※ 引述《ahli (ahli)》之銘言:
: 求神人翻譯...
: http://www.aceresport.com/en/opinion_lotv_beta_impressions.htm
: 這次是Team Accer的 beta impression,
: protoss的部分好像有提到新的躍傳機制對戰局的影響。
: 話說除了傷害變兩倍以外,躍傳的時間是不是有變長啊?
: 好想玩啊....抽不到beta key只好到處亂翻文章。
After the first week of access to the Legacy of the Void beta, I wanted to
share some initial impressions and feedback. For context, you can refer to my
post-BlizzCon 'What To Expect' article, as well as the later opinion piece on
the multiplayer updates from mid-February.
在經過虛空之遺第一個禮拜的測試之後,
我想跟大家分享一些第一印象跟心得。
(以下略)
There are a lot of features that aren't available in the current beta build -
there is obviously no campaign access, but we also do not have the automated
tournaments or Allied Commanders game mode yet. Archon Mode is available,
however. The focus of this article will be on the multiplayer tweaks and new
units, but it's worth noting that Archon Mode has been very popular with
players of varying skill levels.
現階段還有需多東西是沒有辦法玩到的,
像是現在沒有劇情磨模式可以玩,
也沒有「自動配對競賽」或是「同盟指揮官模式」,
但「執政官模式」已經可以玩就是了。
這篇文章將著重在多人對戰模式的一些微調以及新單位上面,
但是值得注意的是,執政官模式在各種不同等級的玩家之間都非常受到歡迎。
經濟上面的變化
Having played several games in the beta, the new starting worker count feels
pretty good. There will be lots of conversations around optimal openings, as
well as what the appropriate resource path (when to add expansions, how many
gasses to take, etc.) is. It does feel like it might be a little overwhelming
for newer or lower-league players, though.
在經過幾場測試之後,
感覺新的起手工兵數滿不錯的。
未來肯定將會有許多關於最佳化開局流程討論,
像是幾人口下二礦,幾人口下瓦斯之類的。
但是這工兵的改變感覺對於新手來說會是比較難上手的。
The resource reduction still kind-of sucks. The initial BlizzCon build felt
much better - expansions had to be taken a lot faster, and total base count
was higher, but the timing of the initial expansion or the third base could
be slightly later than is feasible with the current design (half of mineral
patches have 100% minerals, half have 50% minerals). As much as I agree with
the worker count change and an overall resource reduction to give the game a
more natural flow and encourage expansions and macro-oriented games with more
harassment, the present resource model feels punitive - it punishes players
who don't expand incredibly aggressively and have the wherewithal to maynard
workers from bases as the initially light patches expire. It could be great
for pro-level play and the viewer experience, up to a point, but I don't
think it accounts for the non-pro experience sufficiently.
資源的減少讓人感覺還是有點糟。
當初在BlizzCon時的設計感覺好多了,開礦的速度需要快一些,
總開礦的數目也會多一些,
但是開二礦跟三礦的時間點可以晚一些相較於現在的設計來說。
(現在一半的晶礦有100%的資源,另外一半只有50%)
雖然我贊同起使工兵數的增加以及總體資源的減少,
(這讓遊戲的節奏更為自然,也更鼓勵開礦,
讓遊戲偏向營運跟騷擾的方向走)
但是現在這樣的設計讓那些開礦不極為大膽的玩家受到懲罰,
很容易因為有資源比較少的晶礦被挖完的關係,
而會出現多餘閒置的工兵。
這項更動或許多於職業玩家跟觀眾來說會是好的,
但是對於一般玩家來說卻不那麼好了。
Map changes are also going to need to be a factor. Options like current
ladder maps Overgrowth or Vaani could ostensibly be exhausted too quickly due
to their lower base count and the overall resource reduction.
地圖到時候也會需要變更,
像是現在的密林濕地跟瓦尼研究所會因為資源消耗速度太快
以及地圖的礦區本來就比較少的緣故,
會將地圖的資源給消耗完。
Protoss
For starters, the Adept. This is the new Gateway unit that Protoss received
to help round out their early game arsenal, and it fills a unique gap with
large bonus damage vs. Light early on. It can be upgraded to have its attack
gain a 'bounce', similar to the Mutalisk, but only if it gets the killing
blow on a unit (which will make them devastating in worker lines once
Shockwave - the upgrade - is researched from the Twilight Council). The
Psionic Transfer ability has a slightly longer cooldown than Blink (and it
only starts when the ability completes its 7s transfer), and the Psionic
Image is still easily blocked by buildings or hold-position units, and
coupled with their relative ineffectiveness against Roaches, Marauders, or
even Zealots (due to the difference in speed), they're not seeing an
exaggerated presence in the beta right now.
