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[资料] 使命召唤6联机小技巧(放假闲的无聊就翻译了一下)

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发表于 2012-1-23 21:59 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 bingda733 于 2012-1-23 23:17 编辑

首先注明原帖地址http://denkirson.xanga.com/715966769/modern-warfare-2/
英文好的直接看原帖

以下为Bingda733的翻译内容,感谢翻译大神Innosense的支持并代为翻译前面的一点与后期的修正

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
从PC版的games_mp.log 文件中的数据看,伤害是接近100%正确的
距离带来的伤害下降只是近似值
玩家的健康值是100,在真实模式(hardcore)中只有30

和CoD4与CoD5一样,躯体被击中时的伤害是分部分计算的
"FireTime"是是两次射击之间的间隔时间
"FireRate"是在无需装弹情况下,武器在一分钟内的可能射击次数

“Hip Spread” 上跳扩散测量的是距屏幕中心的角度。(包括霰弹枪的扩散)
"Reload"是从重新装弹的开始到终止的时间(十字准线再次出现)
"Empty"是武器发射完弹药到开始装弹的时间
"AddTime"是弹药已经装填完毕,到弹药计数器改变的时间

"DropTime”是换走一个武器直到换出另一个武器的时间
""RaiseTime"是使另一把武器做好射击准备所需的时间
当切换至手枪时,所有手枪都使用“快速换枪”时间,仅0.25秒。
伯莱塔M93R同样被作为手枪对待,享受“快速换枪”的待遇

"SightTime"是举枪瞄准以及还原为常规持枪的时间

"Recoil"衡量四种相对的力量,两个是上/下,两个是左/右
更大的力量=更大的后坐力
来自一个方向的力量越大=向那个方向产生的后坐力更多
运动速度(玩家的速度由他的主武器位所持武器所决定):
冲锋枪和狙击步枪保持100%的速度
突击步枪保持95%的速度
自动手枪保持87.5%的速度
防爆盾保持80%的速度
玩家可以捡起另外一把武器但仍保留自己出生时的速度
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
非武器的细节
凡是写在这里是受到严格的检查,我们还要超过它。
防卫机枪(Sentry Gun)有1000生命还有额外的300的防子弹的健康层(估计类似防弹衣)
肉搏(按E)能立即摧毁它
Sentry Gun最长持续射击时间是8秒
它需要最长4秒来恢复(散热),如果它过热,恢复需要8秒
90秒后,它将自我摧毁如果敌人没有摧毁它

无人侦察机(UAV)和无人反侦察机(Counter UAV)有700生命,在空中飞行30秒
普通直升机有1500生命,阿帕奇(Chopper Gunner)有一个红外诱饵弹(可以干扰一枚毒刺导弹)
低空铺路者(Pave Low)有3000生命和一枚红外诱饵弹
不像cod4里的直升机,MW2里以上三种直升机在所有时间对子弹的伤害降低到0.3倍
AI控制的直升机保留过去的四种威胁中的三种,具体哪四种威胁点开之后有介绍
Class限制被移除,原因是副武器的多样性
Pavelow和直升机在天上待60秒
玩家控制的阿帕奇(Chopper Gunner)在天上待40秒,不包括从开始到飞到地图所需的时间(用过的知道)
精确空袭(PrecisionAirstrike)和鹞空袭(Harrier Airstrike)投弹量是一样的
三架(鹞是两架)飞机飞过,每个投下的炸弹分解成10个小炸弹(集束炸弹?)
每枚集束炸弹的杀伤半径为512英寸,中心伤害200,边上50

在天上悬停的鹞有3000生命,还能把玩家给它带来的伤害减半
幸运的是,一些武器能立刻击落它(至少能伤到它)
毒刺导弹,标枪导弹和其他的连杀奖励(像遥控导弹(明明是捕食者)或AC130上的武器)能立刻摧毁它(鹞)
RPG7和AT4对鹞的伤害有一个具体的数值,是900
鹞在天上待45秒

