Re: [翻译] 另一个LotV Impression(人虫、总结篇)

楼主: A1pha ([αλφα])   2015-04-11 15:53:12
※ 引述《A1pha ([αλφα])》之铭言:
: ※ 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。
Terran
It feels like there is always the least to say about Terran, because it's
still the 'most balanced' race. Even Blizzard is struggling to find ways to
introduce new units or rebalance existing Terran ones, because things are so
well-rounded - which, frankly, is a compliment to the original design they
had in Wings of Liberty, much less where things are now in HotS. There are
still a few conversation pieces based on how the beta has gone so far,
though...
人类感觉总是让人无法置喙,
因为他们一直是最平衡的种族。
甚至暴雪都觉得难以安插新的单位或是重新调整平衡,
因为所有的东西都很完善,
这从自由之翼就是如此,虫群之心没有改变多少。
但是BETA测试到现在还是有一些讨论。
http://i.imgur.com/5J7eX2j.png
Those little homing beacon lines will be the last thing you see.
这些倾巢而出的瞄准线将会是你死前看到的景象。
Cyclones are ridiculous. Granted, they're fairly expensive at 150/150, so
they should be competitive with Siege Tanks and other comparably-costed
units, but playing with them feels hilarious, and playing against them feels
awful. Their speed is sufficient to keep most anything in range of Lock On
for long enough to kill it, and they're durable enough to withstand
punishment from most units (they die to overwhelming quantities of small
units, like bio or Zerglings). They see a lot more play in TvP than other
matchups, since Protoss units are all more expensive and there are less of
them, and since they can also target air units.
这些飞弹车真的太跨张了。
跟你保证,
这飞弹车造价150/150,还挺贵的,
所以他们应该威力跟攻城坦克或是其他差不多造价的单位相比,
但是他们玩起来的手感真的太荒唐了,
而对付他们真的是感觉太糟了。
他们的速度足够快到可以锁定任何目标之后一直黏住直到杀掉目标,
而他的血量可以撑过大多单位对他的攻击。
(飞弹车会被大量的小单位杀死,像是大量枪兵或是小狗。)
飞弹车最常出现的对抗就是TVP,
因为P大多都是精贵的单位,数量不多,
而且飞弹车还可以锁定空中单位。
As much as the unit is very cool and adds a hypothetically unique micro
dynamic and some depth of play to Terran/Mech, it needs a balance pass in a
bad way. The damage output is absurd, and watching non-pro players on the
beta try to play against them is maddeningly painful. The most successful
plays I've seen to counter Cyclones have been to ignore them and try to pull
the Terran player apart with harassment play to punish Mech's immobility,
which is exactly how people try to play around Mech in HotS - the ability to
take straight-up engagements has arguably gotten worse with the Cyclone's
introduction. Lock On having lower damage and/or a lower targeting range
would help bring their power level in line with what the role they're
designed to fill.
虽然这单位真的满酷的,
在理论上也有独特的微操技巧,
而且也增加了人类机械化战术的一些深度,
但是他的平衡还需要再弱化。
他的输出能力真的太跨张了,
看那些非职业玩家与之对抗的画面真的让我不忍直视。
目前我看过最成功的反制方法就是不要与之正面对抗,
利用骚扰以及机械化机动力不足的特点将人类选手击倒,
也就是HOTS里大家用来对付机械化的基本招式。
现在机械化在加入了飞弹车之后,更加难以与之正面对抗。
锁定之后的伤害减少或是锁定距离的减少,
或者两者并行,
应该会是一个平衡这个单位的有效方法,
让他们更符合他们原本设计出来的目的。
Sieged Tank drops seem very cool, but aren't seeing much play due to their
risk/expense. Banshees are substantially more useful, which is a welcome
change. Most Terran players seem to be sticking to the more tried-and-true
biomine (with added Cyclone hilarity) style.
