Re: [翻译] 另一个LotV Impression(经济、神族篇)

楼主: A1pha ([αλφα])   2015-04-10 23:27:01
※ 引述《ahli (ahli)》之铭言:
: 求神人翻译...
: http://www.aceresport.com/en/opinion_lotv_beta_impressions.htm
: 这次是Team Accer的 beta impression,
: protoss的部分好像有提到新的跃传机制对战局的影响。
: 话说除了伤害变两倍以外,跃传的时间是不是有变长啊?
: 好想玩啊....抽不到beta key只好到处乱翻文章。
After the first week of access to the Legacy of the Void beta, I wanted to
share some initial impressions and feedback. For context, you can refer to my
post-BlizzCon 'What To Expect' article, as well as the later opinion piece on
the multiplayer updates from mid-February.
在经过虚空之遗第一个礼拜的测试之后,
我想跟大家分享一些第一印象跟心得。
(以下略)
There are a lot of features that aren't available in the current beta build -
there is obviously no campaign access, but we also do not have the automated
tournaments or Allied Commanders game mode yet. Archon Mode is available,
however. The focus of this article will be on the multiplayer tweaks and new
units, but it's worth noting that Archon Mode has been very popular with
players of varying skill levels.
现阶段还有需多东西是没有办法玩到的,
像是现在没有剧情磨模式可以玩,
也没有“自动配对竞赛”或是“同盟指挥官模式”,
但“执政官模式”已经可以玩就是了。
这篇文章将着重在多人对战模式的一些微调以及新单位上面,
但是值得注意的是,执政官模式在各种不同等级的玩家之间都非常受到欢迎。
经济上面的变化
Having played several games in the beta, the new starting worker count feels
pretty good. There will be lots of conversations around optimal openings, as
well as what the appropriate resource path (when to add expansions, how many
gasses to take, etc.) is. It does feel like it might be a little overwhelming
for newer or lower-league players, though.
在经过几场测试之后,
感觉新的起手工兵数满不错的。
未来肯定将会有许多关于最佳化开局流程讨论,
像是几人口下二矿,几人口下瓦斯之类的。
但是这工兵的改变感觉对于新手来说会是比较难上手的。
The resource reduction still kind-of sucks. The initial BlizzCon build felt
much better - expansions had to be taken a lot faster, and total base count
was higher, but the timing of the initial expansion or the third base could
be slightly later than is feasible with the current design (half of mineral
patches have 100% minerals, half have 50% minerals). As much as I agree with
the worker count change and an overall resource reduction to give the game a
more natural flow and encourage expansions and macro-oriented games with more
harassment, the present resource model feels punitive - it punishes players
who don't expand incredibly aggressively and have the wherewithal to maynard
workers from bases as the initially light patches expire. It could be great
for pro-level play and the viewer experience, up to a point, but I don't
think it accounts for the non-pro experience sufficiently.
资源的减少让人感觉还是有点糟。
当初在BlizzCon时的设计感觉好多了,开矿的速度需要快一些,
总开矿的数目也会多一些,
但是开二矿跟三矿的时间点可以晚一些相较于现在的设计来说。
(现在一半的晶矿有100%的资源,另外一半只有50%)
虽然我赞同起使工兵数的增加以及总体资源的减少,
(这让游戏的节奏更为自然,也更鼓励开矿,
让游戏偏向营运跟骚扰的方向走)
但是现在这样的设计让那些开矿不极为大胆的玩家受到惩罚,
很容易因为有资源比较少的晶矿被挖完的关系,
而会出现多余闲置的工兵。
这项更动或许多于职业玩家跟观众来说会是好的,
但是对于一般玩家来说却不那么好了。
Map changes are also going to need to be a factor. Options like current
ladder maps Overgrowth or Vaani could ostensibly be exhausted too quickly due
to their lower base count and the overall resource reduction.
地图到时候也会需要变更,
像是现在的密林湿地跟瓦尼研究所会因为资源消耗速度太快
以及地图的矿区本来就比较少的缘故,
会将地图的资源给消耗完。
Protoss
For starters, the Adept. This is the new Gateway unit that Protoss received
to help round out their early game arsenal, and it fills a unique gap with
large bonus damage vs. Light early on. It can be upgraded to have its attack
gain a 'bounce', similar to the Mutalisk, but only if it gets the killing
blow on a unit (which will make them devastating in worker lines once
Shockwave - the upgrade - is researched from the Twilight Council). The
Psionic Transfer ability has a slightly longer cooldown than Blink (and it
only starts when the ability completes its 7s transfer), and the Psionic
Image is still easily blocked by buildings or hold-position units, and
coupled with their relative ineffectiveness against Roaches, Marauders, or
even Zealots (due to the difference in speed), they're not seeing an
exaggerated presence in the beta right now.
