※ 引述《A1pha ([αλφα])》之銘言:
: ※ 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。
Terran
It feels like there is always the least to say about Terran, because it's
still the 'most balanced' race. Even Blizzard is struggling to find ways to
introduce new units or rebalance existing Terran ones, because things are so
well-rounded - which, frankly, is a compliment to the original design they
had in Wings of Liberty, much less where things are now in HotS. There are
still a few conversation pieces based on how the beta has gone so far,
though...
人類感覺總是讓人無法置喙,
因為他們一直是最平衡的種族。
甚至暴雪都覺得難以安插新的單位或是重新調整平衡,
因為所有的東西都很完善,
這從自由之翼就是如此,蟲群之心沒有改變多少。
但是BETA測試到現在還是有一些討論。
http://i.imgur.com/5J7eX2j.png
Those little homing beacon lines will be the last thing you see.
這些傾巢而出的瞄準線將會是你死前看到的景象。
Cyclones are ridiculous. Granted, they're fairly expensive at 150/150, so
they should be competitive with Siege Tanks and other comparably-costed
units, but playing with them feels hilarious, and playing against them feels
awful. Their speed is sufficient to keep most anything in range of Lock On
for long enough to kill it, and they're durable enough to withstand
punishment from most units (they die to overwhelming quantities of small
units, like bio or Zerglings). They see a lot more play in TvP than other
matchups, since Protoss units are all more expensive and there are less of
them, and since they can also target air units.
這些飛彈車真的太跨張了。
跟你保證,
這飛彈車造價150/150,還挺貴的,
所以他們應該威力跟攻城坦克或是其他差不多造價的單位相比,
但是他們玩起來的手感真的太荒唐了,
而對付他們真的是感覺太糟了。
他們的速度足夠快到可以鎖定任何目標之後一直黏住直到殺掉目標,
而他的血量可以撐過大多單位對他的攻擊。
(飛彈車會被大量的小單位殺死,像是大量槍兵或是小狗。)
飛彈車最常出現的對抗就是TVP,
因為P大多都是精貴的單位,數量不多,
而且飛彈車還可以鎖定空中單位。
As much as the unit is very cool and adds a hypothetically unique micro
dynamic and some depth of play to Terran/Mech, it needs a balance pass in a
bad way. The damage output is absurd, and watching non-pro players on the
beta try to play against them is maddeningly painful. The most successful
plays I've seen to counter Cyclones have been to ignore them and try to pull
the Terran player apart with harassment play to punish Mech's immobility,
which is exactly how people try to play around Mech in HotS - the ability to
take straight-up engagements has arguably gotten worse with the Cyclone's
introduction. Lock On having lower damage and/or a lower targeting range
would help bring their power level in line with what the role they're
designed to fill.
雖然這單位真的滿酷的,
在理論上也有獨特的微操技巧,
而且也增加了人類機械化戰術的一些深度,
但是他的平衡還需要再弱化。
他的輸出能力真的太跨張了,
看那些非職業玩家與之對抗的畫面真的讓我不忍直視。
目前我看過最成功的反制方法就是不要與之正面對抗,
利用騷擾以及機械化機動力不足的特點將人類選手擊倒,
也就是HOTS裡大家用來對付機械化的基本招式。
現在機械化在加入了飛彈車之後,更加難以與之正面對抗。
鎖定之後的傷害減少或是鎖定距離的減少,
或者兩者並行,
應該會是一個平衡這個單位的有效方法,
讓他們更符合他們原本設計出來的目的。
Sieged Tank drops seem very cool, but aren't seeing much play due to their
risk/expense. Banshees are substantially more useful, which is a welcome
change. Most Terran players seem to be sticking to the more tried-and-true
biomine (with added Cyclone hilarity) style.
攻城坦克的空投感覺還滿酷的,
但是由於風險以及成本的關係目前看到的不多。
女妖現在變得更有用了。
現在大多的人類玩家由於飛彈車的強勢都在玩飛彈車。
The quest continues for a second new Terran unit, and nothing obvious has
been brought out for evaluation or testing yet. I maintain that it would be
nice to see Terran get something that has some physical zoning potential,
since they have plenty of tools for harass, lots of ways to survive on
low-gas compositions, etc., but a way to control movement and protect Siege
Tanks and Thors could be a tremendous improvement and give Mech (and, really,
slower-moving, more map control oriented play of any kind) a huge boost.
人類的第二個新單位仍然是一個課題,
而且目前也沒有看到任何有革命性的概念或是有什麼被拿出來測試。
我認為人類應該要再增加一個區域控制型的單位,
因為現在的人類的騷擾工具已經夠多了,
而且有足夠的能力在低瓦斯收入的情況下存活。
而限制對方的進攻路線來保護坦克或是雷神會是一個很好的方法來增加機械化
或是任何移動速度慢、以控圖為核心的戰術更強。
The jury is honestly still out on Battlecruisers' Tactical Jump, because it's
not being seen much yet. I maintain that it's out of line with the otherwise
micro-intensive design philosophy of LotV to be able to just fire-and-forget
drop a Battlecruiser anywhere on the map, and countering a large number of
them could prove incredibly challenging because of it, but further testing is
definitely needed to make that determination.
