楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 10:15:21http://us.battle.net/sc2/en/blog/17944912/legacy-of-the-void-multiplayer
-development-update-february-12-2015-2-12-2015
http://waa.ai/4ACa
废话我就通通拿掉 只看改了什么
General Gameplay Changes
Resource changes
资源更改
We’re feeling more confident about the proposed resource changes from our
last update. This change lowers half of the minerals to 50% of their Heart of
the Swarm value while leaving the other half at their current HotS value of
1500. Internally, we’re seeing that this change not only encourages
expansion across the map, but each base location remains a high point of
contention. Assuming internal testing continues this way, it’s looking like
we’ll go to beta with this change where we can see testing on a much larger
scale with a wider variety of skill levels.
八个晶矿 一半1500 一半750 看来就是要这样实装了
内部测试的效果不错 不只是鼓励扩张而且还确保了每个矿都有农
BETA应该就是这样上了
Experimenting with slowing down the pacing of combat in SC2
减缓战斗的步调
This is a topic we got a lot of community feedback on, so we did some heavy
exploration in this area. The biggest thing we tried here was reducing the
attack speed of each unit in the game by 40% and altering some damage values
to compensate. Even though a change like this would seemingly have a huge
implication on balance, we realized the gain wasn’t as big as we expected.
Games feel different from before, but the main question has to be “Is this a
positive change that makes games better?” We’re just not sure of this yet.
For example, we’re seeing that slower engagements seem to reduce the skill
component in combat. Additionally, games feel more dragged out than before.
But we’ve only had limited testing at this point, so we’ll continue to
explore this area in more detail before making a final call.
简单的讲:提速提过头 所以现在要慢一点下来
目前最激进的改法是砍掉所有单位40%的攻速 然后提高了部分单位的输出
不过还没定案 因为这个影响太大
(译按:成真的话,生化已死)
Scan range experimentation
扫瞄范围
We've also seen some community feedback about changes that can be made to the
scan range to increase the responsiveness of units in combat. We’ve made
some adjustments internally and we’re initially liking how it plays out.
This is something we’re planning on testing further in the beta.
扫描范围修改实验中
Here are a few changes and areas we’re looking at:
Terran Changes
人族变动
HERC
The HERC has been removed.
The HERC redesign isn’t going as smoothly as we had hoped, and in our most
recent build the HERC has been removed from the game. We’ve instead switched
our focus from trying to make the HERC work to just going back to the drawing
board to see what other new unit idea Terran can benefit from.
The latest design we’ve tested for this unit slot is a combat construction
type of unit that travels with your army and constructs useful things
mid-field to support your bio army. This among many other changes we’ve
tried with the HERC hasn’t turn out well for us, but this is not surprising
as it really takes a lot of time and effort when it comes to new unit design
iteration. We’ll continue to pursue potential new units that fit into the
Terran army and we’d love to hear your feedback on this topic.
一句话: Herc (2014/11/8~2015/2/12)
Thor
The Thor self-repair ability has been removed.
The Thor self-repair ability isn’t really working. As we’ve pointed out
before, we don’t like that fact that there’s no strategic decision outside
of combat. If a Thor is damaged, players will always use the self-repair
ability if they’re not in combat. Our current plans are to remove this
ability for the start of beta and see how the Thor works without the added
complexity of a different mode or an active ability.
雷神自动修复砍掉 废物技能
Protoss Changes
神族变动
New Protoss Unit
新的单位
As you may know, one of our main focus points since the last update has been
working on the design of a new Protoss unit. Although not final yet, we have
a unit and are very happy with how it is currently playing out. While we don’
t yet have a name, we wanted to provide you with some details on this new
unit:
It is a core gateway unit with a ground-only ranged attack and normal
movement speed.
The unit has an ability that sends out a Shade of itself, and after a fixed
duration, the unit teleports to the location of the Shade.
The Shade can independently move around, but cannot attack or be attacked,
and does not impede upon the actions of the main unit.
We intend to offer a more in-depth look at this new unit in the near future.
依然设计中 对地BG兵 移动速度普通 分身传送能力 分身不可攻击or被攻击
Immortal
不朽者
Barrier is no longer an upgrade
Damage absorbed has been reduced to 100 down from 200.