最一开始,我们来介绍“教士”。
这是一个让神族早期的武力能更完备的新兵营单位,
他填补了神族早期对轻甲单位伤害加成的角色。
他可以升级一项科技“震波”,
这可以让他的攻击在击杀对方单位的时候做一次弹跳,
就像是飞螳的攻击一样,会弹跳。
(这让教士在敌人的矿区里时更加致命;该项科技在暮光议会里研发)
教士的“灵能位移”技能的冷却时间比追猎稍微长一点,
(而且该项技能在发动之后的7秒之后才会发生位移);
另外这个位移技能会被建筑或是H住的单位给挡住,
再加上他对付蟑螂、掠夺者还有狂战(因为移动速度的关系)很苦手,
目前他们在CB中并不是一个强势的存在。
http://i.imgur.com/tozthuW.jpg
The new Adept unit is pretty cool, but might need a little more oomph.
这个新的单位“教士”还满酷的,但是会需要多一点魅力。
╴╴╴
/ \ ╭───────╮
▕ | │这很酷不是吗?│
﹝ ⊙▁⊙| ╯───────╯
▕ ▕皿▏|
\ ︼ /
◢██▼█◣
To give them a more 'core' role and less of a specialist/harassment-only
feeling, the Adept might need some further work. They're fun and can be
reasonably efficient for their cost if they can get to a worker line or
engage as part of a mixed army with Stalkers, but even against a decent
number of Zerglings (which they should, in theory, help counter, especially
supported by Zealots), they tend to fail due to the lengthy attack interval.
This is a unit that will probably only be made in small batches for
harassment unless Blizzard gives them a slight bump.
若要让教士拥有更为核心的角色,而非一个反制性、骚扰性兵种的话,
他会需要再加强。
他们很有趣而且对付敌人工兵或是混在追猎中一起行动的时候会很有效,
就性价比来说。
但是面对足够量的狗他们却没办法应付,因为攻击间隔太长的关系。
(但是理论上来说,他们应该要有效地对付小狗才对,
特别是在有狂战辅助的情况下。)
教士这单位目前应该只会做一小撮来骚扰除非暴雪再给他们一些加强。
Immortals still feel incredibly weak by contrast to their current HotS
brethren, which is no doubt intentional, but it remains unclear if the nerf
is too much. Barrier absorb can allow for some great maneuevers to rescue
otherwise-dead Immortals and is a great fit for engaging into Roaches or
Marauders, but the staying power of the Immortal into the late game is vastly
reduced. Seeing more than a couple of these as a mid-game hold until
Colossus/Disruptors feels uncommon thus far, which doesn't seem like a good
long-term design approach (they should still be viable enough to force an
opponent to consider a tech switch, and they simply aren't right now).
不朽现在真的超级弱跟现在HOTS的不朽比起来。
虽然这是刻意被削弱的,但是还是不禁让人怀疑是不是削弱太多了。
新的强化护盾技能虽然在微操面对蟑螂、掠夺者快挂的不朽时非常有用,
但是到了游戏后期却是疲弱不堪。
在现在看见超过两个不朽几乎不可能,
几乎都是做一两个撑过巨像、裂光球出来之前的过渡时期。
(理当不朽应该是至少能逼迫对手做科技转型的兵种,
但是现在完全不是这么一回事。)
Speaking of Disruptors...
提到裂光球…
The literal death ball.
真正的“死亡球”。
http://i.imgur.com/nDPzRW0.jpg
I'm biased. I enjoy Protoss the most out of the three races, and I love
high-risk, high-reward units and play. The cooldown on Purification Nova is a
lengthy 21 seconds, which makes whiffing with a Disruptor - or even just
keeping it alive to reuse it - a challenge, and they're purely an anti-ground
option (so their efficacy is being compared to Colossi, Templar, etc.,
especially with their monstrous Vespene cost). One Disruptor can one-shot any
Terran ground unit other than the Cyclone, Siege Tank, or Thor, and any Zerg
unit save for Queens, Ultralisks, or Swarm Hosts. They won't be as valuable
in Protoss mirror matches, where Zealots (!), Stalkers, Immortals, Archons,
and Colossi all survive them.
我很极端,
我最喜欢神族,
而且我很喜欢高风险高报酬的战术以及单位。
裂光球的技能“净化新星”是一个冷却时间高达21秒的技能,
这让使用裂光球(或是单纯让他们活着)都成唯一个艰难的考验;
另外,他们纯克地面单位,
这让他们很容易被拿去跟巨像、高阶圣堂拿去做比较,
特别是因为瓦斯的消耗非常惊人。
(译者注:必须审慎选择瓦斯的使用)
一颗裂光球可以秒杀除了飞弹车、坦克或是雷神以外的人类地面单位;
也可以秒杀女王、雷兽、或是百生虫以外的虫族单位。
神族内战的时候就没有什么用处,
因为狂战、追猎、不朽、白球、巨像都不会被秒杀。
In terms of depth of play or ultimate impact on the game, Disruptors don't
feel like a huge game changer. They're slow and vulnerable until they use
their once-per-25s attack, and they're slow and vulnerable again after it
(more so, since they're only effective if you can close range with enemy
units!). Protoss didn't really need another way to blow up worker lines, so
although Disruptors can be effective that way, they're a seriously
cost-inefficient way to achieve that up against Storm, Dark Templar, Oracles,
and so on.
