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UNIT VALUES
The average early-game unit costs between 240 and 300 requisition. This is enough to get you 8 boyz of the shoota or slugga variety, ripper swarms, hormagaunts, termagants or a squad of guardians. Space marines are exceptionally expensive; a 3-man tactical squad will set you back 500 requisition straight away (although you start with a little over that, so at least you can get it out).
At the beginning of a game you start with your commander and a basic unit.
Space marines: Your commander + 3 scouts
Tyranids: your commander + 8 hormagaunts
Eldar: Your commander + 8 guardians
Orks: Your commander + 8 SLUGGA BOYZ
The pop cap is not quite what it seems. All sides have 100 pop cap; however, each race makes vastly different demands on it. Each space marine in a tactical squad is worth five pop cap. This means a full cap space marine army is extremely small and powerful. Tyranids, on the other hand, seem to average 2 pop cap per squiggly unit, maybe less. 3 Terminators will set you back twenty-four pop cap.
HP is scaled somewhat to this. Tactical marines have 400 hp each, but this is exceptional. Hormagaunts have about 800 per squad, and most commanders have between 600 and 1000 at level 1. Vehicles are also roughly around that level, although they have an armour type that makes it count for a lot more!
Veterancy is major
Going from level 1 to level 2, a space marine squad goes from 1200 hp to 1560 hp.
To me this suggests that relic are deliberately trying to let you keep your early game units competitive by a combination of strong upgrades and the levelling mechanic. Level 10 slugga boyz would presumably be able to beat the snot out of level 1 nobz! The games I played against the CPU meant that the highest unit I saw was level 3, and the highest commander level 6 - but I'm pretty sure one can go above that.
As I don't really have a structure for this I'm going to jump right in to a description of each army.
Tyranids
The tyranids are odd fish. Unlike every other faction only their synapse units gain vet - the liddle hormagaunts and termagants don't have XP bars. This to me suggests a British-style "synapse units give out stronger synapse" style deal, but I have no objective evidence for this assertion. They are extremely cheap - 270 req per early game unit - and here are your tiers and possible build options.
Tier 1: Ripper swarms (loads in a squad, maybe 18?) (240 req), Termagants (8 per squad)(270 req), Hormagaunts(8 per squad) (270 req), Tyranid Warriors (3 per squad)(400 req + 10-40 power (can't remember)
Tier 2: Lictors (1) (~350 requisition, 45 power) and Zoanthrope (1) (300-400 req, ~90 power)
Tier 3: Carnifex (~500 req 200 power) (1), Ravener Brood (3) (400 req 75 power (very rough figures))
The tiers cost about 250 req 50 power for the first upgrade, and 350-400 and 90 power for the second. The carnifex is the notional "relic unit" but it is worth noting it has no squad cap. I had 4 on the map at one time, albeit with a bit of turtling to get the power necessary. Power is the real limiting factor early game, and it is worth noting that econ harassment is absolutely essential to get ahead. power plants are built at power nodes over the map, and you can capture the other side's power plants if you simply cap the node rather than laying waste to the plants. This means you can either opt for a harassment strategy of shooting up the plants or a full out domination strategy of trying to make them yours.
Oddly enough, the small tyranid units have no biomorphs (at least none I could see), which seems a bit of a missed opportunity to me. Maybe however their job as pure cannon fodder is being emphasised - they are vastly cheaper than other races units. You will be pleased to hear that Without Number makes its appearance as a reinforcement power based on biomass which spawns 30 pop caps worth of titchy tyranids in your base at a reduced requisition cost but at a biomoss cost.
Biomass is like waagh, zeal and (I have no idea what the eldar one is called, I didn't clock it) and builds up as you fight and kill. Abillities you execute that cost biomass reduce your bar, but it seems to fill up vastly faster late game (presumably due to the increased value of the kills).
Tyranid heroes.
Hive Tyrant;
The hive Tyrant is noticably slow in comparison to the other two heroes. He does have a lot of health, however, and seems to kick the crap out of anything he gets next to. I'll make a note about how his wargear works in another section, as the system is a little confusing, but suffice to say he has stuff you'd expect - extended carapace, psychic scream, bioplasma etc. He seems a strong melee tank commander with decent support powers, including a pheromone cloud that automatically heals and reinforces tyranid units inside.