B2隐形轰炸机(Stealth Bomber)扔下大量的炸弹
每个炸弹的杀伤半径是896英寸
B2的炸弹在落点的伤害是300,边上是50
AC130的健康值明显只有1000
AC130有两枚红外诱饵弹而且对任何武器免疫,除了各种发射器
AC130在天上待40秒,三个武器都能用,重新装填是有时间间隔
25毫米炮1.5秒
40毫米炮3.0秒
105毫米炮5.0秒
关心包裹(Care Package)和紧急空投(Emergency Airdrop)得到任何连杀奖励都有可能(除了核弹)
各种连杀奖励的概率(其他地方找的)
ammo 17%
uav 17%
counter_uav 15%
sentry 12%
predator_missile 12%
airdrop_precision_airstrike 11%
airdrop_harrier_airstrike 7%
helicopter 7%
helicopter_flares 5 (this is the PaveLow)%
stealth_airstrike 5 %
helicopter_minigun 3%
ac130 3 %
emp 1%
nuke 0%
关心包裹(Care Package)有较高的几率投下低连杀数奖励,而紧急空投(Emergency Airdrop)则略微平均了各种奖励的概率
扔包裹的小鸟(AH-6)有500生命而且能被摧毁
它的速度非常快以至于在它扔完包之前摧毁它的窗口时间非常小
阔剑地雷(Claymore)有:
触发后有0.75秒的延迟,专业级干扰(ScramblerPro)技能能使这个延迟提高到3秒
192英寸内可以被触发
在它的检测半径内,检测角为70度
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
技能和一些其他的事

FAMAS.M16.M93R每两次三连发的间隔时间为0.2秒
停止作用(Stopping Power)使伤害变为1.4倍
专业级停止作用(Stopping Power Pro)使这个数乘能用在对付飞行器上,也能去除对伤害有吸收作用的飞行器的这个作用
危险距离(Danger Close)比上面的那个能强点,爆炸物伤害变为1.4倍
专业级危险距离(Danger Close Pro)使1.4倍也能作用于连杀奖励,从AC130到Sentry Gun
爆炸面罩(Blast Shield)装备使伤害变为0.65倍,提高活下来的可能,但不是无敌的
爆炸面罩(Blast Shield)和危险距离(DangerClose)互相抵消
粘雷粘在玩家的身上时伤害足矣忽略爆炸面罩的防护作用

突击(Commando)技能增加至176单位肉搏攻击距离,对于默认的128单位来说
专业级突击(Commando Pro)技能取消了所有高处掉落产生的伤害
捡垃圾(Scavenger)技能将补充以下未达到最大弹药数的东西
一个主武器弹夹
一个副武器弹夹
一个手雷/装备
一个特殊手雷
一枚枪榴弹/四发下挂霰弹枪子弹
最大弹药数(MaxAmmo)是捡垃圾技能所带来的
最大弹药数(MaxAmmo)不会增加弹夹里的子弹的数量
突击步枪最多携带180发子弹+弹夹内的30发
发射器最多携带1发,当捡第二枚弹药时,发射器必须重新装填(进入待击发状态)
如果你现在持有的武器/手雷达到了最大弹药数状态,那么地上蓝色的包将不能捡,即使副武器携带弹药未满
高射速(Rapid Fire)挂件和COD5中双倍射速(Double Tap)作用相同,发射时间间隔变为0.75倍(换句话说,射速变为1.33倍)
穿甲弹(FMJ全金属外壳子弹)挂件和深度影响(DeepImpact)作用一样,显著提高穿墙或其他物体后的杀伤力
止痛药(Painkiller)将对自己的伤害减低为三分之一
飞刀和肉搏依然能对这个一击必杀

一个人的军队(One Man Army)技能使玩家花6秒时间换装备
专业级一个人的军队(One Man Army Pro)将时间缩短为3秒,但是这个技能要占用副武器的位置
从带有一个人的军队的装备栏换为没有这个技能的装备栏,仍然能计数在升级为专业级的挑战中
快手(Sleight of Hand)技能能将换弹夹时间减半
专业级快手(Sleight of Hand Pro)能将打开或关闭瞄准器的时间减半
专业级忍者(Ninja Pro)技能将玩家的脚步声变为0.25倍
炸弹探测员(SitRep)技能将透视所有敌人的装备并显示为红色,即使距离很远也可以
专业级炸弹探测员(SitRep Pro)能做许多事
将敌人的脚步声变为4倍
将自己与队友的脚步声变为0.25倍
这使得装备了专业级炸弹探测员技能的玩家更清楚的听到敌人的脚步声
专业级炸弹探测员(SitRep Pro)不能使自己的脚步声使敌人听起来更轻,只能对自己
干扰(Scrambler)技能将影响800英寸内的敌人,在300英寸内,敌人的雷达将完全显示雪花
专业级干扰(Scrambler Pro)技能将阔剑地雷时间触发时间延长至3秒
稳定瞄准(Steady Aim)技能使枪口上跳程度变为0.65倍
专业级稳定瞄准(Steady Aim)技能能将原为4.5秒的屏息时间再延长5秒
轻量(Lightweight)技能将玩家的移动速度变为1.1倍(8%~10%的增加效果取决于玩家的武器)
专业级轻量(Lightweight)技能能将奔跑时瞄准的之间的延迟消失
最后一搏(Last Stand)技能在玩家受到致命伤害后留给玩家一点的健康值10秒
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
原文:Damage is near 100% correct with data from the PC version's games_mp.log.
The range at which damage drops though is only approximate.
Player health is 100 and only 30 in "Hardcore".