最一開始,我們來介紹「教士」。
這是一個讓神族早期的武力能更完備的新兵營單位,
他填補了神族早期對輕甲單位傷害加成的角色。
他可以升級一項科技「震波」,
這可以讓他的攻擊在擊殺對方單位的時候做一次彈跳,
就像是飛螳的攻擊一樣,會彈跳。
(這讓教士在敵人的礦區裡時更加致命;該項科技在暮光議會裡研發)
教士的「靈能位移」技能的冷卻時間比追獵稍微長一點,
(而且該項技能在發動之後的7秒之後才會發生位移);
另外這個位移技能會被建築或是H住的單位給擋住,
再加上他對付蟑螂、掠奪者還有狂戰(因為移動速度的關係)很苦手,
目前他們在CB中並不是一個強勢的存在。
http://i.imgur.com/tozthuW.jpg
The new Adept unit is pretty cool, but might need a little more oomph.
這個新的單位「教士」還滿酷的,但是會需要多一點魅力。
╴╴╴
/ \ ╭───────╮
▕ | │這很酷不是嗎?│
﹝ ⊙▁⊙| ╯───────╯
▕ ▕皿▏|
\ ︼ /
◢██▼█◣
To give them a more 'core' role and less of a specialist/harassment-only
feeling, the Adept might need some further work. They're fun and can be
reasonably efficient for their cost if they can get to a worker line or
engage as part of a mixed army with Stalkers, but even against a decent
number of Zerglings (which they should, in theory, help counter, especially
supported by Zealots), they tend to fail due to the lengthy attack interval.
This is a unit that will probably only be made in small batches for
harassment unless Blizzard gives them a slight bump.
若要讓教士擁有更為核心的角色,而非一個反制性、騷擾性兵種的話,
他會需要再加強。
他們很有趣而且對付敵人工兵或是混在追獵中一起行動的時候會很有效,
就性價比來說。
但是面對足夠量的狗他們卻沒辦法應付,因為攻擊間隔太長的關係。
(但是理論上來說,他們應該要有效地對付小狗才對,
特別是在有狂戰輔助的情況下。)
教士這單位目前應該只會做一小撮來騷擾除非暴雪再給他們一些加強。
Immortals still feel incredibly weak by contrast to their current HotS
brethren, which is no doubt intentional, but it remains unclear if the nerf
is too much. Barrier absorb can allow for some great maneuevers to rescue
otherwise-dead Immortals and is a great fit for engaging into Roaches or
Marauders, but the staying power of the Immortal into the late game is vastly
reduced. Seeing more than a couple of these as a mid-game hold until
Colossus/Disruptors feels uncommon thus far, which doesn't seem like a good
long-term design approach (they should still be viable enough to force an
opponent to consider a tech switch, and they simply aren't right now).
不朽現在真的超級弱跟現在HOTS的不朽比起來。
雖然這是刻意被削弱的,但是還是不禁讓人懷疑是不是削弱太多了。
新的強化護盾技能雖然在微操面對蟑螂、掠奪者快掛的不朽時非常有用,
但是到了遊戲後期卻是疲弱不堪。
在現在看見超過兩個不朽幾乎不可能,
幾乎都是做一兩個撐過巨像、裂光球出來之前的過渡時期。
(理當不朽應該是至少能逼迫對手做科技轉型的兵種,
但是現在完全不是這麼一回事。)
Speaking of Disruptors...
提到裂光球…
The literal death ball.
真正的「死亡球」。
http://i.imgur.com/nDPzRW0.jpg
I'm biased. I enjoy Protoss the most out of the three races, and I love
high-risk, high-reward units and play. The cooldown on Purification Nova is a
lengthy 21 seconds, which makes whiffing with a Disruptor - or even just
keeping it alive to reuse it - a challenge, and they're purely an anti-ground
option (so their efficacy is being compared to Colossi, Templar, etc.,
especially with their monstrous Vespene cost). One Disruptor can one-shot any
Terran ground unit other than the Cyclone, Siege Tank, or Thor, and any Zerg
unit save for Queens, Ultralisks, or Swarm Hosts. They won't be as valuable
in Protoss mirror matches, where Zealots (!), Stalkers, Immortals, Archons,
and Colossi all survive them.
我很極端,
我最喜歡神族,
而且我很喜歡高風險高報酬的戰術以及單位。
裂光球的技能「淨化新星」是一個冷卻時間高達21秒的技能,
這讓使用裂光球(或是單純讓他們活著)都成唯一個艱難的考驗;
另外,他們純剋地面單位,
這讓他們很容易被拿去跟巨像、高階聖堂拿去做比較,
特別是因為瓦斯的消耗非常驚人。
(譯者註:必須審慎選擇瓦斯的使用)
一顆裂光球可以秒殺除了飛彈車、坦克或是雷神以外的人類地面單位;
也可以秒殺女王、雷獸、或是百生蟲以外的蟲族單位。
神族內戰的時候就沒有什麼用處,
因為狂戰、追獵、不朽、白球、巨像都不會被秒殺。
In terms of depth of play or ultimate impact on the game, Disruptors don't
feel like a huge game changer. They're slow and vulnerable until they use
their once-per-25s attack, and they're slow and vulnerable again after it
(more so, since they're only effective if you can close range with enemy
units!). Protoss didn't really need another way to blow up worker lines, so
although Disruptors can be effective that way, they're a seriously
cost-inefficient way to achieve that up against Storm, Dark Templar, Oracles,
and so on.