Ravener;
He's very nasty. He's most analogous to the warp spider, but he can lay tunnels. And these tunnels can be used by your allies. I'll describe how wide the range of allied behaviour is later on, but suffice to say the teamwork opportunities here are amazing. He has a ranged attack which can be upgraded to ravage vehicles, and a melee splash attack if you feel like it. He seems like a high damage hit and run commander with some nice utility worked in.
The Lictor;
An odd fish, even more so than the other two. He obviously has the glorious flesh hooks (which to me feel a little cheesy, as you can simply yank an enemy commander over to your assembled forces and compel a retreat. If they don't retreat the commander will simply be torn to shreds. I think it might be nerfed a lil'), but he also possesses infiltration (which drains his energy while in use, unless you get the chameleon scales wargear). He has a bizarre option called Loner which gives him increased damage when he's not near any of your units, making him quite an enjoyably vicious commander killer. His description as "Ambush" seems to be pretty fair, as in a sustained fight he seems to suffer a little. Shares many support powers with the other two.
About those support powers;
The tyrannoforming support power heals and buffs tyranid units inside its area of effect, debuffing enemy units. It's a biomass ability, and seemingly very powerful. The other abilities that spring to mind are mycetic spores for the hive tyrant (summons a unit of warriors as well as ravaging any units in the area of effect), bio-plasma for the hive tyrant (aoe damage somewhat akin to a plasma cannon, costs energy on use) and fleet of claw for the ravager (speeds him up, glorious name).
The minor tyranid units have some synergy designed into them. Hormagaunts do extra damage when in big swarms and in synapse, and termagants make targets more vulnerable while shooting at them and can knockdown enemy units when in synapse range. There also seem to be different kinds of synapse. Warriors can be upgraded with different weapons which impart different types of synapse, namely ranged, melee and durability (?) synapse. Each buffs a different aspect of the creatures under its control. There are also upgrades for the other synapse creatures that seem to alter the effects of their synapse on the units around them.
The carnifex is absolutely brutal. He's immune to small arms fire (like the tanks), and can be upgraded with a venom cannon (which seems to absolutely ravage enemy armour at truly bizarre speeds), thornback (gives him a charge and a melee boost - seems to be the most expensive by far) and somethingelse which I can't remember at the moment. He is a little slow, however.
ORKZ
I will put my cards on the table. The orkz are by far the most flavoursome army in the game at the moment. Everything about them is funny, from the evil grot eyes staring out of their base turrets to your gretching battle announcer imparting pearls of wisdom such as "Boss! Dey've blown the... the... FING up!!!!". They are also gleefully fun to play with.
Their tiers + units:
Tier 1: Shoota boyz(8 per squad) (270 req), slugga boyz(8 per squad) (270 req), Stikkbommaz (not sure)(310 req, 10 power - enough to make them a slightly delayed unit) and STORMBOYZ (not sure)(300-400 req, 20-40 power)
Tier 2: Trukk (not sure on req, 45-90 power) and Loota Boyz(3 per squad)
Tier 3: Nob Squad (400 req 110 power)(not sure) and LOOTED TANK (310 req, 100-150 power)
Unlike the tyranids all ork units get veterancy. Shoota boyz seemed to me to be vastly more useful in the early game than slugga boyz, but perhaps that's just my dakka tendencies showing. Their guns sound like submachine guns, very meaty. I didn't get to give stikkbommaz and stormboyz a proper go, but you can upgrade the other 2 boyz squads with nob leaders and speshul weapunz as you upgrade your HQ. If you zoom in on them while they fight you can hear them saying stuff like "DAKKA DAKKA DAKKA AHHAHAHAHA" and "NUTZ TA YOU, WE'Z OUTTA HERE".
Even the basic orc units have some kind of synergy. Slugga boyz get a WAAAGH cry that has an exponentially greater effect depending on how many other slugga squads there are around them. Shoota boyz seem to get an ability called "Aiming? Wotz dat" wen you give them a big shoota.
Their special resource is WAAAAGH, directly analogous to zeal and biomass.
