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星际争霸2分析三部曲的最新变动酷评

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发表于 2008-10-18 12:47 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
http://www.starcraft2forum.org/forums/showthread.php?t=6531
看着sc2的逐渐成长,我变得越来越兴奋,开始Irvine给我展示了一个非常有潜力而且令人映像深刻但是还不成熟的游戏,然后在巴黎召开的WWI中,他表现出了不同寻常的进度,现在,2008暴雪嘉年华中我恐怕暴雪公司做出了一些退步。不,我不是在谈论三部曲的发布。我是在谈论游戏的多人部分,尽管从长远来看,我不认为这将损害游戏的发展,我只是对这是暴雪决定展现出来的版本有一点失望。  当然,他比在WWI中的看到的版本要好多了那么这个版本到底做了哪些改变呢,大体上来说几乎没有,但是,仍然有几个特性让我感到迷惑,和以前按种族分类不一样,这次我会根据变动和我对此的想法来依次列出,也许有你们感兴趣的内容!

  变化1:气的平衡,在WWI,我看到一个新的采气机制用来提升对玩家的宏观操作要求,我们在WWI上看到的系统的问题在于会对不执行某些行动的玩家做出惩罚。在2008暴雪嘉年华上我们看到这个机制的改变肯定是进步了,但是还不够,这个机制仍然会在每次你气矿采完时从你的资金中机械的取出100点水晶,但是好的一面是,他完全是自动的,你有60秒的时候去使用那3个雄蜂做别的,你必须专心,但是如果你没有,也不会有太大的影响,我对这个改变给B+。
 改变2:自从揭开她神秘的面纱以来,我已经完全的迷恋上了女王,尽管她是整个游戏唯一的女性单位,他也是独一无二的部队,你仅仅能建造一个女王作为单位加强你部队,而且,你也能和升级基地一样的升级她,玩家会对女王做出投资很多,这也给了玩家一个保护女王而不是把她派到战场送死的理由,就像国际象棋中的女王一样,她只有在玩家做出多种考虑的情况下才有可能被牺牲,这个版本的改变是女王不再作为一个独一无二的单位,只要你想要,你可以修建足够多的女王,问题在于你也不能升级她了,这意味着绝对没有理由去保持她的存活,我经常因为他是一个有力的施法者而将他投入战斗,他的能力非常的帮,但是我认为她需要成为独一无二的,这仅仅是我的观点,我给这个改变评分D-,因为我不认为这是一个好的改变。
  改变3:天然气变得重要同时也不那么重要。虫族的毒蛉几乎完全不再需要气来建造(你仍然需要一些气来修建毒蛉巢穴,确切的来说是150),这意味着可以建造大量的毒蛉。这非常有趣,因为你可以不耗费气矿就造出科技兵种,我不太确定这项改变如何,我给这个改变打分:A-,因为当我玩虫族的时候太可怕了。
 改变4:游牧者变为夜鹰,改变了他的名字同时也得到了一些新的能力,但是我们还不能叫他迈克杰克逊,他现在有了一个拥有强大火力的靶机(能提供视野和攻击输出),蜘蛛地雷(一个边缘凸凹不平智力也很低下的蜘蛛地雷),和一个防御的炮台。夜鹰非常的厉害,加上他顶上的探测器,你也许会认为他是天堂来客。我对这个变化评分:A+因为那正是耶稣做的。
  改变5:凤凰战机拥有了废弃者的技能,这是同样的一种能力,但是是在游戏后期。凤凰战机仅仅只能攻击空中单位,这在你敌人全是地面部队的时候会是个很大的问题,那么解决方法呢?凤凰战机可以将地面部队抓到空中撕成碎片,同时也不用担心,废弃者也会得到一个可怕的替代能力。我对这个变化评分:A,因为同样很可怕。
  变化6:变异幼虫几乎完全无用,你可以选择:使用300水晶来建造一个新的基地为你工作,或是每10秒点击你的基地来或则一个额外的幼虫,而我会选择第一个,这个可能是虫族最酷的一个机制现在也消失了,也许这个削弱在女王可以重复建造后是必须的,但是这仍然是个坏主意,我对这个改变评分C-。因为这让这个能力变得毫无意义。
  变化7:尽管我认为美工使战列巡洋舰看起来太大太臃肿,对这还没什么,主要它还是太强大了,如果仍然保持他目前的强大,可能战网上全是战列巡洋舰了,同时维金战机仍然在空中形态和地上形态都太弱了,假如我建造了这个单位,我很难决定到底是变成空中形态还是地面形态。更好的选择是女妖战机,一个完美的单位。我的建议是,加强维金战机,稍微降低战列巡洋舰和掠夺者战机。我给这个变化评分B-,因为这并不坏,但是仍然需要改变。
  变化8:潜伏者仍然可怕:对装甲单位的附加伤害增加,还有更高的攻击输出(攻击范围2倍宽,让它的攻击更难被闪避),之前很反感潜伏者,但现在看来我仍然要学习怎样使用这个单位,我给这个变化评分A+。
  变化9:我不太确定关于收割者发生了什么改变,但是我喜欢这个变化。这个单位可能变成了在战场上最有活力和最有趣的兵种,在WWI上我很少使用他,因为他有点弱,但是现在神族的玩家应该小心了,虫族和人族由于有早期预警系统和地刺/坦克的存在而不需要太担心。但是由于援军的存在,我还没看出来冲进敌人的基地,造成损害同时,丢下一些D-8炸药会有什么损失。当你防着收割者的时候一定要小心你的部队,这些地雷的伤害非常大,我相信在暴雪嘉年华上我的对手都知道的非常清楚了,我给这个变化评分A+。
  变化10:虫族仍然需要一个运输机:对于虫族来说坑道蠕虫并不是一个明智的选择,当然,他使用起来非常简单,但是直到基地3级后才能建造他,你没有机会对他进行微操,虫族肯定会因此吃亏,我们需要,也必须有一个虫族的运输机,我给这个变化评分D。
  变化11:为什么航母仍然在游戏中?除了对抗战列巡洋舰。战场上它的风头几乎完全被母舰和凤凰战机所遮蔽,航母看起来就像是能和战列巡洋舰对抗,不是因为他太弱,去掉这个单位同时削弱战列巡洋舰,我给这个不平衡的庞然大物评分C-,因为感情因素是他存在的唯一理由。
  变化12:监察者得到了一个新的眼睛。我对于这个变化也不太确定,领主不再能反隐,但是监察者可以。我并不喜欢这个改变,因为我认为在一个反隐领主和一个施法的监察者中做出选择是非常有乐趣的,而现在领主除了生产菌毯外几乎完全无用,虫族也必须为反隐花费不少,我认为这个改变使得游戏变得糟糕。我给这个变化评分C-。因为他不应该是这样。