而目前最值得探討的還是在於戰巡的跳躍技能,
因為目前看到的還不多。
我認為戰巡的跳躍技能是逾越了LOTV以微操為主的設計概念,
因為戰巡可以跳躍到地圖上的任何位置無須微操,
而當這些跳來跳去的戰巡數量一多的時候,
對付這些跳躍的戰巡的玩家會需要消耗大量的手速來對付他們。
但是我們還需要更多的測試才能確認這一點。
No other significant things changed for Terran, so it is rightly the race
that plays the most similarly on beta to how it is played on the live HotS
ladder!
人類的變動並不多,
因此目前也是玩起來感覺最像是HOTS的種族。
Zerg
That brings us to the Zerg, who are receiving some major love in LotV. With
knowledge of more of the specifics, we can evaluate the unit changes in a lot
more detail.
最後來到了蟲族,
也是目前LOTV最受到歡迎的一族。
由於玩得人多,我們也可以因此作更仔細的分析。
http://i.imgur.com/bHPYAdX.png
Oh, Lurkers, we had missed you so.
噢!遁地獸,我們好想念你啊~
Lurker siege range feels okay, especially in the void that altering the old
Swarm Host left. They're better defensively, interesting for zoning/map
control (albeit perhaps not as openly in SC2, given Banelings), and have to
be carefully positioned to take advantage of their siege capability. Having
the upgrade come in on tier 2 is barely noticeable, since the speed of tech
for all races is much quicker with earlier gas incomes. The size (width,
specifically) of the Lurker attack feels narrow, relative to what you'd
expect, but given its fairly high damage (especially in a situation where 3-4
Lurkers control a choke point), it's unlikely to be changed much, if at all.
Smarter targeting priority in SC2 also means that the new Lurker won't be as
micro-dependent to avoid overkill attacks on a single target. Microing to
avoid the attack is very possible, still, which is also encouraging.
遁地獸的攻擊距離感覺OK,
特別是在LOTV裡取代了百生的位置。
相較之下,遁地獸比較適合防守,
他們在控圖上也感覺滿有趣的,
縱使控圖作用不像是其他單位那麼有彈性,例如毒爆,
而且他們的布置需要非常小心才能發揮出他們的攻擊效果。
雖然是在二本科技,
但是幾乎沒有感覺,因為現在資源收入發展得很快,
瓦斯取得很早導致科技速度很快的關係。
遁地獸的攻擊寬度感覺有點窄,
跟我們預期的會有點落差,
但是傷害輸出非常可觀,特別是在三四個遁地獸控制一個窄口的情況下。
我相信遁地獸的改動將會很少,甚至不會有改動。
現在二代的智慧瞄準機制也讓遁地獸不會過度擊殺目標,
這讓操作遁地獸輕鬆不少。
但是操作單位來躲避遁地獸的攻擊還是可能的,
這也是鼓勵操作的地方。
Concerns about Ravager damage have been floated, and I'm inclined to say
they're worth addressing. It hasn't been seen in a pro-level sense yet,
because it's still the Wild West out there with respect to timings, but the
raw damage output that Ravagers are capable of (and the low cooldown on
Corrosive Bile) makes them incredibly scary in any numbers and during the
early game as part of timing pushes. Again, the cost (at a combined total of
100/100 and the additional morph time) means they can't be tremendously weak,
but the rate of fire/DPS in the current build feels high. It also feels like
the need for Corrosive Bile to destroy Force Fields is something of a moot
point when the Roaches can burrow-move past them (since Tunneling Claws is
baked in to the Roach now). Regardless, Zerg aggression is in a very, very
good place with this unit.
關於劫毀蟲的評斷眾說紛紜,
而我認為也沒有必要在這邊拿出來說,
因為所有的評論目前還沒有到達職業的等級,
因為目前所有的TIMING仍然還沒有建構起來。
但是光看劫毀蟲數據上的輸出,
以及他們技能的短CD,
這讓該單位在早期的TIMING進攻上會是很可怕的。
總之,從造價100/100以及包含變身的生產時間來看,
這單位肯定不會太弱,
而且目前帳面上的DPS是滿高的。
另外就是劫毀蟲的技能「腐蝕膽汁」可以破壞立場這一點感覺有點雞肋,
因為蟑螂現在可以研發遁地之後就鑽過立場了。
(現在蟑螂內建掘地爪)
總之,
蟲族早期的壓制加入這單位之後會非常有利。
Infestors still don't have a replacement for Neural Parasite (since the
Aggressive Mutation removal). It's unclear what direction this will end up
going, but Infestors are almost unplayable right now (Fungal into Corrosive
Bile is nice, but rarely worth the investment). The Swarm Host changes feel
great, and it will be awesome to see those go live in HotS ahead of the
eventual live release of LotV. (Still pulling for Blizzard to decide to bring
the scan range change forward into HotS as well, but we'll see.)
