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超强的“科技球”rush,神族护盾伤害计算,人族弹射仓功能——暴雪SC2官方问答第25批

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发表于 2008-1-26 18:47 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
超强的“科技球”rush,神族护盾伤害计算,人族弹射仓功能——暴雪SC2官方问答第25批-------------------------------------------------------wby分割------------------------------------------------------------


Hope everyone had a wonderful new year and if you haven't seen it already, check out the first episode of our BlizzCast show, interviewing Sam Didier, our StarCraft II Art Director!
  但愿各位都过了一个好年。下面的链接是关于BlizzCast第一集的,有关于SC2艺术总监Sam Didier的访谈,如果没看过的话可以看看。

BlizzCast Episode #1:
http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=248338&p=1&#post248338
  
(译者:这一集没什么太多的东西,主要是Samwise谈自己从业经历以及在星际和魔兽两个系列的艺术设计实例。
讨论的案例有熊猫酒仙、SC2版暗黑圣堂、长翅膀的新版虫族小狗等。
此外还有大批WOW的内容,俺没看……
  里头最意外的是Karune本人。
  Karune真名Kevin Yu,余凯文,看来很可能是咱中国同胞,原先还一直以为他是Japanese American。)

--------------------------------------------------------wby分割------------------------------------------------------------

Chat with Devs: This week I got a chance to talk to Sam Didier, our StarCraft II Art Director, about some of the feedback weve gotten from our most recent monthly discussion. Over the next few weeks we will be trying out a few things on the upcoming screenshots, including a reduced saturation which will increase the realism of the units and environment. This is just a test, so we will see how it goes afterwards, but we look forward to getting everyones feedback.

------与开发小组的交流:
  本周,我有幸和SC2艺术总监Sam Didier进行交流,并就一些从最近一次月讨论话题里获得的反馈信息进行探讨。
  未来几周我们会在新发布的截图上尝试一些新东西,包括降低饱和度以增加游戏单位和环境的真实感等。这只是一个尝试,所以效果究竟如何只能拭目以待,当然也期待着大家的反馈。


--------------------------------------------------------wby分割------------------------------------------------------------

Gameplay Blog: With the new year, I thought everyone might enjoy a small new section to the Q&As that will happen periodically, featuring some hands-on feedback of the current builds of StarCraft II at the office. This past week Ive been able to play a few 1 versus 1 skirmish games with our new balance designer, David Kim. Even at this early stage, StarCraft II is shaping up to be an incredibly diverse game in terms of strategy. In addition to many of the original StarCraft strategies (which Ive been tending to stick with), there are several new strategies based on both the newly introduced units, as well as hybrid combinations of legacy and new units. One of the most interesting strategies in our current build is the Nomad rush. Nomads are both effective at supporting an ongoing battle with Auto Turrets (which have building armor) and defending against a raid with rapid deployment, but are surprisingly very effective at raiding as well. Im not talking about minor harassment, kill a probe or two, type of thing. Get four of these Nomads into a mineral line and you can deploy 8 Auto Turrets in no time, wreaking havoc to even a moderately defended position. Each Auto Turret is like having an instant Marine, with rapid fire, and building armor. Could this replace Siege Tank drops? Probably not, but these Auto Turrets dont cost minerals or supply.

-----游戏体验博客
  新的一年里,我想大家会喜欢Q&A里的这个新版块;该版块将定期出现,其特色内容是我在办公室里玩当前版本SC2的切身感受。
  上周,我和我们新来的平衡性设计师David Kim玩了几场1v1。尽管目前游戏还处于非常初级的阶段,但SC2展现出的战术多样性已令人非常吃惊。除了许多来自SC1的战术(我一直倾向于使用这些老战术)之外,还有不少新战术,它们或基于新单位,或基于新老单位的混合使用。
  在目前版本里,最有意思的战术之一是“游牧者rush”。依靠拥有建筑物装甲的自动机枪炮塔,游牧者在支援正面战场和反偷袭方面都十分有效,不过最让人惊讶的是游牧者超强的偷袭能力。我说的偷袭不是杀一两个probe之类的小骚扰。飞四个游牧者到对手矿区,你可以一次性部署8个自动机枪炮塔,即使一些防守不错的矿区也难逃蹂躏之灾。每一个自动炮塔都好比从天而降的枪兵,同时还拥有超高射速和建筑装甲。这种战术能取代坦克空投吗?或许不行,不过这些自动炮塔既不耗水晶也不占人口

(译者:这招确实够狠,稍不留神就可能被对手的游牧者rush把基地直接拆了)

--------------------------------------------------------wby分割------------------------------------------------------------


As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!
老规矩,如果你喜欢这些问答的话,请尽情地给我和开发小组送上欢呼吧!

