[情报] 第四阶段沙盒官方介绍

楼主: scoMico (測試)   2017-03-17 14:00:28
来源:
https://goo.gl/Qder7Y
https://goo.gl/dwEJ0y
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官方前言有翻过我就不用处理了YAY
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We’re continuing to improve the stun mechanic to ensure arty is an efficient
long-range support fire vehicle without diminishing the fun for others. To
balance fun versus effectiveness, we reduced the stun effect on vehicle
mobility, decreased burst radius for all arty shells, and tweaked the stun
resistance of Spall Liners.
我们正持续改良击晕机制以确保砲车能有效发扬长程支援,又不会抹灭其他人的乐趣
为了在作战效能跟(受害者)的乐趣之间取得平衡,
我们降低了击晕效果在车辆机动能力上的作用、缩小暴风半径,
以及调整防爆内衬的击晕抗性
Lowering the stun effect on vehicle mobility - 减少击晕对机动的影响力
Currently, the stun mechanic temporarily impedes vehicle movement, while also
worsening its firepower.
目前击晕机制会暂时性地让车辆寸步难行,同时劣化其火力输出能力
At first glance, it fulfills the set objectives of facilitating more
team-oriented gameplay for SPGs and forcing more active combat engagements.
Arty lays the ground for an attack, playing in tight cooperation with the
rest of the team. They soften targets instead of destroying them, and their
teammates can rush to stunned opponents and send them back to the Garage with
several finishing shots. However, this adverse effect on two key parameters
(speed, firepower) simultaneously somewhat spoils the fun for those stunned.
Previous rounds of testing showed that lowering the stun time won’t be
enough to solve this issue.
初步看来,这达成了原订目标: 促进砲车与前线协同作战及更多积极的交战
砲车与其他队友紧密的合作能为一波攻势建立基石
它们让目标易于收拾而不是直接催毁掉,接着队友就能前驱把被击晕的对手送回车库
然而同时破坏两项关键能力(速度、火力)有点破坏被晕的人的体验
并且在上一阶段的测试中显示降低击晕时长并不足以避免如此问题
With Phase 4, we want to determine which of the two parameters proves to be
more crucial to the overall experience and adjust the stun effect on it
accordingly. We’ll start with reducing the stun effect on vehicle mobility
by 30%. Jump in and tell us if lowered stun effect improves the overall
experience! If you believe it doesn’t, we’ll reverse it and lower the stun
effect on accuracy instead.
在第四阶段我们想确知这两项能力哪个对于整体游戏体验来说更为关键,
并依此来调整击晕机制
我们会先从减少击晕对机动的影响30% 开始测试
马上加入测试并告诉我们调整过的击晕机制有否改善整体游戏体验吧!
如果反应趋向没有改善我们会改朝减少对火力的影响来测试
Reducing the burst radius for all SPGs - 降低砲车暴风半径
When we first introduced SPG changes, we increased their burst radius to
compensate for lowering their damage per shot values. We’ve heard a great
deal of feedback on this change. You argued it made SPGs too effective. It
became a lot easier for arty to cover a larger area, stunning several
vehicles at once. Moreover, they often stunned friendly vehicles because of
the large burst radius.
当我们初次做出砲车改动的时候,我们给它加添了更多暴风半径来弥补单发伤害上的损失
在这项改动上我们已经收到极大量的反馈,各位指出这样会让砲车影响力过高,
砲车的火力变得可以轻易覆蓋比以往更大的范围,一次击晕多辆车,更有甚者,
还常常会因为太大的暴风击晕了队友
We reduced the burst radius by 10% (i.e., the area covered by stun went down
by 19%), which should set things back to normal. We believe that following
this change, SPGs will cover a big enough territory to remain efficient,
while vehicles that stay far enough away can avoid the stun radius. Check it
out for yourself and let us know if it worked!
我们降低了暴风半径10% (晕眩涵盖面积减少19%),这应该会让情况好点
我们相信这样改的话砲车还是足以影响够大的范围,
同时离得够远的车也能好好的避过被晕眩的情形
现在就来亲自体验并让我们知道这样改有没有成功吧!
Equipment - 装备
Acting off your feedback, we decided to raise the combat value of Spall
Liners and provide all vehicle types with a means to minimize the stun
duration. To achieve it, we introduced the stun resistance effect for light
and medium Spall Liners. Now, they cut the stun duration by 10%. Also, Heavy
Spall Liners’ resistance to the stun effect was improved. They now reduce
its duration by 10% (previously they lowered it by 5%). As for Superheavy
Spall Liners, their resistance is also set to 10%. However, the latter prove
the most effective against stun as they absorb explosive damage better.
*为反映各位的反馈,我们决定增加防爆内衬的实用价值并提供各车种降低晕眩效果的手段
为达此目标我们让轻、中防爆内衬也有了10%晕眩抗性,
另外重型内衬抗晕性能也有所提升,现在能降低10%晕眩时间(上一版是5%)
至于超重型内衬抗性也是设定在10%
然而超重型内衬还是抗晕的最佳选择因为它能吸收更多爆破伤害
*: 晕眩时间跟受伤比例有一定关联故
Overall, the new mechanics worked well across Tiers VIII–X. Combat
parameters set for Phase 3 ensure smooth progression for top-tier SPGs and
have a decent effect on Tier VIII–IX tanks and tank destroyers. The few that
require another round of balance tweaks are:
总的来说新机制在八到十阶运作良好
第三阶段的设定在于顶街砲车达成了良好的进展,
并对八、九阶车跟驱逐有可观的影响
剩下少数仍需平衡调整的如下:
-The М53/55 (the U.S. A., Tier IX) that turned out too efficient
- M53/55 太强
-FV207 and FV3805 (British, Tiers VIII and IX, respectively) that, on quite
the contrary, lagged behind their brethren in terms of combat efficiency
- FV207、FV3805则相反相当落后
We heard your feedback on these and will return to them a bit later. First, we
’d like to finish fine-tuning Tier X light tanks. They influence arty
longevity greatly. So, we want to finalize their combat parameters, study how
their introduction changes overall gameplay, and then tweak the remaining
SPGs.
