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Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.
Koprulu星区的公民们,你们好。 《星际争霸II:自由之翼》正在庆祝他的1个月纪念日,并且我们会非常高兴的发现这是一个令人吃惊的,大家一起游戏的社区。在那结束之后,我们想你们能知道我们正在为第一个功能与平衡性补丁努力工作着,并且我们希望它能够在九月中旬完成并被使用。1.1补丁将包括一些改进包括额外的Mod功能,地图编辑器改进和Bug的修复,一些自定游戏改进,NVIDIA的3D可视化支持以及更多。我们也很乐意能够与你们分享一些关于这个补丁的特别计划
To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.
在开始阶段,我们听到一些来自全球社区关于标准热键选项的反馈。我们很高兴地宣布在1.1补丁中我们将制作“标准(美国键盘)”和“左撇子标准(美国键盘)”的热键选项在所有区域的游戏中供玩家选择。
Balance Changes 平衡性改变
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
我们又很多的备选平和性改变。一个全局性的改变是我们使得友军的单位在被消灭后将不再提供视野。之前的幸存的敌对单位将不再成为目标。现在让我们打放眼看我们作出的另外的平衡改变。
Maps 地图
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
我们正在Desert Oasis (沙漠绿洲)中增加阻挡道路的石头使得“天然地理扩张矿区( natural expansions,这个翻地有些拗口,有些英文的意思是意会出来的。)”更容易的被保护。另外,地图中央的watchtower(瞭望塔)的区域被变地更狭窄了。
Protoss 神族
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
我们有2个关于的Zealot的关键的概念性改变:生产时间从33秒变为38秒,并且Warp Gate的CD冷却时间从23秒增加到28秒。目前的Zealot Rushes对于任何水平等级的玩家来说都太过于强大,尤其是那些在依靠快速建造前线Gateways的玩家。我们感到能够通过侦查来防御这种Rush的玩家太少了。我们也希望Protoss在配合使用WarpGates和Chrono Boost采矿太快的这个问题能够被落实。
Terran 人族
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
在人族的方面有很多的调整。Reapers在面对Zerg比预期地要强大。由于Zealot的生产时间增加,Reapers在配合前线Barracks和Bunkers和/或者Marauders面对Protoss的时候变得有一些问题了。于是我们觉得把Reapers的生产时间从40秒增加到45秒。快速Reaper + Bunker,或者快速Marine + Bunker的Rushes在面对Zerg的时候存在问题。虽然Rush不能直接打败Zerg玩家,但是我们感到Zerg有太多的不利威胁于是不得不打消快速扩张的念头,或者就是被围困在住基地中太久。所以我们也把Bunker的建造时间从30秒增加到了35秒。
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
大量的Siege Tanks在所以的对阵中都表现地太好了。在游戏的中期和晚期,Siege Tanks对阵所有的地面太晚都太占优势了。我们想要少量无甲或者轻型地面单位能够在对付坦克时表现地更好。对于这个想法,我们改变了 Siege Mode的伤害从50到35,+15对装甲;对应的伤害升级从+5到+3,+2对装甲。这个改变削弱了Siege Tank对轻型和无甲单位的基本攻击和溅射攻击。
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Battlecruisers目前缺少好的地面克制并且仍然在对付大多数的单位类型的时候表现很好。我们意识到要有建造Battlecruisers的资源不简单,但与此同时,在1对1和组队游戏的双方都可能在陷入僵局的时候使用它们。总体上,Battlecruisers相对于它们的成本来说太强大了,并且Terran陷入僵局的情况会使得比赛变得无趣。我们将降低它们的对地攻击力从10到8。
Zerg 虫族
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
Ultralisk的伤害从15,+25对装甲被削弱至15,+20对装甲。这个减少是对应与Battlecruiser 和Siege Tank的改变。像Battlecruiser一样,Ultralisk相对于他的成本来说太强大了,即使很难成群(此处感谢junclot提供的意见)。而且在和其他单位的配合中,Ultralisk很难被地面单位克制。Ultralisk building attack (Ram) 被取消了,由于伤害率和他的普通攻击太接近了,取而代之的是在攻击建筑时使用。 当ultralisks以紧凑的小建筑物,比如Supply Depots为目标时,Ram attack实际上载对付单一目标的输出被认为比其普通攻击的总伤害更少。
And Beyond... 其他更多的……
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.
我们正在阅读你们在论坛上的帖子并且正在创建一份功能和Bug的列表放在将来的补丁中。我们又中长期的计划来更深一步地改进自定游戏的体验,并很快会有额外的聊天频道来提升我们的社交功能。我们将在接下来几周内分享更多的具体信息。和我们以前的游戏一样,我们将会在将来的很多年对《星际争霸II》提供支持。你们的反馈和参与不仅是我们制作最好的游戏,而且是从事世界游戏社区的关键。我们期待着1.1补丁的实施,就像我们分享我们游戏体验和Battle.net功能的计划。
We'll see you online! 我们线上见! |
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