Just like COD4 and WaW, body parts are segmented and multiply damage when hit.
"FireTime" is the split second between each shot.
"FireRate" is the potential amount of rounds the weapon can fire in a minute without reloading.

Hip Spread is measured in degrees from the center of the screen. (yet to get the shotgun spread)

"Reload" is the time from the very start to the very end of the reload (when the crosshair reappears).
"Empty" is the time to reload when the weapon is completely empty.
"Add Time" is the point in time in which the ammo is loaded, when the ammo counter changes.

"Drop Time" is the time it takes to put away a weapon to draw the other one.
"Raise Time" is the time it takes for that other weapon to be prepared to fire.
Combine the Drop of the weapon you switch from with the Raise of the weapon you switch to.
When switching to a Handgun, all weapons use QuickDropTime, only 0.25 seconds.
The M93 Raffica is also treated as a Handgun and benefits from QuickDrop as well.

"Sight Time" is the time it takes to Aim Down the Sight and return to the hip.

"Recoil" is measured with four opposing powers, two for up/down, two for left/right.
More power = more kick.
More power for one direction = more likely to kick in that direction.

On movement speed (player speed is determined by the weapon in his primary slot):
SMGs and Sniper Rifles have a Speed of 100%
Assault Rifles have a Speed of 95%
Machineguns have a Speed of 87.5%
Riot Shield has a Speed of 80%
A player can pick up another weapon and keep the movement speed of the weapon he spawned with.

-----

Details on things that are not guns, of what was able to be ripped out of the fastfiles (so far) thanks to
gagarin.
Anything posted here is subject to scrutiny and change as we still go over it.

Sentry Gun has 1000 points of health and an extra 300 layer of health for bullets.
A Melee attack will instantly disable the Sentry.
The Sentry has the potential to fire continuously for eight seconds.
It recovers fully in four. If it "overheats", it will take eight seconds.
After 90 seconds, the sentry will destroy itself if the enemy has not done so.

The UAV and Counter UAV have 700 health and hang around for thirty seconds.

Both Helicopters have 1500 health, Chopper Gunner has one flare countermeasure.
The Pave Low has one flare and 3000 health.
Unlike the helicopter in COD4, these three will decrease bullet damage to 0.3x all the time.

The AI controlled Helicopters use three of the four same old
Threat Factors.
Class Threat has been removed, presumably due to the Secondary Weapon diversity.
Both the Pavelow and Helicopter last for 60 seconds.
The player controlled Chopper Gunner lasts for 40 seconds, not including the time it takes to travel to the map.

Both the Precision Airstrike and Harrier Strike deliver the same payload.
Three (two for Harrier) jets fly by and drop a bomb that breaks apart and releases ten bomblets each.
Each cluster bomb has an explosive radius of 512 inches, with damage of 200 at the center to 50 at the edge.

The Harrier that hangs around has 3000 health and cuts player damage against it in half.
Luckily, some will instantly kill it (or at least really hurt it).
A Stinger, Javelin and other killstreaks (like the remote missile and AC130 guns) will instantly destroy it.
The RPG7 and AT4 will do a specific amount of damage - the Harrier's max health minus 900.
The Harrier will hover in place for 45 seconds.

The Stealth Bomber drops a lot of bombs.
Each of them have an explosive radius of 896 inches.
They deliver 300 damage at the impact point and 50 at the edge.

The AC-130 apparently only has 1000 health.
This is offset by two flare countermeasures and immunity to everything except Launchers.
It lasts 40 seconds. All three guns are available. They have a reload time of:
25mm = 1.5
40mm = 3.0
105mm = 5.0

The Care Package and Emergency Airdrop have a chance of dropping anything (except nukes).
Care Package has a
much higher probability of dropping other low-Streak hardpoints, while the Emergency Airdrop evens up the chances a bit.
The Littlebird that drops the package has 500 health and can be destroyed.
Its speed is so great that the window of opportunity to destroy it before it drops the package is very small.