Immortal Barrier ability being an upgrade isn’t working out well for us, so
we went back to no upgrade and reduced the damage absorbed. It was too buried
in tech, and in order to use Immortals with max efficiency, you had to have
the additional building. So we’re trying to just balance the unit without
the ability being an upgrade.
护盾技能不需要研发 伤害吸收200->100
Tempest
暴风
We’re considering changes that make the role more similar to the Heart of
the Swarm Tempest.
We’re thinking the current changes may be too big of a redesign in terms of
unit role. We’re leaning towards going back to the Heart of the Swarm
Tempest with a couple of changes. Since we still don’t want Tempests to hard
counter units like Brood Lords, Carriers, or Battlecruisers we’re looking to
remove the +massive damage component and then add Disintegration.
改过头了 可能会修回来变成HotS式样 去除对巨型单位加成 依然有"解离"法术
Zerg Changes
虫族变动
Infestor
感染虫
The Infestor ability vs. mass air units has been moved to the Viper.
We want to explore something else with the Infestor that is cool to have
instead of Neural Parasite, while also giving a bit more of a core role to
the Viper. We also thought that having this ability alongside Fungal Growth
wasn’t right because of how well the two abilities synergize, so we wanted
to explore moving this ability to a different unit. This way, depending on
unit composition, we can see different scenarios where the abilities might be
used separately or in combination.
对空技能改到飞蟒身上 会有新技能取代神经寄生
Roach
蟑螂
Roach burrow move now works when Burrow is researched and no longer requires
an upgrade.
This ability allows for some cool micro that we’d like to see more of in
Void, so we made it a bit more accessible for now. We’re also considering
increasing the movement speed of Roaches while burrowed.
遁地移动不需要研发 有遁地就可以跑来跑去了 而且还在考虑提高遁地移动速度
(译按:你认真的吗....
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 10:20:00不朽根本变成渣
作者:
Meds (F)
2015-02-13 10:36:00遁地兽对现在没自杀虫 没虫雾的异型来说 好难搭
作者:
sakubo (大蚵甜不辣)
2015-02-13 10:37:00九弯十八拐
作者:
s958256 (安卓)
2015-02-13 10:38:00Herc砍了最好....根本做坏了
作者:
FAlin (TRANSFORM/marvelousroad)
2015-02-13 10:40:00Nice阿~
作者:
ake1234 (折纸は俺の嫁)
2015-02-13 10:43:00提速过头...还不就你妹子加速>飞膛加速>凤凰加速然后先知加速<--这个真的莫名其妙
作者:
TFsonG 2015-02-13 10:47:00星海变好大,已经不同游戏了
作者:
ake1234 (折纸は俺の嫁)
2015-02-13 10:49:00干 我想到了 之前不是才说要加速扩张速度才把晶矿砍少
作者:
TFsonG 2015-02-13 10:49:00移速攻速大改我觉得对K社非常有利
作者: sova0809 2015-02-13 10:50:00
呵呵 改完又是一款新游戏了
作者:
redfeet (红咖)
2015-02-13 10:58:00蟑螂………
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 10:59:00@ake 他的意思是 战斗的时候部队损失速度变慢 不是打慢降低攻击速度会导致战斗时间的拉长 部队损失速度也会降低但不会因此你扩张变慢/打起来速度变慢
作者:
FAlin (TRANSFORM/marvelousroad)
2015-02-13 11:02:00游戏速度打"慢"就好啦
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:02:00我所谓提速过头的意思是SC2从一开始就把战斗节奏拉太快
作者:
elong (人只是需要被需要)
2015-02-13 11:03:00战斗时间跟游戏步调不一样啊 是单位死太快了 各种秒杀
作者:
GoalBased (Artificail Intelligence)
2015-02-13 11:04:00果然,我大普罗托斯要没落了,最后喊一声P英霸明明就在讲攻速,有些人讲啥飞龙先知速度,真不懂还假装不懂啊...
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:08:00你这样想就会掉到SC2一开始的陷阱了
攻速变慢...是会给更多操作时间?因为单位不会一下就葛屁还是我理解有问题?