攻城坦克的空投感觉还满酷的,
但是由于风险以及成本的关系目前看到的不多。
女妖现在变得更有用了。
现在大多的人类玩家由于飞弹车的强势都在玩飞弹车。
The quest continues for a second new Terran unit, and nothing obvious has
been brought out for evaluation or testing yet. I maintain that it would be
nice to see Terran get something that has some physical zoning potential,
since they have plenty of tools for harass, lots of ways to survive on
low-gas compositions, etc., but a way to control movement and protect Siege
Tanks and Thors could be a tremendous improvement and give Mech (and, really,
slower-moving, more map control oriented play of any kind) a huge boost.
人类的第二个新单位仍然是一个课题,
而且目前也没有看到任何有革命性的概念或是有什么被拿出来测试。
我认为人类应该要再增加一个区域控制型的单位,
因为现在的人类的骚扰工具已经够多了,
而且有足够的能力在低瓦斯收入的情况下存活。
而限制对方的进攻路线来保护坦克或是雷神会是一个很好的方法来增加机械化
或是任何移动速度慢、以控图为核心的战术更强。
The jury is honestly still out on Battlecruisers' Tactical Jump, because it's
not being seen much yet. I maintain that it's out of line with the otherwise
micro-intensive design philosophy of LotV to be able to just fire-and-forget
drop a Battlecruiser anywhere on the map, and countering a large number of
them could prove incredibly challenging because of it, but further testing is
definitely needed to make that determination.
而目前最值得探讨的还是在于战巡的跳跃技能,
因为目前看到的还不多。
我认为战巡的跳跃技能是逾越了LOTV以微操为主的设计概念,
因为战巡可以跳跃到地图上的任何位置无须微操,
而当这些跳来跳去的战巡数量一多的时候,
对付这些跳跃的战巡的玩家会需要消耗大量的手速来对付他们。
但是我们还需要更多的测试才能确认这一点。
No other significant things changed for Terran, so it is rightly the race
that plays the most similarly on beta to how it is played on the live HotS
ladder!
人类的变动并不多,
因此目前也是玩起来感觉最像是HOTS的种族。
Zerg
That brings us to the Zerg, who are receiving some major love in LotV. With
knowledge of more of the specifics, we can evaluate the unit changes in a lot
more detail.
最后来到了虫族,
也是目前LOTV最受到欢迎的一族。
由于玩得人多,我们也可以因此作更仔细的分析。
http://i.imgur.com/bHPYAdX.png
Oh, Lurkers, we had missed you so.
噢!遁地兽,我们好想念你啊~
Lurker siege range feels okay, especially in the void that altering the old
Swarm Host left. They're better defensively, interesting for zoning/map
control (albeit perhaps not as openly in SC2, given Banelings), and have to
be carefully positioned to take advantage of their siege capability. Having
the upgrade come in on tier 2 is barely noticeable, since the speed of tech
for all races is much quicker with earlier gas incomes. The size (width,
specifically) of the Lurker attack feels narrow, relative to what you'd
expect, but given its fairly high damage (especially in a situation where 3-4
Lurkers control a choke point), it's unlikely to be changed much, if at all.
Smarter targeting priority in SC2 also means that the new Lurker won't be as
micro-dependent to avoid overkill attacks on a single target. Microing to
avoid the attack is very possible, still, which is also encouraging.