感染蟲目前還沒有一個新的技能來取代被移除的神經寄生技能。
而且目前的定位也相當不明確,
現在幾乎沒有讓他出場的機會,
或許真菌加上腐蝕膽汁會是一個不錯的連續技,
但是那個花費根本就不值得。
百生的改動感覺相當不錯,
我很樂見他的改動出現在HOTS裡。
(我還很希望看見掃描的範圍的改動也提前加到HOTS裡面,拭目以待吧)
Surprisingly, not a lot of people have been taking advantage of the new
untargetable Nydus Worm. This may be due to easier aggression using Burrowed
Roaches, or it may simply be an unnecessary tech choice to harass or move
units between bases efficiently.
讓我驚訝的是目前很少看到玩家利用地下蠕蟲開後門時無敵這項新改動,
或許是因為現在蟑螂內建掘地爪的關係讓早期的進攻更加容易,
或許也只是單純因為地下蠕蟲並非騷擾或是部隊移動的必要手段。
Other than the removal of Tunneling Claws as an upgrade, Zerg hasn't gotten
much in the way of a balance pass in the current beta, but some of that can
be attributed to work already done on Swarm Hosts for HotS.
除了移除掘地爪科技的研發,
蟲族並沒有太多的更動,
這也可以說是因為許多更動已經在HOTS完成的原因。
http://i.imgur.com/VEkVIKr.png
All of the new hotness in one epic battle.
全新的激戰
總結
Legacy of the Void beta is in a very, very early state. Multiplayer balance
is harder to assess in parallel with the changes to the economy, which
eliminate a ton of builds and change the pace of expanding and aggression
very substantially. New units are overrepresented as testers rush to enjoy
them and showcase them on streams or in small tournaments. A lot of balance
conversations are hinged on trying to look at design decisions, counterplay,
and unit statistics in something of a vacuum, because there are so few
examples of games to lean on thus far.
LOTV目前還在開發的階段。
多人對戰由於經濟體系的改變變得更難平衡了,
許多原本既有的體系、戰術都因為新的經濟體系而有大幅的變動,
變得必須要更加積極地去擴張。
新單位目前被大家過度強調了,
由於大家都急於在直播上或是小比賽上炫耀新的單位,
以及急於去享受新的單位帶來的樂趣。
目前平衡的討論都是以設計理念、反制方法、以及單位數據去討論,
挺空泛的,
因為沒有太多的比賽可以觀摩參考。
As balance testing and further patching occurs, we saw Blizzard work very
aggressively on moving the needle during the Heart of the Swarm beta. I've no
doubt they'll do the same thing here - we could still see units removed
outright, added, majorly rebalanced, or whole mechanics changed as players
learn the finer windows of timings and build orders begin to coalesce. From
what we've seen thus far, it seems as though Blizzard has been very
responsive to the SC2 community's suggestions, and the upcoming Swarm Host
and Raven (PDD) changes feel like great, immediate examples of that - and in
the early stages of the LotV beta, where they can change things haphazardly
and without consequence, expect to see very real swings in balance on a
month-to-month basis.
從目前的測試到現在,
我們可以看到暴雪非常積極地去做改動,從HOTS的BETA測試時就可以看出來。
我絕不懷疑他們也會在這次的BETA測試中做同樣的事情,
移除、增加或是大幅更動平衡,
或是整個機制的改變讓玩家重新找出新的流程、TIMING、攻擊空窗。
目前看來,暴雪非常注重社群的反饋和建議,
像是百生的改動、渡鴉無人防禦機的在HOTS改動都感覺相當不錯。
讓我們期待暴雪在LOTV BETA毫無後顧地每個月一次的大改動吧。
I expect Legacy of the Void to target a retail release shortly following
BlizzCon 2015, allowing the current WCS cycle to come to a complete close
before the new expansion takes over. Some third party tournaments will no
doubt shift to Legacy of the Void beta as the number of players with access
grows, but WCS itself will remain within Heart of the Swarm for the remainder
of the year, which means there is a solid 6-7 month period for significant
beta testing to occur in the lead up to Legacy's launch.
我預期LOTV將會在2015的BLIZZCON過後開始發行,
這將可以跟WCS的賽程無縫接軌。
一些第三方賽事肯定會轉換到LOTV基於觀賞玩家將會增加。
但是WCS將會維持HOTS大約6~7個月,讓LOTV的BETA繼續擴大測試直到正式發行為止。
翻完了@@