※ 引述《kevin50263 (azusa)》之铭言:
: http://us.battle.net/sc2/en/forum/topic/17084688554
: Analyzing the effects of the last Swarm Host patch is one of our top
: priorities for Heart of the Swarm right now, so we wanted to share some more
: thoughts in this area to get more input from you.
安安,经过我大卫金分析最近一次虫心配取之后,我想要分享一下我der想法。
: Currently we’re not seeing much new Swarm Host usage. We see two potential
: reasons for this: The Swarm Host isn’t effective enough in its current state
: or players haven’t figured out the best use cases with them yet. The answer
: is probably a mix of both factors, and we’re hoping to see more Zerg games
: in all matchups in order to drill down on the correct course of action here.
: Our main focus point in the immediate future will be on the state of ZvP and
: ZvT after these changes. The main thing we’d like to watch out for first is
: that the two matchups are working well and are balanced. In order to get
: there, we have two options that we’d like to discuss with everyone.
目前我们没有看到太多新百生的使用,两个可能的原因如下:
百生虫真的很不好用或玩家尚未想出百生适合使用的场合。
答案应该是两个原因的混合,而我们希望看到更多的虫族对战,
让我们可以更深入了解这个改动。
我们短期的主要的焦点会摆在ZvP与ZvT上,注意这两种对战组合运作正常且平衡。
为了达到这个目的,我们有两个选择供各位大大讨论。
: Option 1
: Take our normal approach of waiting until we can locate what the specific
: issues are and then act accordingly. The up side of this is that we can make
: the correct decisions and give players enough time to really drill down to
: the details of what the last patch has changed about the game. The down side
: is that it’ll take time.
选项一,采用我们一般方法等待直到我们定位出具体问题何在,然后据此修正。
这样的好处是我们可以作出正确的决定,
并且给玩家足够的时间钻研出最新配取改变的细节何在。
坏处就是这会花很多的时间。
(完全是废话)
: Option 2
: Act a bit quicker as an exception this time, because we made such drastic
: changes at a point when the balance was looking very solid. From the initial
: feedback and games that we’ve seen, Zerg seem slightly weaker than before.
: While we don’t have enough examples or the time to make this conclusion, we
: wonder if acting a bit sooner in this specific case might be better for the
: game. To be clear, this doesn’t mean we’ll just go in and patch right away.
: We’ll still go through the standard procedures of discussing potential
: changes, testing the changes on balance test maps, and iterating on them
: until we find good changes. The main difference is that we would be going
: into the first balance test map much sooner than we normally would have after
: a balance patch.
选项二,例外地针对这个配取做出进一步的动作,
毕竟我们在目前这个平衡看来不错的时间点,做了如此巨大的改动(指百生)。
由内部的反馈以及我们观察到的游戏来看,虫族似乎比之前稍微弱势一些,
虽然我们没有足够的例子或时间就得出这个结论,
但如果我们迅速针对这个情形作出反应,可能对游戏是比较好的。
具体来说,这并不是意味着我们现在就要发布新的配取,
在平衡测试地图上改变、测试然后重复这个动作直到我们找到好的作法。
主要的不同是我们会比起过去更快地放出第一张平衡测试地图。
: If we go with option 1, we’ll first need to figure out how the changes
: affected the matchups, so we don’t have any proposed potential changes yet.
: If we go with option 2, our main goal would be to work on a change that would
: help Zerg slightly vs. Protoss and vs. Mech play. Going more into the
: specifics:
如果我们采取选项一,我们需要先找出这次配取的影响,
所以不会有任何已提出的具体改动。
如果采取选项二,主要的目前就会是将目标摆在如何改变以帮助ZvP以及面对机械化。
以下是改动的细节说明:
(前面全是废话)
: Roach burrow move speed increase
1.蟑螂埋地移动加速
: We know Roaches serve a critical role in both vs. Protoss and Mech, so this
: might be a good area to buff. We’ve also tested a faster burrow-move speed
: version of the Roach in the past, and saw some good results. In terms of
: testing time, and being able to gauge the effectiveness of this change, it
: should be much quicker since it’ll be the second time testing this out. This
: could be a very simple change that will help Zerg out in the two main areas
: that we’re potentially looking to improve.
我们知道蟑螂在ZvP跟机械化对战中扮演重要的角色,所以这可能是个理想的强化部分,
我们也已经在之前测试过蟑螂埋地移动加速的版本,并观察到一些不错的结果。
根据测试跟评估这个改动的效益,这可能非常简单地就能帮助虫族处理ZvP跟机械化。
: Swarm Host changes
2.百生虫的改动
: We believe that the cost investment both in terms of gas and supply are quite
: high. And it’s like that for a reason: we don’t want mass Swarm Hosts to be
: viable. But we wonder if we can make some tweaks to make the harassment case
: less of a commitment while also making sure the mass Swarm Host case isn’t
: viable. While we don’t have specifics here, we’re initially thinking:
: - Buff the Swarm Host effectiveness
: - Reduce the supply cost/take another look at the cost of the unit itself
: - Increase the cooldown of the Spawn Locust ability even more
我们相信在百生兽上的瓦斯投资以及占人口方面都十分高,
这是因为我们不希望再看到百生海的状况。
然而我们想知道是否则可能作出一些改动让骚扰可行但又可以确保不要再出现百生海。
虽然我们没有具体的方案,但我们最初想法是:
-强化百生的效用
-减少占用的人口 / 再检视这个单位本身的成本
-再增加蝗虫的CD时间
: These changes will support the small group harassment role of the unit much
: better, while nerfing the mass Swarm Host case even more.
: To reiterate, we’re not saying that there’s a clear problem that we see
: right now. We don’t know with 100% certainty on the state of things since
: the last patch, but we’re mainly just wondering if there’s value in
: starting a balance test map sooner than later this time.
: Thank you so much, and we’re looking forward to hearing your thoughts on
: this topic.
: 都是英文,有点看不懂 希望有人可帮忙翻译
这些改变会有助于强化一小群百生兽的骚扰角色,同时可再降低海百生兽的情形出现,
再次重申,我们并不是说目前观察到有存在一个明确的问题,
我们不是100%确定最近一次配取后的情况,
主要是考量比过去更快推出平衡测试地图的好处。
感谢大家,期待可以听到你们关于这个议题的想法。
======正文结束======
重点整理:
1.大卫金觉得之前的虫心已经很平衡惹。
2.这次Patch改很大,结果百生没人要用惹,但这一定不是大卫金改太烂造成的,
玩家也要负一部分的责任(L2P)。
3.ZvP、ZvT机械化虫族可能有点弱势,可能要作出因应。
4.因应之道是加速蟑螂埋地或者是再改一下百生。
个人看法:
为什么之前的虫族要出百生跟打泉水勾?因为正面不这样拖的话战损换不赢啊...
这次Patch后Z的问题明明就是出在面对成型的Death Ball以及机械化大后期时,
无法跟P与T打正面,然后大卫金跟我们说他觉得应该要微调百生,
要强化百生兽的骚扰功能,不过他还是不想看到百生海。
结论:
请大卫金去脑科挂号。