遁地兽的攻击距离感觉OK,
特别是在LOTV里取代了百生的位置。
相较之下,遁地兽比较适合防守,
他们在控图上也感觉满有趣的,
纵使控图作用不像是其他单位那么有弹性,例如毒爆,
而且他们的布置需要非常小心才能发挥出他们的攻击效果。
虽然是在二本科技,
但是几乎没有感觉,因为现在资源收入发展得很快,
瓦斯取得很早导致科技速度很快的关系。
遁地兽的攻击宽度感觉有点窄,
跟我们预期的会有点落差,
但是伤害输出非常可观,特别是在三四个遁地兽控制一个窄口的情况下。
我相信遁地兽的改动将会很少,甚至不会有改动。
现在二代的智慧瞄准机制也让遁地兽不会过度击杀目标,
这让操作遁地兽轻松不少。
但是操作单位来躲避遁地兽的攻击还是可能的,
这也是鼓励操作的地方。
Concerns about Ravager damage have been floated, and I'm inclined to say
they're worth addressing. It hasn't been seen in a pro-level sense yet,
because it's still the Wild West out there with respect to timings, but the
raw damage output that Ravagers are capable of (and the low cooldown on
Corrosive Bile) makes them incredibly scary in any numbers and during the
early game as part of timing pushes. Again, the cost (at a combined total of
100/100 and the additional morph time) means they can't be tremendously weak,
but the rate of fire/DPS in the current build feels high. It also feels like
the need for Corrosive Bile to destroy Force Fields is something of a moot
point when the Roaches can burrow-move past them (since Tunneling Claws is
baked in to the Roach now). Regardless, Zerg aggression is in a very, very
good place with this unit.
关于劫毁虫的评断众说纷纭,
而我认为也没有必要在这边拿出来说,
因为所有的评论目前还没有到达职业的等级,
因为目前所有的TIMING仍然还没有建构起来。
但是光看劫毁虫数据上的输出,
以及他们技能的短CD,
这让该单位在早期的TIMING进攻上会是很可怕的。
总之,从造价100/100以及包含变身的生产时间来看,
这单位肯定不会太弱,
而且目前帐面上的DPS是满高的。
另外就是劫毁虫的技能“腐蚀胆汁”可以破坏立场这一点感觉有点鸡肋,
因为蟑螂现在可以研发遁地之后就钻过立场了。
(现在蟑螂内建掘地爪)
总之,
虫族早期的压制加入这单位之后会非常有利。
Infestors still don't have a replacement for Neural Parasite (since the
Aggressive Mutation removal). It's unclear what direction this will end up
going, but Infestors are almost unplayable right now (Fungal into Corrosive
Bile is nice, but rarely worth the investment). The Swarm Host changes feel
great, and it will be awesome to see those go live in HotS ahead of the
eventual live release of LotV. (Still pulling for Blizzard to decide to bring
the scan range change forward into HotS as well, but we'll see.)
感染虫目前还没有一个新的技能来取代被移除的神经寄生技能。
而且目前的定位也相当不明确,
现在几乎没有让他出场的机会,
或许真菌加上腐蚀胆汁会是一个不错的连续技,
但是那个花费根本就不值得。
百生的改动感觉相当不错,
我很乐见他的改动出现在HOTS里。
(我还很希望看见扫描的范围的改动也提前加到HOTS里面,拭目以待吧)
Surprisingly, not a lot of people have been taking advantage of the new
untargetable Nydus Worm. This may be due to easier aggression using Burrowed
Roaches, or it may simply be an unnecessary tech choice to harass or move
units between bases efficiently.
让我惊讶的是目前很少看到玩家利用地下蠕虫开后门时无敌这项新改动,
或许是因为现在蟑螂内建掘地爪的关系让早期的进攻更加容易,
或许也只是单纯因为地下蠕虫并非骚扰或是部队移动的必要手段。
Other than the removal of Tunneling Claws as an upgrade, Zerg hasn't gotten
much in the way of a balance pass in the current beta, but some of that can
be attributed to work already done on Swarm Hosts for HotS.
除了移除掘地爪科技的研发,
虫族并没有太多的更动,
这也可以说是因为许多更动已经在HOTS完成的原因。
http://i.imgur.com/VEkVIKr.png
All of the new hotness in one epic battle.
全新的激战
总结
Legacy of the Void beta is in a very, very early state. Multiplayer balance
is harder to assess in parallel with the changes to the economy, which
eliminate a ton of builds and change the pace of expanding and aggression
very substantially. New units are overrepresented as testers rush to enjoy
them and showcase them on streams or in small tournaments. A lot of balance
conversations are hinged on trying to look at design decisions, counterplay,
and unit statistics in something of a vacuum, because there are so few
examples of games to lean on thus far.