  变化13:巨像现在仅仅是一个巨人:巨像被削弱了很多,也许太多了,在WWI中他很强,但是现在他太弱了,我希望我们能很快看到折中之法。他仍然是个巨大的单位而且我认为他的攻击动画应该保留。我给这个变化评分:B+。

 变化14:感染者不能感染?这个单位在WWI中太强大了,但是也许现在不是了,没有了他的代表能力感染,它感觉已经死亡。他有一些很酷的花招,但是没有一个攻击的。在另一方面来说,他有一个非常棒的腐化真菌的能力能让大量的攻击单位被麻痹,使得被他杀的任何单位爆炸并产生一个范围伤害,他还有一个非常酷的精神控制寄生能力,能够控制一个敌方单位10秒,弱点?他不像女王那么强,而且不能感染。我给这个变化评分C+,因为一个单位如果连名字中的能力都没有,这是不对的。
  变化15:神族几乎完全和巴黎WWI中一样,我确实感觉到了狂热者相对于小狗来说仍然太强大了,我持续看到了这个事实的证据,就看看Yellow和一个魔兽3职业选手的表演赛。虫族玩家抵抗狂热者的早期攻击非常吃力,甚至在游戏的后期对抗狂热者处于完全无力的地步,狂热者对小狗的比率通常是1:3,但是现在可能是1:5或者1:6,否则我想的对这个种族仅仅小的改变几乎得到了大家的认可。我给这个种族评价A。
  变化16:人族已经展现出了巨大的进步,除了很少的像雷神和维金战机这样很少的单位外,每个单位都有他独特的用处。我仍然认为有问题需要解决但是整个种族都是非常强力,我在对抗神族时没有任何麻烦,我仍然认为人族在提高能力上面应该更加着重于像核电站和科技实验室这样的地方,人族需要更多的种族能力来对抗神族的Warp-In。我给这个种族评价:A-。
  变化17:虫族并不完全回到了石器时代,但是他们正在向那挺进。女王唯一性的缺失和对她的削弱给了虫族一个致命的打击。地刺和刺蛇是这次改变的一个亮点,但是感染者也相当的弱。我想暴雪已经走错了路但是会很快回到正确的道路。菌毯现在是一个巨大的战略链,他能对敌人建筑造成伤害也给虫族很多战略选择。增加30%移动速度也是必须的(小狗能在菌毯上短暂的对抗狂热者)也是有趣的。忽然在敌人基地里铺设菌毯也从“为什么要这样做呢”变为“为什么不这样做呢”,我对此非常喜欢,我给这个种族评价B-。

