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54輕:我變禿了 但為啥好像沒變強呢?

今兒的情報主要有兩條

1、關於沙箱服第四階段的東西

2、54輕, 謝里登還有132的高清模型

那麼首先就是關於沙箱服二測第四階段的情報了

First of all, a huge thanks to all the players who provided lots of constructive feedback that helped drive the Sandbox test! This has been a very collaborative process and we really appreciate your comments. The team gathered enough input and data to determine how we should further tweak new SPG mechanics and Tier X light tanks leading to release.

首先, 我們炒雞感謝那些為咱提供很多有建設性的回饋並且幫助帶動整個沙箱服的測試的玩家們!這次合作非常好, 我們也非常感激你們的評論。 (管沙箱的)團隊集中了足夠多的內容和資料以決定我們應該怎麼調整SPG的新機制和10級LT然後實裝。

The fourth and final Phase of the Second Iteration runs March 16–20. In it, we’ll introduce changes to Tier X light tanks made after the feedback from Phase 3 and continue fine-tuning new SPG mechanics across Tiers VIII–X.

第四, 也是最後階段的沙箱服二測將會於3月16到20號期間運行。 在這裡面, 我們將會介紹在聽取第三階段的回饋後的10級LT的變動,

還有在8到10級SPG中微調新的機制。

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.

我們正在繼續改進眩暈機制以確定在不減少他人遊戲的樂趣的情況下是一種有效率的長距離火力支援。 為了在有效和有趣之間的平衡, 我們降低了眩暈對車輛機動性的影響, 也減少了炮彈的濺射範圍, 並且調整了內褲對於眩暈機制的抵抗力。

Lowering the stun effect on vehicle mobility

Currently, the stun mechanic temporarily impedes vehicle movement, while also worsening its firepower.

降低眩暈對機動性的影響

目前來說, 眩暈機制能在減少其開火效率的同時還能降低其機動性。

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.

乍眼一看, 這種設定可以更容易讓SPG對團隊做貢獻並且促進交戰時的活躍性。 SPG在後排支援, 與大家緊♂密的合作。 他們由秒殺變成了弱化對面(頭伸過來我給你上個debuff)然後隊友就可以沖一波被暈掉的人把絕望的他抬回車庫。 然而, 這種負面的影響同時作用到的兩個參數(機動和火力)反而又破壞了其樂趣性。

在之前幾輪的測試裡顯現出單是減少眩暈時間還不夠解決這個問題。

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.

在第四階段中, 我們想決定這兩個資料哪個能更決定對於遊戲的整體體驗並且調整眩暈對於精度的影響。 我們從減少30%眩暈對機動性的影響開始。 現在就拿起電話呸進入遊戲並且告訴我們減少眩暈的影響是否會提升遊戲的整體體驗!如果你認為並沒有, 我們將會調回去並且降低眩暈對於精度的影響。

Reducing the burst radius for all SPGs

減少SPG們的濺射範圍

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.

當我們第一次介紹SPG的變化的時候, 我們增加了她們的濺射範圍以作為降低他們傷害的補償。 我們聽到過大量的對於這些變化的回饋。 你們曾經說過這使得SPG變得過於效率了。

這使得讓SPG很容易覆蓋一個很大的面積, 一炮震暈好幾台車。 還有, 因為濺射範圍過大, 他們也經常震暈隊友。

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!

我們減少了其10%的濺射範圍(就是說眩暈的範圍減少了19%), 這樣應該就能讓火炮回歸正常能力。 我們相信通過這些改變, SPG們仍將會覆蓋足夠的面積以保持其效力, 同時如果車輛離炮彈落點足夠遠時也能夠躲避眩暈範圍。 快來看看這樣子成不成吧!

Equipment

裝備

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.

根據你們的回饋, 我們決定提高內褲在戰鬥中的作用, 並且提升所有車輛種類的最小眩暈時間。 為了達成這些, 我們讓中型和輕型內褲也能減少眩暈時間了。 現在他們可以減少10%的眩暈時間。 當然, 我們也會加強重型內褲可以減少的眩暈時間。

現在他們也可以減少10%的眩暈時間了(曾經是5%), 超重內褲也是減少10%的眩暈時間。 然而, 超重內褲能在有效抵禦眩暈的同時還能更好的吸收HE傷害。

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:

總的來說, 眩暈機制在8到10級裡效果不一般。 在第三階段設定的戰鬥參數確保了定級SPG們能順暢的進行戰鬥並且對於8到9級的車也會有不錯的影響。 這些就要求了另一項平衡改動:

The М53/55 (the U.S. A., Tier IX) that turned out too efficient

FV207 and FV3805 (British, Tiers VIII and IX, respectively) that, on quite the contrary, lagged behind their brethren in terms of combat efficiency

5355還行

207和3805太丟人了

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.

我們聽到了你們對於那些的回饋並且將會在稍微晚些時候做出修正。 首先, 我們想最後微調一波10級LT。 他們能很大程度的影響火炮們的存活率。 所以, 我們想最後確定LT們的戰鬥參數, 研究如何將其改變實裝到整個兒遊戲裡, 然後再把剩下的火炮的修改給做完。

Light Tanks

LT

Following your feedback, and data collected during Phase 3, Tier X light tanks received a series of balance tweaks:

根據你們的回饋,

還有在第三階段收集到的資料, 10級LT得到了些調整:

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

銼了特100和57偵察車的機動性, 使得她們的機動性跟其他頂級LT差距沒那麼大, 也是為了能讓老司機們好好開車。

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

增加了57偵察車, 特100還有132A的裝填時間使得他們不會過強, 並且減少了13105的裝填時間(大概是長裝填)使其更具效率。

The XM551 Sheridan received a considerable boost as it clearly underperformed

XM551謝里登因為其明顯丟人表現而獲得了相當程度的buff

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

57偵察車, 特100, XM551謝里登, 13105還有132A的視野將會稍微減少一點以保持平衡。 一開始的時候, 他們擁有一級棒的視野加上他們相當好的基礎隱蔽還有LT特有的移動不掉隱蔽, 使得他們過於強大了。 (等等剛剛不還說謝里登的表現很差麼?)