LOTV目前还在开发的阶段。
多人对战由于经济体系的改变变得更难平衡了,
许多原本既有的体系、战术都因为新的经济体系而有大幅的变动,
变得必须要更加积极地去扩张。
新单位目前被大家过度强调了,
由于大家都急于在直播上或是小比赛上炫耀新的单位,
以及急于去享受新的单位带来的乐趣。
目前平衡的讨论都是以设计理念、反制方法、以及单位数据去讨论,
挺空泛的,
因为没有太多的比赛可以观摩参考。
As balance testing and further patching occurs, we saw Blizzard work very
aggressively on moving the needle during the Heart of the Swarm beta. I've no
doubt they'll do the same thing here - we could still see units removed
outright, added, majorly rebalanced, or whole mechanics changed as players
learn the finer windows of timings and build orders begin to coalesce. From
what we've seen thus far, it seems as though Blizzard has been very
responsive to the SC2 community's suggestions, and the upcoming Swarm Host
and Raven (PDD) changes feel like great, immediate examples of that - and in
the early stages of the LotV beta, where they can change things haphazardly
and without consequence, expect to see very real swings in balance on a
month-to-month basis.
从目前的测试到现在,
我们可以看到暴雪非常积极地去做改动,从HOTS的BETA测试时就可以看出来。
我绝不怀疑他们也会在这次的BETA测试中做同样的事情,
移除、增加或是大幅更动平衡,
或是整个机制的改变让玩家重新找出新的流程、TIMING、攻击空窗。
目前看来,暴雪非常注重社群的反馈和建议,
像是百生的改动、渡鸦无人防御机的在HOTS改动都感觉相当不错。
让我们期待暴雪在LOTV BETA毫无后顾地每个月一次的大改动吧。
I expect Legacy of the Void to target a retail release shortly following
BlizzCon 2015, allowing the current WCS cycle to come to a complete close
before the new expansion takes over. Some third party tournaments will no
doubt shift to Legacy of the Void beta as the number of players with access
grows, but WCS itself will remain within Heart of the Swarm for the remainder
of the year, which means there is a solid 6-7 month period for significant
beta testing to occur in the lead up to Legacy's launch.
我预期LOTV将会在2015的BLIZZCON过后开始发行,
这将可以跟WCS的赛程无缝接轨。
一些第三方赛事肯定会转换到LOTV基于观赏玩家将会增加。
但是WCS将会维持HOTS大约6~7个月,让LOTV的BETA继续扩大测试直到正式发行为止。
翻完了@@
作者: chinpo   2015-04-11 15:59:00
推完了@@
作者: JokerRF (RF)   2015-04-11 16:01:00
Push
作者: elvis222   2015-04-11 16:02:00
作者: aszxcv789 (香菜)   2015-04-11 16:08:00
已飞弹车的威力跟我说很贵 你在跟我开玩笑吗
作者: Yanming052 (Ming)   2015-04-11 16:14:00
作者: fucq47 (5566)   2015-04-11 16:14:00
先推
作者: com214111 (佐藤康姆)   2015-04-11 16:15:00
推~!!
作者: kimimskimi (辜掰)   2015-04-11 16:18:00
推推
作者: joejoeme (nicelight)   2015-04-11 16:20:00
辛苦了~
作者: positMIT (MarineQueen)   2015-04-11 16:31:00
话说davidkim有公布人类新单位了 空军
作者: t17635 (熊皮)   2015-04-11 16:39:00
这个必须推
作者: anglesita (who TELL ME ANS?)   2015-04-11 16:50:00
战巡:我会跳错了吗? 追猎:ouo
作者: eric760302 (剑影墨客)   2015-04-11 16:51:00
人类新单位的连结可以来一下吗? 感谢
作者: ahli (ahli)   2015-04-11 16:53:00
推 另求新单位连结+1
作者: positMIT (MarineQueen)   2015-04-11 16:53:00
作者: ahli (ahli)   2015-04-11 16:55:00
下面的推文XDD... http://i.imgur.com/GiGj1Ie.png人类看来真的是个很难加入新东西的种族
作者: FANggot (憨吉)   2015-04-11 17:07:00
推人族 真的从一开始就是很完善的种族
作者: kira925 (1 2 3 4 疾风炭)   2015-04-11 17:10:00
那什么鸟蛋想法...
