with a tail length between 10 and 15 knots, you don't need to rush towards it directly. Instead, insert it at an angle of 30 degrees to the side and in front of its movement direction to predict its turn. In actual tests, this diagonal insertion route can shorten the vertical distance between your head and the opponent's tail to half your body in 0.5 seconds, and the tangent success rate increases from 35% in straight pursuit to 72%. The moment it is cut, it immediately moves in a small S-shape to prevent the opponent's relatives and friends from coming from outside the screen to cut back.
The third step is to change the strategy in the middle and late stages (more than 50 sections in length). At this point, you are already a conspicuous target on the map. Stop chasing people actively and use "size deception" instead. Deliberately circle slowly in food-dense areas to make smaller players think you are bulky and can sneak attack. When they are about 3 body positions close to the end of your tail, they suddenly turn sharply in the opposite direction - their heads will hit the middle of your tail, and you can gain 3-6 knots of length by swinging in the opposite direction. I call this technique "bait spin". You can gain an extra 20-30 knots in each round in solo ranking with almost zero risk.
Finally, add a detail that is easily overlooked: the refresh time of the large food (glowing white squares) on the map is fixed at a group every 15 seconds, and their locations are concentrated in the four corners. If you want to compress the development rhythm, place points outside the corners in advance at the 12th second, wait for the refresh moment to eat two of them, and enter the tangent stage 5 seconds earlier than others. After actually testing this process, the average time from the start to the end of each game is only 4 minutes and 20 seconds, which is nearly twice as fast as random development. The data doesn't lie. If you practice three times according to this step, you will be able to walk sideways in the Guess the College area.