As I’ve watched StarCraft 2 grow, I’ve gotten more and more excited. First there was Irvine which showed me an immature but impressive game with a lot of potential. Then came WWI in Paris which showed quite a lot of progress. Now comes BlizzCon 2008 and I’m afraid Blizzard has taken some steps backward. No, I’m not talking about the release of the trilogy (which I still support as a good move overall), I’m talking about the multiplayer portion of the game. While I don’t think this will hurt the game’s development in the long run, I am a bit disappointed that this was the build Blizzard decided to showcase. Of course, it’s better than seeing the same build from WWI.

So what changed in this build? On the whole not much, but there were just a few features that bothered me. Perhaps instead of (or in spite of) my usual categories by race, I’ll go by changes and what I thought of them. Maybe that will keep your interest!

Change 1: The Gas Equation. At WWI we saw a new gas mechanic designed to increase the amount of macro required to perform to perfection. The problem with the system we saw at WWI was that it punished the player for not performing certain actions. The change we saw at BlizzCon 2008 for this mechanic was definitely a step forward, but it isn’t quite there yet. The mechanic still automatically withdraws 100 minerals from your coffers each time your gas is depleted. But the bright side is that it’s automatic. You have about 60 seconds to use those three drones for something else. So you’re rewarded for paying attention, but you’re also not devastated if you don’t. I give this change a grade of a B+ for effort.

Change 2: The Queen Goes Global: Ever since she’s been unveiled I’ve been absolutely in love with the Queen. Nevermind that she’s the only female unit in the whole game now that the Medic bit the dust, she also was a unique unit. You could only build one of her which definitely added to her value as a unit. Furthermore, you could upgrade her just like you could your hatchery. This lent to a sense of investment by the player and gave the player a reason to protect his investment rather than tossing it out onto the battlefield. Just like a Queen in chess, she is only to be sacrificed after a good long thinking session. The change here is that the Queen is no longer a unique unit. That’s right, you can build as many Queens as you want. The problem here is that you also can’t upgrade her, which means there is absolutely no reason to keep her alive. I frequently tossed her into battles because she’s such a powerful caster. Her abilities are great but I think she needs to be unique. Just my opinion. I give this change a D- because it might work but I don’t think it’s the right way to go.

Change 3: The Baneling took some Beano: Suddenly gas is important and yet not important at the same time. The Zerg Baneling can now be purchased almost entirely without using gas at all (you still have to buy the Baneling nest with a little gas, 150 to be exact). This means TONS of Banelings. It’s very interesting because it allows you what I would consider a tech unit for zero gas. I’m not yet sure what to do with this change. It could go either way. I give this change a A- because it was awesome when I played Zerg.

Change 4: The Artist Formerly Known as Nomad (NightHawk): I never thought I would have to call Oprah to help out a StarCraft 2 unit, but this one was screaming for action. Not only did the Nomad get an aesthetic makeover, it also changed its name and got new abilities. But let’s not call it Michael Jackson just yet. With a hefty new arsenal of targeting drones (gives scouting sight and increase damage to targeted units), spider mines (a little rough around the edges but think less intelligent spider mines), and a defense turret, the NightHawk is not to be messed with. Add on top that it’s a detector and you’ll think it was a sent from heaven. I give this change an A+ because that’s what Jesus would do.