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.

最後, 你們喊到了王八蛋WG, 還我頂級炮, 你不是人, 你不是人, 所以我們就把49標誌性的152噴子炮和瘋狗的10連發彈夾炮還給你們了。

Vehicle rotation rules

車輛迴圈基本法(先說一聲,這條只適合沙箱服,跟其他服沒關係,但即使我這麼說,還是會有不少ZZ會罵如果實裝到正式服會怎麼怎麼樣)

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.

10級LT的加入可能會使得排隊時間更長。因為大家都想趕快嘗嘗10級LT的鮮,而導致讓分房系統話很長的時間去弄一個正常的+/-2的房間,然後你就得話一萬年才能排進去。更不用說我們也沒法收集到具有代表性質的資料。我們可不想這樣。

We’ll stop it from happening with special restrictions:

我們會弄這幾種特別的限制條件以阻止這種情況的發生:

To play a battle in any light tank you have to fight three battles with any other vehicle type(s)

你必須玩其他任何種類的戰車3盤後才能玩一盤LT

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

在玩了一盤某個等級的車後(LT除外),你一定要選擇另一個不同等級的車才能進入遊戲(比如你玩了一盤10級車後,下一盤就必須要選擇9級或者8級才能進入遊戲)

Of course, this wouldn’t fix the issue altogether, but it will let us cut the queueing to 2–3 minutes.

當然,這並不能完全解決問題,但這肯定能將排隊時間銼到2到3分鐘甚至更短。

NOTE: These restrictions (as well as longer wait times) are only relevant for the Sandbox server, and won’t make it onto live servers.

給個提示:這些限制(和更長的等待時間這一現象)只跟沙箱服有關,不會出現在正式服中。

因為要限制火炮的分房所以有些勳章的獲得條件也做了相應的更改

Burda – Destroy at least 3 enemy SPG’s in one battle. The destroyed vehicle has to be at least 1 tier higher. (rest is the same)

布林德勳章 - 在一場戰鬥中擊毀敵方至少三台比你等級至少高一級的SPG。(其他的還是一樣)【以前是擊毀五台SPG】

Pascucci – Destroy at least 2 enemy SPG’s in one battle. (rest is same)

帕斯庫奇勳章 - 在一場戰鬥中擊毀至少兩台敵方SPG。(其他的還是一樣)【以前是三台】

Tamada Yoshio – Destroy at least 2 enemy SPG’s in one battle while driving a light tank. (rest is same)

高克勳章(或者玉田美郎勳章) - 駕駛一輛LT在一場戰鬥中擊毀至少兩台敵方SPG。(其他的還是一樣)【以前是三台】

接下來就是WZ-132的高清截圖

XM551的,模型稍微改了下,但是沒有改重要的地方

最後就是禿掉了的54輕啦

Vehicle rotation rules

車輛迴圈基本法(先說一聲,這條只適合沙箱服,跟其他服沒關係,但即使我這麼說,還是會有不少ZZ會罵如果實裝到正式服會怎麼怎麼樣)

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.

10級LT的加入可能會使得排隊時間更長。因為大家都想趕快嘗嘗10級LT的鮮,而導致讓分房系統話很長的時間去弄一個正常的+/-2的房間,然後你就得話一萬年才能排進去。更不用說我們也沒法收集到具有代表性質的資料。我們可不想這樣。

We’ll stop it from happening with special restrictions:

我們會弄這幾種特別的限制條件以阻止這種情況的發生:

To play a battle in any light tank you have to fight three battles with any other vehicle type(s)

你必須玩其他任何種類的戰車3盤後才能玩一盤LT

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

在玩了一盤某個等級的車後(LT除外),你一定要選擇另一個不同等級的車才能進入遊戲(比如你玩了一盤10級車後,下一盤就必須要選擇9級或者8級才能進入遊戲)

Of course, this wouldn’t fix the issue altogether, but it will let us cut the queueing to 2–3 minutes.

當然,這並不能完全解決問題,但這肯定能將排隊時間銼到2到3分鐘甚至更短。

NOTE: These restrictions (as well as longer wait times) are only relevant for the Sandbox server, and won’t make it onto live servers.

給個提示:這些限制(和更長的等待時間這一現象)只跟沙箱服有關,不會出現在正式服中。

因為要限制火炮的分房所以有些勳章的獲得條件也做了相應的更改

Burda – Destroy at least 3 enemy SPG’s in one battle. The destroyed vehicle has to be at least 1 tier higher. (rest is the same)

布林德勳章 - 在一場戰鬥中擊毀敵方至少三台比你等級至少高一級的SPG。(其他的還是一樣)【以前是擊毀五台SPG】

Pascucci – Destroy at least 2 enemy SPG’s in one battle. (rest is same)

帕斯庫奇勳章 - 在一場戰鬥中擊毀至少兩台敵方SPG。(其他的還是一樣)【以前是三台】

Tamada Yoshio – Destroy at least 2 enemy SPG’s in one battle while driving a light tank. (rest is same)

高克勳章(或者玉田美郎勳章) - 駕駛一輛LT在一場戰鬥中擊毀至少兩台敵方SPG。(其他的還是一樣)【以前是三台】

接下來就是WZ-132的高清截圖

XM551的,模型稍微改了下,但是沒有改重要的地方

最後就是禿掉了的54輕啦

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