我们有听到各位的想法并稍后就会处理他们(指上述两台砲车)
首先我们想要先调整好十阶轻坦,毕竟它们也大大的影响到砲车的存活时间
所以我们想要先完善它们的战斗性能,研究加入他们后对整体游戏进行的影响,
再来微调剩下的砲车
Light Tanks - 轻坦
Following your feedback, and data collected during Phase 3, Tier X light
tanks received a series of balance tweaks:
根据各位的反馈以及第三阶段所蒐集到的资料,十阶轻坦会迎接下列平衡调整:
-Lowered the T-100 and Spz. 57’s dynamic stats and mobility to lessen the
difference between top-tier light tanks and make for a smoother ride
-Increased reload time for the Spz. 57, T-100, and WZ-132A to keep them from
being overpowered, and reduced the reload time of the AMX 13 105 to make it
more efficient
-The XM551 Sheridan received a considerable boost as it clearly underperformed
-The Spz. 57, T-100, XM551 Sheridan, AMX 13 105 and WZ-132A view range was
slightly reduced to keep them from being overpowered. Initially, they sported
excellent view range paired with their solid base camouflage values and the
class’ trademark camouflage bonus while moving, which proved too much
-Finally, you asked us to bring iconic guns back for the T49 and M41 Walker
Bulldog, so we did. Now they feature the 152mm Gun-Launcher XM81 and 76mm Gun
T91E5, respectively.
-降低 T-100及 Spz.57 的机动能力以减少跟其他顶阶轻坦的差距并让使其驾驶起来较为顺畅
-增加 Spz.57、T-100及WZ-132A的装填时间避免它们太OP,
降低 AMX 13 105的装填时间让它有用点
-XM551薛理登会得到个可观强化由于它很明显的较弱势
-Spz.57、T-100、XM551、AMX 13 105及 WZ-132A视野会微幅下修以免过于OP,
起初它们展现杰出视距, 搭上自身可靠的基础隐蔽能力,
还有行进不掉隐蔽的车种特色,这些后来都证明了有点过份强势
-最后,各位要求我们把T49及M41华克猛犬的标志性武装还给他们,我们照办了
现在他们各自以152mmXM81及76mmT91E5作为其特色
Vehicle rotation rules - 车种排队规则
The addition of Tier X light tanks might lead to a longer queue time. As
everyone rushes to play tanks, it would take the matchmaker much longer to
assemble a proper +/-2 team, so you’d end up waiting to hit the battlefield
for up to 10 minutes. Not to mention that it would prevent us from collecting
representative stats. We wouldn’t want that.
新增十阶轻坦有可能致使较长得排队时间,
当大家都一窝蜂开粗乃的时候更会让MM花更多时间去组成一个适当的+-2房,
所以你最后可能等了10分以上才能排进一场,
更别说这样会阻碍到我们蒐集具有代表性(有参考价值)的统计资料,
而我们不会想要这样的
We’ll stop it from happening with special restrictions:
因此,我们会以以下特殊限制来避免上述情形发生:
-To play a battle in any light tank you have to fight three battles with any
other vehicle type(s)
-要开轻坦上场你必须先开"其他"任意车种开三场
-Upon playing a battle in any medium/heavy tank, tank destroyer or SPG, you
have to choose a vehicle of another Tier for the next battle
-而玩过中、种坦、驱逐或砲车后,下一场必须选择其他车阶
Of course, this wouldn’t fix the issue altogether, but it will let us cut
the queueing to 2–3 minutes.
当然这样并不能真正解决整个问题,但这至少让我们能把等待时间降到约略2到3分
NOTE: These restrictions (as well as longer wait times) are only relevant for
the Sandbox server, and won’t make it onto live servers.
注意: 这些限制 (包含提到的较长排队时间) 只与沙盒有关,不会发生在正式服
*: 毕竟沙盒人数少很多
Just one thing before we dive into testing. The progress we’ve made so far
wouldn’t have been possible if it weren’t for your support and input. We
are close to the finish line with SPGs and Tier X light tanks! It’s time for
that final strike. Join us on the testing ground and help us make the game
better!
在我们把埋首于测试之前有件事不得不提,
如果没有各位的协助及反馈,我们不可能有如此进展
我们距离完成砲车改动以及十阶轻坦的加入已经十分接近
是时候来个最后一波了
来测试场加入我们并帮助我们一起让游戏变得更好!
*: 前言有表明第四阶段应该是本次沙盒(第二次沙盒)最后阶段
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如有误译或语意不清处
还请多多指教以及海涵
作者: goldensnitch (金探子)   2017-03-17 14:27:00
SPG被改更瞎了 基本看不到 残局PK被刺刀只能说QQ了

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