對遊戲的深度或是對遊戲的衝擊來說,裂光球都不是一個可以左右戰局的單位。
他們又慢又易壞,除了他們那每25秒一次的攻擊之外,
而在攻擊過後他們又是又慢又易壞。
(不只是這樣,他們攻擊還要靠近到敵人身邊才有效。)
神族已經不需要另外一個方法去摧毀敵人礦區的工兵了,
因此即便他們可以很有效地炸爆一片工兵,
但是相較於閃電、DT、先知等等來說,
用裂光球炸工兵的性價比是很低的。
This does dig back to one serious design complaint I have about LotV Protoss
right now, though - almost every Protoss unit's effectiveness is limited by a
cooldown or energy. Zealots need Charge; Stalkers need Blink; Sentries need
energy to cast; Immortals need Barrier; Phoenixes need energy for Graviton
Beam; Void Rays need Prismatic Alignment; High Templar need energy; Carriers
need Interceptors; the Mothership (and its Core) need energy; Oracles need
energy. Almost nothing in the Protoss arsenal is just inherently effective,
or has an ability that isn't gated by a cooldown/recharge limitation (the new
Adept, Colossi, Dark Templar, and Archons are the notable exceptions -
debatably Tempests, depending on where they end up when balance tweaking is
over). By comparison, Zerg players have
Zerglings/Roaches/Mutalisks/Ultralisks/Brood Lords that just work; Terran
have Marines/Marauders/Reapers/Hellions/Siege Tanks/Thors/Vikings/Hellbats
(since Stim isn't a cooldown/recharge/energy limited ability). With the
presence of the major cooldowns on so many units, Protoss can only
effectively engage about once a minute, and only for a brief window before
they need to retreat and let their units recharge.
這又讓我回到一個我一直在抱怨的點,
幾乎所有的神族單位的效益都會被技能冷卻或是能量給限制。
狂戰需要衝鋒、追獵需要閃現、哨兵需要能量、不朽需要屏障、
鳳凰需要能量來抬人、虛空需要充能、高階聖堂需要能量、
航母需要小飛機、媽媽船(球)需要能量、先知需要能量;
幾乎沒有任何一個神族單位是可以單純直接有效地作戰,
或是沒有被技能冷卻時間、補充次數給限制。
(除了新的單位教士、巨像、DT、還有風暴艦除外,
風暴艦還得看LOTV調整得怎麼樣)
反觀蟲族,
他們有小狗、蟑螂、飛螳、雷獸、百生簡單有效;
人類則有槍兵、掠奪、死神、火車、坦克、雷神、維京、火車俠。
(打針不是一個受到冷卻、補充次數、能量限制的技能)。
由於現在神族單位大多都受到能量、冷卻時間的限制,
這讓神族只能每分鐘一次有效地跟對手交戰,
而每一次的交戰也都只有一小段時間能有效交戰,
之後他們就得回撤等待技能的冷卻或是補充。
Last thoughts on Protoss: The warp-in change needs to be looked at. Warping
in units offensively is slower, which is fine; warping in units defensively
is almost impossible, due to the double damage that those units are taking.
The only serious complaint I have seen on the strength of warp-ins - and one
that could absolutely be magnified by the speed of resource collection in
LotV - is the timing attacks that see a large batch of units complete
immediately before Warp Gate tech completes, allowing a Protoss player to
effectively double-up production in a short window and attack very
aggressively with that timing. If Warp Gates started on cooldown when they
were transformed, that timing would be eliminated, and when to switch from
Gateways to Warp Gates would actually be a meaningful early game decision. As
it stands, warping in units - whether aggressively with Warp Prisms or proxy
pylons, or defensively to help reinforce a base - feels basically impossible
if your opponent has vision of it happening.
最後關於神族的一點想法:
躍傳機制要被審視。
進攻性的躍傳被減慢是應當的,
但是防禦性的躍傳卻變得不可能,因為現在躍傳的單位受到兩倍傷害的緣故。
現在看到唯一嚴重的問題大家所抱怨的,
(而這一點也會因為LOTV資源收入加快而放大)
就是在躍傳科技完成之前剛好生產一輪兵,
然後完成之後就可以立即傳一輪兵出來,
讓產能瞬間變兩倍,
而利用這一個TIMING來做強力進攻。
假若讓空間之門在完成變身之後有一小段CD,
就可以消除這個TIMING,
這同時也讓傳送門、空間之門之間的轉換變成一種早期策略的選擇。
總之,現在不論是用傳書稜鏡或是前線水晶做進攻性的躍傳,
或是在家裡做防禦性的躍傳,
只要對手有視野就變得幾乎不可能。
蟲族、人類我下次再翻@@
這文章好長,
翻的好累@@