Claymores have:
0.75 second delay after detection. Scrambler Pro increases the delay to 3 seconds.
192 inch detection range.
70° forward field of view detection radius.

-----
On perks and a few other things:

The wait time between bursts for the FAMAS, M16 and M93R is 0.2 seconds.

Stopping Power is still a 1.4x damage multiplier against players.
Stopping Power Pro has that multiplier applied against vehicles. It may also ignore damage absorption some vehicles have.

Danger Close is a bit stronger than it's predecessor, 1.4x increase in explosive damage.
Danger Close Pro is the multiplier applied to all killstreak damage, from AC-130s to Sentry Guns.

Blast Shield equipment cuts damage down to 0.65x, ensuring high survivability, but not invincibility.
Blast Shield and Danger Close will cancel each other out.
Semtex stuck to the player is powerful enough to ignore Blast Shield.

Commando adds 176 units of measurement to the range of the 128 unit lock distance of the melee charge.
Commando Pro cuts off all damage for any fall.

Scavenger will replenish one of each kind of ammunition if that ammo is not already at "MaxAmmo".
One Primary weapon magazine.
One Secondary weapon magazine.
One Grenade/Equipment.
One Special Grenade.
One Underbarrel Grenade / Four Masterkey shells.

MaxAmmo is very particular regarding Scavenger.
MaxAmmo does not count the ammunition loaded in the weapon.
An assault rifle has a maximum of 180 MaxAmmo + 30 MagSize.
Launchers only have a MaxAmmo of 1. To pick up a second grenade, the launcher must be reloaded.
If the currently held weapon and grenades are full, a blue bag will not be picked up even if the other weapon is not full.

Rapid Fire attachment has the same effect as Double Tap, multiplying time between shots by 0.75x (other way around, Rate of fire by 1.33x)
FMJ (Full Metal Jacket) attachment has the same effect as Deep Impact, greatly improving penetration damage through walls and objects.

Painkiller divides incoming damage by 3.
Throwing knives and melee attacks will still kill a Painkiller in one hit.

One Man Army allows the player to change classes on the fly in 6 seconds.
One Many Army Pro cuts that down to 3. It takes the place of the secondary weapon.
Switching from a One Man Army class to a class that lacks it will still have kills account towards One Man Army challenges for the player's life.

Sleight of Hand cuts reload time in half.
Sleight of Hand Pro halves the time it takes to Aim Down the Sight, both sighting in and out.

Ninja Pro will multiply the user's footstep sound by an amount less than 0.25x.

SitRep will highlight any and all enemy Equipment with a bright red overlay from a very long distance.
SitRep Pro does several things:
Multiplies the volume of enemy footsteps by 4x.
Multiplies the volume of the player and his allies' footsteps by 0.25x.
This allows the one with SitRep Pro to more clearly make out the enemy footsteps.
SitRep Pro does not make the player's footsteps quieter to the enemy, only to himself.

Scrambler will begin to take effect at 800 inches from an enemy. Their radar will be completely snowed at 300 inches.
Scrambler Pro will delay claymore detonation for 3 seconds.

Steady Aim multiplies the hip spread of a weapon to 0.65x.
Steady Aim Pro adds five extra seconds to the 4.5 second breath hold time.

Lightweight will multiply the player's movement speed by 1.1x ( 8% to 10% increase depending on the weapon).
Lightweight Pro will cut the delay between sprinting and being able to fire in half.

Last Stand will leave the player at one point of health for ten seconds after taking lethal damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
能看到这的不容易
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
写在最后:本人虽然是数学专业,但是对倍数的表达法不甚了解,所以用“变为“来表示倍数变化,直接用原来的值乘以倍数即为新值

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拉姆雷姆夏洛克圣诞快乐3DMer

舒服的沙发
发表于 2012-1-23 22:10 | 只看该作者
楼主辛苦,顶一下~~
支持不解释
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硬硬的板凳
发表于 2012-1-23 23:00 | 只看该作者
LZ辛苦了,收藏一下~
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发表于 2012-1-23 23:27 | 只看该作者
必须顶一下,虽然很多现象都已经知道了。。。但具体的数据真心不知道。。。
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发表于 2012-1-24 00:41 | 只看该作者
谢谢分享。。
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