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Let me give the conclusion first: Zero Krypton and the first deposit party suggest to stick to "Falcon", Micro Krypton choose "Thunder", and the big guys directly play "Phantom", but the gap between these three is far from a final decision. The key depends on your operating habits.
The Falcon character is, to put it bluntly, a guarantee for novices. The built-in skill "Eagle Eye" can briefly see through the enemy behind the bunker, with a CD of 15 seconds and a duration of three seconds. This is very useful in the explosion mode. But note that this perspective only shows the outline, not the blood volume. If you encounter Lao Liu squatting in the corner, it is still a matter of one shot. In terms of numerical values, his movement speed is quite satisfactory, but the advantage lies in the stable feel of the firearm. The ballistics of the M4 or AK series pressure guns are one step easier to control than other characters, especially the first seven bullets during strafing, which are significantly denser. When it comes to scoring at low levels, Falcon is the ceiling.
Thunder's role is positioned as "tactical support", and his skill "Electromagnetic Pulse" can silence enemy skills and slow them down for four seconds. This skill is of great value for field control in team competitions, especially when there is a Phantom on the opposite side. If a pulse is thrown over, the Phantom's flash will enter the out-of-sequence mode and cannot move continuously. But Thunder's shortcomings are also fatal: the movement speed is the second slowest among all characters, and there is an obvious sense of sluggishness in climbing over walls and jumping out of boxes. To play Thunder, you have to give up on guns and focus on bypassing and skill coordination. It is suitable for players who like to use tactical awareness to crush marksmanship.
Phantom, the current version is recognized as the "King of Upper Limits". The passive skill reduces the sound of her footsteps by 30%, and the active skill "Phase Assault" allows two consecutive small displacements, each of three meters, with a short invincibility frame. Once played, this character is a nightmare for dagger melee combat, with extremely high operating limits. However, her firearms attributes are very average, neither biased nor outstanding. She is completely focused on reaction and follow-up when dealing with guns at medium and long distances. Moreover, her HP is the lowest among all the characters, and even with full armor, she cannot withstand a shotgun blast to the face. In the hands of an expert, the Phantom is a ghost, but in the hands of a novice, it is a crispy courier.
There is also an unpopular misunderstanding. Many people think that "military soul" characters can add experience bonuses, so they are pointless. The actual measured bonus is less than 3%, and the early upgrade is fast, but after you reach level 50, the damage reduction of this character skill "Iron Wall" is not as practical as the three active skills above in ranking. Don't sacrifice your actual combat strength for a small profit.
In terms of equipment matching, the Falcon prioritizes the "accuracy" attribute to ensure a headshot kill with the first shot after perspective; the Thunder reduces the skill cooldown to more than 30%, and the pulse every four seconds is the rhythm engine of the whole game; the Phantom focuses on movement speed and melee damage without thinking, and the combination of a submachine gun and a dagger has the highest actual combat efficiency.
Finally, let me talk about statistics: I have tested 50 ranked games with accounts of the same tier. The Falcon win rate is 52%, the Thunder win rate is 48%, and the Phantom win rate is 42%, but the MVP rate is 55%. This game is like this, the lower limit depends on the character, and the upper limit depends on the brain. If you want stability, go with Falcon, if you want to show off, go with Phantom, if you're in doubt, go with Thunder, don't let the role limit your play style. That's it, the points are gone. 😎