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:09:00现在看起来只是不想自打嘴巴的掩饰
作者:
colan8 (′◎ω●‵)
2015-02-13 11:10:00很明显就是枪胖 枪胖在中期拉扯 太强势 一船就可以1X秒内干爆主堡 imba
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:10:00没挑明了讲 但我猜是枪兵/凤凰之类的高攻速单位基本上就是靠拢BW的路线
作者:
colan8 (′◎ω●‵)
2015-02-13 11:11:00就是逼T不能从初期到后期都只要出BB兵就好
作者:
colan8 (′◎ω●‵)
2015-02-13 11:12:00凤凰这么弱的单位 除了对Z比较好用外 我还真不知道要NERF啥部分
作者:
colan8 (′◎ω●‵)
2015-02-13 11:13:00NERF移动的加速度?
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:13:00因为没明确讲是谁会被nerf 所以我也只是抓几个高攻速当代表
作者:
Kendai (ShouldIStayOrShouldIGo)
2015-02-13 11:13:00战斗变慢是对的 再稍微增加一点碰撞体积 就能拉出大战场了
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:14:00但是实际情况有可能会变成之前贴过那个IMBALeague的感觉
作者:
colan8 (′◎ω●‵)
2015-02-13 11:14:00强势才是真的 狗的两倍攻速那个科技拔掉吧 (′◎ω●‵)b增加实际能派上用场的单位才是真的 星海也是到了怒火才发展地异常庞大
作者:
colan8 (′◎ω●‵)
2015-02-13 11:15:00你看P一堆兵种跟乌龟一样 有射程又如何 抠连有速度的又软的跟什么一样 造价又贵又烂的单位一堆
作者:
colan8 (′◎ω●‵)
2015-02-13 11:17:00干脆开方VT科技 让两只破坏能再次合体呈混元体算了 XD
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:19:00降低攻速的另外一个好处就是厚甲单位你的感受会变硬XD
有没有可能到时候大家继续照玩Hots不买虚空-_-
作者:
colan8 (′◎ω●‵)
2015-02-13 11:23:00赶快砍枪胖 每次我都觉得TVZ 单位之间的相克是假的
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:27:00问题其实是 跑速对于火力发扬也是有影响的如果砍枪胖 那毒爆跟狗不nerf跑速就会一面倒
作者:
colan8 (′◎ω●‵)
2015-02-13 11:28:00nerf毒暴伤害! VF建造时间少8秒之类的如何?NERF毒爆 让毒爆一次撞不死枪兵 XD
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:30:00猥琐神教欧? 有可能 但是这个变动太大 也会牵涉到地图我只敢说有可能 因为改成这样高消耗的一方非要开到五矿不可 相较之下交换比比较高的机械化可能可以靠四矿稳住
作者:
colan8 (′◎ω●‵)
2015-02-13 11:32:00被迫开矿会让多线弱的种族吃亏吃很大 Z某种程度会惨除非地图多是宽口机械化血多皮厚 造价主要吃瓦斯 扣掉建造时间 真的没缺点
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:33:00缺点多了...数量不足保护全局、单位补充速度太慢、对空能力全靠维京
作者:
colan8 (′◎ω●‵)
2015-02-13 11:34:00你想说的缺点之前的虚空BETA改动改很多了吧
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:34:00每人口伤害不足LotV的Alpha只解决了对空能力
作者:
ake1234 (折纸は俺の嫁)
2015-02-13 11:35:00当初把晶矿砍少我觉得就是要加快速度节奏 不扩张经济跟不上 就容易崩盘 如果把单位攻速减慢加强生存又感觉怪怪的
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:37:00降了攻速有加攻击 但我猜加攻击的是坦克之类的XD
作者:
ake1234 (折纸は俺の嫁)
2015-02-13 11:39:00另外 如果降攻速 我想移动速度也会改 不然那会很诡异...
作者:
r66555 (benzerg)
2015-02-13 11:40:00以后就是各种蟑螂多线的时代了
作者:
JokerRF (RF)
2015-02-13 11:40:00BB勇:你把我喜欢的单位给砍了.....
作者:
colan8 (′◎ω●‵)
2015-02-13 11:41:00以后就是P去吃屎 T整天微操手断掉 Z只要出更多的劫毁兽名字好像错了 更多的火球蟑螂?
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 11:43:00还不是完成品 继续观察吧 目前看来开发方向还算正确
作者:
GianniC (法官之无耻,是谓国耻!!!)
2015-02-13 12:03:00砍掉圣堂的反馈 还有合白球要额外的150点瓦斯
作者:
GianniC (法官之无耻,是谓国耻!!!)