作者: zteboom46 (口丁口冬)   2015-04-11 17:10:00
推!!
作者: ahli (ahli)   2015-04-11 17:11:00
air to air , 有技能可对地,会不会是强化版的女武神勒...
作者: aegis43210 (宇宙)   2015-04-11 17:13:00
到底设计出啥单位,其实飞弹车也很丑其实也希望飞弹车砍掉,但人类真的很难设计单位
作者: kira925 (1 2 3 4 疾风炭)   2015-04-11 17:14:00
空对空可对地 那干脆把维京降落模式拿掉 给对地技能就好飞弹车其实是设计得很好的单位BZCON的时候很明显太强 现在这版本已经相当完整了
作者: ernova831   2015-04-11 17:16:00
空对空高射速低伤害 有对地距离9的技能......你妈的怎么不直接强化维京....把设计物尽其用的话 应该是去BUFF空地模式何必又多去设计个有些意义不明的新单位呢....
作者: anglesita (who TELL ME ANS?)   2015-04-11 17:19:00
把雷神设计成跟钢弹一样会飞好了 这样很酷
作者: ahli (ahli)   2015-04-11 17:22:00
因为这很酷不是吗
作者: kira925 (1 2 3 4 疾风炭)   2015-04-11 17:22:00
其实飞弹车已经改变人族够大了
作者: ahli (ahli)   2015-04-11 17:23:00
我也觉得飞弹车很好 问题可能是TVP中的P那一方..
作者: aegis43210 (宇宙)   2015-04-11 17:24:00
嗯,如果要平衡的话,飞弹车一定会nerf的
作者: ernova831   2015-04-11 17:29:00
突然想到 如果这单位是辅助型的 那可能还不坏毕竟渡鸦被废掉了
作者: shinwind (风)   2015-04-11 17:29:00
因为是资料片
作者: ojo32 (古风里战神)   2015-04-11 17:34:00
人族需要的是AOE阿......不然后期永远是坨__
作者: amos9520 (读读读)   2015-04-11 17:34:00
马林
作者: ernova831   2015-04-11 17:35:00
那我睹这新单位就是装了机枪砲台的科学球 对地技能就是融合了EMP跟辐射的OP技能!
作者: positMIT (MarineQueen)   2015-04-11 17:36:00
我对这单位的第一印象也是想到辐射
作者: FANggot (憨吉)   2015-04-11 17:40:00
干脆给人族个Metal Gear
作者: peterwu4 (notd)   2015-04-11 18:10:00
人族好像每次beta的时候都很爽,等到正式版时就砍光光XD
作者: mentha39 (薄荷)   2015-04-11 18:14:00
建议给鬼子加一种范围瘫痪弹药~然后里面少数无法认同的是发售时间....
作者: kira925 (1 2 3 4 疾风炭)   2015-04-11 18:20:00
辐射已经给Z了阿XD
作者: teren (blank)   2015-04-11 18:30:00
雷神改成飞天魔像 炸裂之后掉出4人口任意单位 coooooooool
作者: kira925 (1 2 3 4 疾风炭)   2015-04-11 18:36:00
说到限制对面 地雷一人口就解决啦(逃
作者: bbbyy (bbbyy)   2015-04-11 20:18:00
总觉得这单位根本坦克+维京合体 有够丑
作者: nra7346 (暴徒滚蛋!滚蛋!)   2015-04-11 20:47:00
虚空之遗的蟑螂不用升级埋地移动了...=口=
作者: web946719 (韦伯就是漏气依旧)   2015-04-11 22:51:00
熔岩溅射加大不知道如何 当AOE用
作者: s1310306 (老爹)   2015-04-12 00:53:00
作者: ernova831   2015-04-12 03:28:00
那个坦克+微晶合体的是恶搞图wwww

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