--- StarCraft II Q&A - Batch 25 ---
---SC2问答——第25批---

1. Does the Nomad have all the abilities an SCV has? (Of course it has its own abilities, but it would be interesting to know if you can at least temporarily replace lost SCVs with Nomads in a game.)(broodwar.de)

No, Nomads will not have the abilities of a SCV. The buildings a Nomad will be able to build, will be unique to the Nomad unit. And you cant gather resources with a Nomad.

- 游牧者拥有SCV的所有技能吗?(当然,游牧者有自己的技能,不过了解在游戏里头游牧者能否暂时顶替牺牲的SCV挺有意思)
- 不,游牧者没有SCV的技能。游牧者所能建造的建筑是其所独有的。此外游牧者也不能用于采矿。

2. How will damage against Protoss Shields be calculated with the new damage bonus system?(Starcraft-Source.com)

Protoss shields will take up the characteristics of their normal armor type. For example, if a Protoss Zealot with light armor gets shot by a Terran Ghost with plus light armor damage, the Zealots shields will also take that light armor bonus damage. On the same note, if a Protoss Colossus were to be hit by a Protoss Stalker with bonus damage towards armored unit, the shields would also take that additional damage.

- 在新的攻击加成系统下,神族护盾所受伤害如何计算?
- 神族单位护盾的特性取决于该单位的装甲类型举个例子,轻甲的狂热者受到人族鬼兵射击,由于鬼兵的攻击对轻甲有额外加成,所以狂热者的护盾也会受到同样的额外伤害。同理,如果神族巨兵像受到神族追踪者攻击,由于追踪者对重甲单位有伤害加成,所以巨神兵的护盾也会受到同样的伤害加成。

(译者:这是对神族极其有利的一项改动
  在SC1里,神族单位的护盾在面对所有攻击时都受到最大伤害,比如狂热者的护甲被雷车打一炮废20点,被坦克打一炮废30点……所以显得非常脆弱,护盾条和血条完全比能相提并论;但按照SC2的计算方式,护盾的作用其实已经和HP相同,如果SC1采用SC2的算法,那么狂热者挨雷车一炮护盾废20点,但挨坦克一炮只废15点……如果再考虑护盾回复速度的大幅度提高,神族护盾在SC2里的作用将变得异常恐怖


3. Artwork and rumors about SCII have shown Terran cities like Augustgrad. Will Starcraft 2 contain building doodads as seen in the original artwork (ie. skysc#@!&rs, homes, etc)? (starcraft.org)

Yes, many of the original iconic doodads will be recreated for StarCraft II.
- 废话……SC2里会有地图饰物吗?(译者:此处提问者说得很不清楚,所谓的building dodas其实就是SC1地图里的地图装饰)
- 是的,许多原来的图标饰物都会在SC2里重现。

4.Can the shadow ops contain "one nuke and one drop pod" or "any 2 of nukes and drop pods"? (thewarcenter.net)

Currently, the Shadow Ops can contain both a nuke and a drop pod at the same time, but will not be able to contain two of one type within a single Shadow Ops building. Drop pods can be loaded with 12 infantry units of the players choosing. On certain maps, a fast expanding SCV drop pod strategy may prove highly effective.

- 一个影子作战中心能同时拥有“一枚核弹和一个弹射仓”抑或“两颗核弹/两个弹射仓”?
- 目前,一个影子作战中心能同时保有一枚核弹和一个弹射仓,但不能同时拥有两个同类型的东西。弹射仓可以装载玩家指定的任意12个步兵单位在某些地图上,利用弹射仓发射12个SCV进行快速扩张可能会非常有效。

(译者:这个弹射仓的设计确实非常nb,想想后期朝虫族的每个分矿各发射10个枪兵2个医生会怎么样?神一般的多线骚扰啊。不过前提是得花钱生产鬼兵、建造弹射仓。另外利用弹射仓朝一些岛矿发射12个农民也很不错,加上基地飞行自带的4个农民,瞬间16农民采矿。)

5. Will the native resolution of Starcraft 2 be widescreen or 4:3? (gamereplays.org)

The plan is to have both of those resolutions supported, along with everything between 5:4 and 16:9. Larger screens will have slightly more viewable range than a smaller screen, but from our tests, the differences will be very minor.

- SC2的默认分辨率是宽屏还是4:3的普屏?
- 计划同时支持这两种类型的分辨率,同时囊括5:4和16:9之间的所有分辨率。大屏幕相对小屏幕会有较大的可视范围,不过从我们的测试来看这种差异很小。

--------------------------------------------------------wby分割------------------------------------------------------------


---End of Transmission--- 汇报完毕
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