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번역 관련 문제 보고
The best way to counter her alone is legit just ♥♥♥♥♥♥♥ run at her. The player using her is either a brainlet that doesn't actually practice her and lets you do this, or the player actually tries to fight back and you just win anyway if you're not an idiot. Her swap speed is too slow to make her back shield maneuver reliable, and if you don't mag-dump into her back like an idiot when she does it, you have a pretty big advantage with most guns over either of hers. Zofia's LMG can be firing the entire time and never have to worry about running out of ammo.
Countering her against a team? Same with Montagne, except even easier since her ability to start shooting at you is much slower and less protected. Keep her in your peripherals. She can not tase you to death in a reasonable amount of time, and not with one full charge. Literally just do not look at her. Look around her. Look behind her. That glass is two-way. Shoot the teammates that inevitably get the "I'm tasing someone out in the open here" callout as they fast-peek you hoping for an east kill. It isn't rocket science. If she decided you aren't giving her enough attention and tries to shoot you, listen for the 80000 decibel unique audio queue that she is putting her shield away. It isn't hard. It's as simple as just do not let her be impactful.
That was all WITHOUT having gadgets that actually hard counter her.
Kali forces her to stop forward-holding a choke entirely because her shield getting knocked from a distance is all it takes for another teammate to kill her instantly from a position that does not make them vulnerable.
Zofia forces her to fall back at least until her concussions are used up, and if the Clash is really that big an issue and the Zofia isn't an idiot, she won't use them until she can hit the Clash.
Clash has to accurately predict and start pre-moving to avoid Capitao's fire bolts from doing a severe amount of damage or killing her, and avoiding all damage is only situationally an option and that Capitao player is bad for wasting his bolts on it if she can get away. She is too slow to get away after seeing where it has been fired. On top of that, one-way smoking Clash is the same as flashbanging her for a longer period of time. This is a period where she can not tell what direction her shield is facing anymore, or what direction you choose to approach her from. Also unlike flashbangs, it blocks sightlines for her teammates so she is completely helpless.
Thatcher making his EMP actually matter is a bit harder, but just takes some coordination. If he has one left over after doing his job, you just save it for the push and now Clash can't stop it.
Buck, Sledge, really any op able to play vertical just removes her ability to be useful. Even breaching charges will do it. She can't stay in a room with holes in the ceiling or floor. If she does, she loses a large amount of the room she can move in and therefore loses the utility a shield operator brings of being able to freely move.
Flashbangs are a bit tougher, but Clash can not escape candelas. She is too slow.
Anyone that is a 3 speed moves too fast for her to completely lock their movement down, and she suffers the same problem all shields have of their serverside position not updating fast enough to prevent someone from just circlestrafing her until a knife gets through.
Nomad deletes Clash instantly at best and prevents her from holding an area at worst.
Gridlock has a weapon designed to let her sit there and hold an angle, waiting for Clash's teammates to try to help her. Her gadget can easily prevent Clash from being able to retreat back to her teammates, at least not without taking significant damage.
Nokk can very easily reposition around a roaming Clash player silently.
Maverick reduces her ability to freely move around anchorholds, same as Sledge and Buck.
Now, a lot of gadgets have their counters right? Now take into account that hers is countered by more things that any other, and that unlike any other defender, her gadget is an extension of HERSELF. If you countered her shield, you countered the operator. You usually kill her or make her so useless that she has little impact for her team and ends up being the last alive, which is a free win for your team unless you're awful. Maestro loses both evil eyes? Has one of the best defender guns in the game and isn't hindered by shield equip speed (remember, the shield slows you down while equipped, not just while deployed). Echo loses his yokais? Still a good defender. Jager loses his ADSs? Still top tier defender. Castle is like the only other op in the game that can have his gadgets removed by the other team and be left with horrible weapons to defend himself with. Except he gets some amount of mobility.
I HATE "you can't deal with this? Get good," arguments, but your inability to counter Clash is mostly your fault and partially Ubisoft's fault for not giving you time to learn how she works. This is a very fitting case of "get good"
Seriously, not even related to Clash entirely anymore, you understand how many issues can be fixed by banning Jager? Throwables become usable. Operators or throwables that were unusable before (really just Ying but throwables can't really be thrown anywhere near site) become an actual element with Jager gone. He's a top tier op without the existence of his gadget, which invalidates other ops or gadgets. This isn't problematic to you? Maybe Warden wouldn't be considered bad if flashes weren't considered situational because Jager doesn't ♥♥♥♥♥♥♥ exist?
i dont care - i push kill her and die who cares - entry frag done team can gain spotcontrol without clash
In my experience, usually the randoms would usually die first by roamers then it would be me alone and clash spots me and slows me down. Then some roamer would flank me and kill me even if I killed clash. Randoms are quite hard to trust.
C4?