对游戏的深度或是对游戏的冲击来说,裂光球都不是一个可以左右战局的单位。
他们又慢又易坏,除了他们那每25秒一次的攻击之外,
而在攻击过后他们又是又慢又易坏。
(不只是这样,他们攻击还要靠近到敌人身边才有效。)
神族已经不需要另外一个方法去摧毁敌人矿区的工兵了,
因此即便他们可以很有效地炸爆一片工兵,
但是相较于闪电、DT、先知等等来说,
用裂光球炸工兵的性价比是很低的。
This does dig back to one serious design complaint I have about LotV Protoss
right now, though - almost every Protoss unit's effectiveness is limited by a
cooldown or energy. Zealots need Charge; Stalkers need Blink; Sentries need
energy to cast; Immortals need Barrier; Phoenixes need energy for Graviton
Beam; Void Rays need Prismatic Alignment; High Templar need energy; Carriers
need Interceptors; the Mothership (and its Core) need energy; Oracles need
energy. Almost nothing in the Protoss arsenal is just inherently effective,
or has an ability that isn't gated by a cooldown/recharge limitation (the new
Adept, Colossi, Dark Templar, and Archons are the notable exceptions -
debatably Tempests, depending on where they end up when balance tweaking is
over). By comparison, Zerg players have
Zerglings/Roaches/Mutalisks/Ultralisks/Brood Lords that just work; Terran
have Marines/Marauders/Reapers/Hellions/Siege Tanks/Thors/Vikings/Hellbats
(since Stim isn't a cooldown/recharge/energy limited ability). With the
presence of the major cooldowns on so many units, Protoss can only
effectively engage about once a minute, and only for a brief window before
they need to retreat and let their units recharge.
这又让我回到一个我一直在抱怨的点,
几乎所有的神族单位的效益都会被技能冷却或是能量给限制。
狂战需要冲锋、追猎需要闪现、哨兵需要能量、不朽需要屏障、
凤凰需要能量来抬人、虚空需要充能、高阶圣堂需要能量、
航母需要小飞机、妈妈船(球)需要能量、先知需要能量;
几乎没有任何一个神族单位是可以单纯直接有效地作战,
或是没有被技能冷却时间、补充次数给限制。
(除了新的单位教士、巨像、DT、还有风暴舰除外,
风暴舰还得看LOTV调整得怎么样)
反观虫族,
他们有小狗、蟑螂、飞螳、雷兽、百生简单有效;
人类则有枪兵、掠夺、死神、火车、坦克、雷神、维京、火车侠。
(打针不是一个受到冷却、补充次数、能量限制的技能)。
由于现在神族单位大多都受到能量、冷却时间的限制,
这让神族只能每分钟一次有效地跟对手交战,
而每一次的交战也都只有一小段时间能有效交战,
之后他们就得回撤等待技能的冷却或是补充。
Last thoughts on Protoss: The warp-in change needs to be looked at. Warping
in units offensively is slower, which is fine; warping in units defensively
is almost impossible, due to the double damage that those units are taking.
The only serious complaint I have seen on the strength of warp-ins - and one
that could absolutely be magnified by the speed of resource collection in
LotV - is the timing attacks that see a large batch of units complete
immediately before Warp Gate tech completes, allowing a Protoss player to
effectively double-up production in a short window and attack very
aggressively with that timing. If Warp Gates started on cooldown when they
were transformed, that timing would be eliminated, and when to switch from
Gateways to Warp Gates would actually be a meaningful early game decision. As
it stands, warping in units - whether aggressively with Warp Prisms or proxy
pylons, or defensively to help reinforce a base - feels basically impossible
if your opponent has vision of it happening.
最后关于神族的一点想法:
跃传机制要被审视。
进攻性的跃传被减慢是应当的,
但是防御性的跃传却变得不可能,因为现在跃传的单位受到两倍伤害的缘故。
现在看到唯一严重的问题大家所抱怨的,
(而这一点也会因为LOTV资源收入加快而放大)
就是在跃传科技完成之前刚好生产一轮兵,
然后完成之后就可以立即传一轮兵出来,
让产能瞬间变两倍,
而利用这一个TIMING来做强力进攻。
假若让空间之门在完成变身之后有一小段CD,
就可以消除这个TIMING,
这同时也让传送门、空间之门之间的转换变成一种早期策略的选择。
总之,现在不论是用传书棱镜或是前线水晶做进攻性的跃传,
或是在家里做防御性的跃传,
只要对手有视野就变得几乎不可能。
虫族、人类我下次再翻@@
这文章好长,
翻的好累@@
作者: TKWdEmoN (遗憾和眷恋)   2015-04-10 23:29:00
怒推
作者: ahli (ahli)   2015-04-10 23:30:00
thx , Alpha好久不见~
楼主: A1pha ([αλφα])   2015-04-10 23:30:00
刚出桶 :D
作者: leion237 (TSC)   2015-04-10 23:31:00
推!