2015-02-13 12:19:00教主改成吃菜
作者:
rssai (遗忘需要多久)
2015-02-13 12:37:00感觉一点也不酷~~
遁地移动不需要研发好歹要比较容易看的到吧...EX诡雷
作者: dinbeer (少...笑死人了) 2015-02-13 12:49:00
应该是说降低所有的单位攻速吧40%吧好像不是只降低某些
除了剧情 对于这个游戏我不知道还要期待什么 Orz
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 12:55:00已修正 感谢
作者:
Emerson158 (红豆 X 八嘎 X 乌鲁赛)
2015-02-13 13:11:00离经典之名 好像越来越远惹
作者:
teren (blank)
2015-02-13 13:15:00教主只能鸡吃虫
作者:
rssai (遗忘需要多久)
2015-02-13 13:40:00StarCraft-blood war是经典.....SCII是可对战RTS...
作者:
MugenRR (MugenRR)
2015-02-13 13:42:00超白痴
作者:
rssai (遗忘需要多久)
2015-02-13 13:43:00然后制作人自己觉得很酷这样...
可能想看到像MOBA GAME那种跳恰恰的感觉吧= =
作者:
NormalX (唉)
2015-02-13 13:46:00很讨厌某人一直弄出像红警一般车辆单位的设计..
作者:
rssai (遗忘需要多久)
2015-02-13 13:58:00把碰撞体积变大, 减少AOE的影响应该可以减少imba的部分问题
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:01:00我觉得可能看到的是提高会被AOE杀惨惨的单位跑速虽然说改碰撞体积这件事情大家抱怨过很多次了
作者:
elong (人只是需要被需要)
2015-02-13 14:02:00把碰撞体积变大也可以减少mmm瞬间输出高导致要AOE恐怖平衡
作者:
d200190 (瞌睡熊)
2015-02-13 14:18:00攻速变慢那像闪电地雷毒爆这种就相对变强囉
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:18:00对 所以相对应的一定也要给一点小buff...
作者:
elong (人只是需要被需要)
2015-02-13 14:32:00应该同时削弱AOE单位 因为AOE就是为了解决这些高密度输出除非他们真的从碰撞体积下手 不然AOE都太强
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:33:00看谁拉 闪电大概不会被nerf 坦克我认为还会被buff主要是毒爆比较可能被动刀 真菌也是
作者:
elong (人只是需要被需要)
2015-02-13 14:35:00真菌已经够悲剧了还要砍XD
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:36:00不一定是nerf就是 应该会有变动是真的 直接不给操作太凶
作者: XsleeperX (~JJJ~) 2015-02-13 14:39:00
到最后还是往BW节奏迈进吗... ?
作者:
GianniC (法官之无耻,是谓国耻!!!)
2015-02-13 14:40:00大维京真的是搞烂星海的元凶
作者: XsleeperX (~JJJ~) 2015-02-13 14:41:00
话说这游戏的确最刚开始的平衡都围绕在MM没错啊XD
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:42:00MMM反应的就是最高强度的良好展开+数量战力平方法则阿而且他不是狗 狗还要看接触面积
我一直幻想SC2像世纪帝国2有不同的队伍排列选项...这样就不用散兵了,哇哈哈
楼主:
kira925 (1 2 3 4 疾风炭)
2015-02-13 14:58:00其实这样操作的压力是下降而不是上升就是
作者:
rssai (遗忘需要多久)
2015-02-13 15:52:00平衡部就是不肯承认碰撞体积过小导致会战AOE过强的问题改来改去还是有某些imba(过强过弱)都是,然后大家觉得不酷这样搞到最后我真的打游戏会只想报复社会
要增加会战时间的话,300人口是一定要的呀减低攻速的话,大家就不用烦恼先升攻还先升防了
作者: ryan8409 (乐天) 2015-02-14 02:43:00
很好啊 会战可以有很多操作空间是好事 剩下的平衡再修就好了吧 观赏性的增加才能拯救这款游戏
作者:
ojo32 (古风里战神)
2015-02-14 03:44:00看推文可以看出谁玩哪一族 真是有趣
大幅提升容错率,是不错的改动,但是毒爆必定得NERV。说不定会改成自爆后有几秒钟持续性伤害的二段式伤害,使枪兵不会第一时间就蒸发...