[情報] 第四階段沙盒官方介紹

作者: scoMico (測試)   2017-03-17 14:00:28
來源:
https://goo.gl/Qder7Y
https://goo.gl/dwEJ0y
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官方前言有翻過我就不用處理了YAY
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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.
我們正持續改良擊暈機制以確保砲車能有效發揚長程支援,又不會抹滅其他人的樂趣
為了在作戰效能跟(受害者)的樂趣之間取得平衡,
我們降低了擊暈效果在車輛機動能力上的作用、縮小暴風半徑,
以及調整防爆內襯的擊暈抗性
Lowering the stun effect on vehicle mobility - 減少擊暈對機動的影響力
Currently, the stun mechanic temporarily impedes vehicle movement, while also
worsening its firepower.
目前擊暈機制會暫時性地讓車輛寸步難行,同時劣化其火力輸出能力
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.
初步看來,這達成了原訂目標: 促進砲車與前線協同作戰及更多積極的交戰
砲車與其他隊友緊密的合作能為一波攻勢建立基石
它們讓目標易於收拾而不是直接催毀掉,接著隊友就能前驅把被擊暈的對手送回車庫
然而同時破壞兩項關鍵能力(速度、火力)有點破壞被暈的人的體驗
並且在上一階段的測試中顯示降低擊暈時長並不足以避免如此問題
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.
在第四階段我們想確知這兩項能力哪個對於整體遊戲體驗來說更為關鍵,
並依此來調整擊暈機制
我們會先從減少擊暈對機動的影響30% 開始測試
馬上加入測試並告訴我們調整過的擊暈機制有否改善整體遊戲體驗吧!
如果反應趨向沒有改善我們會改朝減少對火力的影響來測試
Reducing the burst radius for all SPGs - 降低砲車暴風半徑
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.
當我們初次做出砲車改動的時候,我們給它加添了更多暴風半徑來彌補單發傷害上的損失
在這項改動上我們已經收到極大量的反饋,各位指出這樣會讓砲車影響力過高,
砲車的火力變得可以輕易覆蓋比以往更大的範圍,一次擊暈多輛車,更有甚者,
還常常會因為太大的暴風擊暈了隊友
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!
我們降低了暴風半徑10% (暈眩涵蓋面積減少19%),這應該會讓情況好點
我們相信這樣改的話砲車還是足以影響夠大的範圍,
同時離得夠遠的車也能好好的避過被暈眩的情形
現在就來親自體驗並讓我們知道這樣改有沒有成功吧!
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.
*為反映各位的反饋,我們決定增加防爆內襯的實用價值並提供各車種降低暈眩效果的手段
為達此目標我們讓輕、中防爆內襯也有了10%暈眩抗性,
另外重型內襯抗暈性能也有所提升,現在能降低10%暈眩時間(上一版是5%)
至於超重型內襯抗性也是設定在10%
然而超重型內襯還是抗暈的最佳選擇因為它能吸收更多爆破傷害
*: 暈眩時間跟受傷比例有一定關聯故
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:
總的來說新機制在八到十階運作良好
第三階段的設定在於頂街砲車達成了良好的進展,
並對八、九階車跟驅逐有可觀的影響
剩下少數仍需平衡調整的如下:
-The М53/55 (the U.S. A., Tier IX) that turned out too efficient
- M53/55 太強
-FV207 and FV3805 (British, Tiers VIII and IX, respectively) that, on quite
the contrary, lagged behind their brethren in terms of combat efficiency
- FV207、FV3805則相反相當落後
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.
我們有聽到各位的想法並稍後就會處理他們(指上述兩台砲車)
首先我們想要先調整好十階輕坦,畢竟它們也大大的影響到砲車的存活時間
所以我們想要先完善它們的戰鬥性能,研究加入他們後對整體遊戲進行的影響,
再來微調剩下的砲車
Light Tanks - 輕坦
Following your feedback, and data collected during Phase 3, Tier X light
tanks received a series of balance tweaks:
根據各位的反饋以及第三階段所蒐集到的資料,十階輕坦會迎接下列平衡調整:
-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
-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
-The XM551 Sheridan received a considerable boost as it clearly underperformed
-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
-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.
-降低 T-100及 Spz.57 的機動能力以減少跟其他頂階輕坦的差距並讓使其駕駛起來較為順暢
-增加 Spz.57、T-100及WZ-132A的裝填時間避免它們太OP,
降低 AMX 13 105的裝填時間讓它有用點
-XM551薛理登會得到個可觀強化由於它很明顯的較弱勢
-Spz.57、T-100、XM551、AMX 13 105及 WZ-132A視野會微幅下修以免過於OP,
起初它們展現傑出視距, 搭上自身可靠的基礎隱蔽能力,
還有行進不掉隱蔽的車種特色,這些後來都證明了有點過份強勢
-最後,各位要求我們把T49及M41華克猛犬的標誌性武裝還給他們,我們照辦了
現在他們各自以152mmXM81及76mmT91E5作為其特色
Vehicle rotation rules - 車種排隊規則
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.
新增十階輕坦有可能致使較長得排隊時間,
當大家都一窩蜂開粗乃的時候更會讓MM花更多時間去組成一個適當的+-2房,
所以你最後可能等了10分以上才能排進一場,
更別說這樣會阻礙到我們蒐集具有代表性(有參考價值)的統計資料,
而我們不會想要這樣的
We’ll stop it from happening with special restrictions:
因此,我們會以以下特殊限制來避免上述情形發生:
-To play a battle in any light tank you have to fight three battles with any
other vehicle type(s)
-要開輕坦上場你必須先開"其他"任意車種開三場
-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
-而玩過中、種坦、驅逐或砲車後,下一場必須選擇其他車階
Of course, this wouldn’t fix the issue altogether, but it will let us cut
the queueing to 2–3 minutes.
當然這樣並不能真正解決整個問題,但這至少讓我們能把等待時間降到約略2到3分
NOTE: These restrictions (as well as longer wait times) are only relevant for
the Sandbox server, and won’t make it onto live servers.
注意: 這些限制 (包含提到的較長排隊時間) 只與沙盒有關,不會發生在正式服
*: 畢竟沙盒人數少很多
Just one thing before we dive into testing. The progress we’ve made so far
wouldn’t have been possible if it weren’t for your support and input. We
are close to the finish line with SPGs and Tier X light tanks! It’s time for
that final strike. Join us on the testing ground and help us make the game
better!
在我們把埋首於測試之前有件事不得不提,
如果沒有各位的協助及反饋,我們不可能有如此進展
我們距離完成砲車改動以及十階輕坦的加入已經十分接近
是時候來個最後一波了
來測試場加入我們並幫助我們一起讓遊戲變得更好!
*: 前言有表明第四階段應該是本次沙盒(第二次沙盒)最後階段
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如有誤譯或語意不清處
還請多多指教以及海涵
作者: goldensnitch (金探子)   2017-03-17 14:27:00
SPG被改更瞎了 基本看不到 殘局PK被刺刀只能說QQ了

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