Change 5: The Nullifier got Jacked: So someone call the police because the Phoenix just stole anti-gravity from the Nullifier. But don’t freak out just yet because it doesn’t matter. Why? It’s the same ability, but later game. In fact, those of you who don’t play Protoss should be jumping for joy. No longer are your Ultralisks going to be flying in the ionosphere for just under 150 minerals. And the ability makes sense at its current home. The Phoenix hits only air units, which is often a problem when your enemy is making only ground units. Solution? Bring it up to speed, literally. The Phoenix can pick up earth-bound units and pick them apart in the air. And don’t worry, the Nullifier got an awesome replacement ability. I give this change an A because it’s still awesome.

Change 6: Mutant Larvae aren’t so Mutant After All: Mutant Larvae definitely got kicked in the jaw on this one. They’re almost completely useless now. You choose: spend 300 on a new hatchery and have it done for you, or click every ten seconds on your hatchery to produce extra larvae. I’ll take the first one, thank you very much. What was once possibly the coolest mechanic the Zerg has now disappeared like Jimmy Hoffa. Maybe we’ll find it in the Giants stadium too. Perhaps this nerf was necessary because of the ubiquitous nature of the Queen. In that case… nope, still a bad idea. I give this change a C- because it makes the ability pointless.

Change 7: The BattleCruiser still rules: While I think the artwork makes it a little too large and bulky, that’s not my biggest beef with this unit. It’s still too powerful! I really don’t need these things walking all over me en masse on Battle.net, which is going to happen if it remains at its current strength. Meanwhile the Viking is still horribly underpowered both in the air and on the ground. It’s so bad that if I had actually built the unit I wouldn’t know whether to put it in the air or on the ground as it would get owned so badly. The better choice by far is the Banshee. A perfect unit. My suggestion? Shore up the Viking, reduce the BattleCruiser a bit, and throw in that Predator. I give this change a B- because it’s not that bad but it needs work.

Change 8: The Lurker is Awesome: With an even bigger bonus against armor than before and a new and improved attack (the swath it cuts is twice as wide, making it harder to dodge) the unit actually has purpose! Combine that with the fact that its tech is available while you still have a Lair and this unit is worth it again. I like the way it feels and the way it plays. I guess my dreams of no Lurkers have been shattered. Looks like I still need to learn how to use it. I give this change an A+ because I was wrong.

Change 9: I’m not sure what happened to the Reaper, but I like it: Suddenly this unit is possibly the most dynamic and the most fun on the battlefield. At WWI I could barely use the thing because it was a bit weak. But now Protoss players should be wary. The Zerg and Terran seem to fare better because of better early warning systems and Lurkers/Siege Tanks, but I don’t see a downside to charging into an enemy base, doing some damage, and then dropping some D-8 charges on the reinforcements. Be careful with your forces who are trying to defend against these buggers. Those mines can really do some damage, as I’m sure all my opponents at BlizzCon now know. I give this change an A+ because blowing stuff up is fun.

Change 10: The Zerg still need a transport: I’m sorry, the Nydus Worm is just not a viable option for the Zerg. Sure, it’s pretty easy to use, but you can’t really get it until Tier 3, and it’s still not a unit transport. There’s no opportunity for micro with it and the Zerg will definitely suffer for it (and are suffering for it). We need, and must have, a transport for the Zerg. I give this LACK of change a D.

Change 11: Why is the Carrier still in this Game? It’s almost totally overshadowed by the Mothership and Phoenix except against the BattleCruiser. And while the Carrier seems like it would be the counter for the BattleCruiser, it’s not because it’s too weak. Axe the unit and weaken the BattleCruiser. I give this unbalance behemoth a C- because it’s only there by reason of sentimental attachment.

Change 12: Overseer gets new eyes. I’m not sure about this one either. The Overlord is no longer a detector, but the Overseer is. I tend to not like this decision because I thought the choice between having a detector Overlord and a caster Overseer was fun. Now the Overlord is almost completely useless except for Creep generation, and Zerg has to pay for its detectors. I think that changes the game dynamics for the worse. I give this change a C- because it shouldn’t be so, Joe.

Change 13: The Colossus is only a Giant now: The Colossus has been weakened quite a bit. Perhaps too much. It was way to strong at WWI but now it’s too weak. I hope we see that happy medium very soon. Still a great unit and I think it’s attack animation is here to stay. I give this change a B+ because it’s getting there.
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