作者: redfeet (红咖)   2015-04-10 23:32:00
推Alpha!
作者: t17635 (熊皮)   2015-04-10 23:44:00
有阿法必须推
作者: JokerRF (RF)   2015-04-10 23:46:00
阿法!
作者: julia4525 (阿喷)   2015-04-10 23:46:00
推阿法!!!
作者: freshmints (只求早點休息)   2015-04-10 23:50:00
阿法推 PIMBA weeka
作者: Yanming052 (Ming)   2015-04-10 23:51:00
推~
作者: andyhsu1067 (竜が我が敌を喰らう)   2015-04-10 23:52:00
阿法给推~
作者: cody880528 (Summon)   2015-04-11 00:00:00
Long time no see
作者: bbbyy (bbbyy)   2015-04-11 00:05:00
作者: ahli (ahli)   2015-04-11 00:15:00
总觉得这作者风格应该和Parting有点像另外对刚入们的玩家而言到底难度会不会变高嘛........
作者: a349875 (小义)   2015-04-11 00:16:00
作者: ahli (ahli)   2015-04-11 00:17:00
只玩过怒火的会不会反而更容易上手啊XD
作者: FAlin (TRANSFORM/marvelousroad)   2015-04-11 00:19:00
不会
作者: Steinadler (平伏せ,愚民ども。)   2015-04-11 00:22:00
神族之前太强势了 被砍一刀可以预期 但似乎砍太重了
作者: APM99 (血统纯正台北人)   2015-04-11 00:23:00
Flash要起飞搂
作者: LoveIvy (妖梦)   2015-04-11 00:31:00
现在的神族怎么让人感觉有点像红色警戒3什么都要等技能cd
作者: teller526 (大嘴巴)   2015-04-11 00:38:00
阿法推
作者: GLHF (ことりのおやつ)   2015-04-11 00:39:00
推推
作者: sakubo (大蚵甜不辣)   2015-04-11 00:49:00
作者: jacklin2002   2015-04-11 01:06:00
怀旧推
作者: elvis222   2015-04-11 01:07:00
推推
作者: acerow83 (acerow)   2015-04-11 01:16:00
总感觉这游戏越来越吃控兵了 炸弹流这种人海风格要成绝
作者: AzureRush (我恨傅立叶)   2015-04-11 01:26:00
作者: aszxcv789 (香菜)   2015-04-11 01:29:00
神族单位质量高还要求平a那不就给你玩就好了?
作者: warlord (玛丽亚的添屎)   2015-04-11 01:37:00
作者本来就偏袒神族吧 神族单位是需要CD但一样可以进攻又不是像残废的百生还是没能量的感染只能蠕动
作者: Emerson158 (红豆 X 八嘎 X 乌鲁赛)   2015-04-11 01:41:00
出桶推
作者: osjacky430   2015-04-11 01:43:00
讲干话? 这样讲都给神族玩就好啦
作者: mmmbop (wanderlust)   2015-04-11 02:10:00
P该转族了 最好是转Z 超IMBA又不像T难操作 只要跟P一样会A就好了
作者: kimimskimi (辜掰)   2015-04-11 02:40:00
推推
作者: Baneling (爆炸一哥)   2015-04-11 05:28:00
推!!
作者: u6vmp1756 (驭心)   2015-04-11 08:32:00
作者: mentha39 (薄荷)   2015-04-11 09:14:00
只是多了点东西操作就在抱怨...
作者: m6vujo3 (m6vujo3)   2015-04-11 10:27:00
作者: vincent6306 (vincent)   2015-04-11 13:43:00
Push
作者: c22727941 (Lotus)   2015-04-11 14:09:00
阿法太猛了 推
作者: CHW221 (CHW)   2015-04-11 17:29:00
推翻译
作者: junkjizz5566 (黑泽)   2015-04-11 18:49:00
不能无脑a 当然要抱怨一下 手很酸耶
作者: hellohsing (不懈)   2015-04-11 22:26:00
棒棒
作者: nra7346 (暴徒滚蛋!滚蛋!)   2015-04-11 22:29:00
又不是在玩动作游戏~平A很合理啊~
作者: CaTkinGG (猫王)   2015-04-12 03:36:00
推!

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