The three heroes were:
The Kommando
The Kommando is a strong ranged infiltrator. He had a selection of amusing grenades, some unlocked by upgrading and stun grenades by default. The stun grenades seem especially insane early game, guaranteeing total annihilation of weak squads like guardians by your trusty boyz. He can summon kommandoz onto the battlefield at the cost of waagh and can be upgrade to a speshul knife, a close-combat shotgun or a (and i'm not making this up) a triple-barrelled scatter rokkit-launcher. The last one seemed to kill infantry as easily as it killed buildings and vehicles - very orky!
The Warboss
I didn't get to try him, but he has abilities such as allowing the units around him to reinforce and heal, summon extra boyz, that kind of thing. He's apparently a strong melee tank type hero in the vein of the hive tyrant.
The Mek
He's somehwat like the kommando in that he's ranged (one of his upgrades is the ingeniously named "deff gun", which we are informed is strong against infantry due to killing them) but he can drop turrets and healing/reinforcement points. Turrets are strong, and reinforcement points are extremely useful as both you and your allies can use them as retreat points. The teamplay element is very very strong in this game!
The waagh abilities that I remember are the aforementioned "rokz" (drops rokz on dem).
All in all the orkz feel very solid to play. The games I used them in didn't last long enough to get to nobz and looted tanks, so somebody else will have to fill you in on those.
Eldar
And now we come to the Pointy-eared naughties, the Eldar. Just like in the original Dow, they seem a faction that rewards micro over and above the others. They are fragile and fast, and seem to do very decent damage.
Units and Tiers
Tier 1: Guardians (8 per squad)(270 req), Howling Banshees (not sure, probably 4-5)(400-odd req, small power requirement), Shuriken cannon teams(3 + cannon) (240 req maybe?) and Warp Spiders (4 per squad)(400 req, 45-100 power)
Tier 2: , Falcon Grav-tanks (300-400 req, 100-130 power) Wraithlord (400 req, 110 power?)
Tier 3: Avatar (500 req, 200 power), D-cannon platforms (240-300 req, some power) and Fire Prisms (400 req, 200 power maybe?)
Guardians are cheap, weak, but reasonably damaging. They certainly feel like decent early-game support troops, and can be upgraded with extra health and armour. Interestingly enough, it seems that the early-game eldar play will revolve around their shurken cannon teams to make up for the fact that the guardians are fairly weak - again allowing a higher skill cap for the eldar player in comparison to the other factions. Howling banshees are nasty and ninja. Warp spiders seem reasonably good but I didn't get to play with them very much, so can't really pass adequate judgement on them. Didn't build a falcon either.
The avatar, on the other hand, is absolutely yam insane. He has six thousand hp, and two extremely powerful abilities (a line damage move rather like living saints, and the aoe move demonstrated in the video. His sword seems to make short work of vehicles as well as infantry. He's also the only hardcapped unit I've found and makes eldar around him immune to suppression. He's so good in fact that it feels to me like he's there to make up for the fairly weak eldar infantry - ie late-game eldar are being balanced around the assumption that you have this ugly fellow around messing people up.
Eldar Heroes;
Warlock:
I didn't get to play with him much, but he feels like a combat farseer. He shares eldritch storm with her, but also possesses conceal (an ability cast on a friendly unit) and seems to have a reasonably strong ranged attack.
Warp Spider:
Now this fellow is nasty. He has some nifty togglable wargear, including some energy-draining heavy guage spinner fibre that does extra damage, and his most important ability; to teleport other squads with him when he jumps, including allied units. This means that you can use your commander to teleport your allied tyranids' carnifex right into somebody's big blob of ranged units or what have you.
Farseer:
Didn't play her, but she seemed a reasonably strong melee character with very disruptive psychic abilities. Quite vulnerable though.
Will add more when I can think of what to say about the space elves :<
Space Marines
The emperor's finest are indeed pretty fine in multiplayer; hard to kill, damaging and pretty simple to use.
Tier 1: Tactical Squad (3 per squad) (500 req), Devastator heavy bolter squad (can't quite remember, 1-3)(370 req, spawns what is effectively a "weapons team" from what I remember - has to be setup), scouts (3) (270-350 req), assault marines (3-4) (500 req + 45 power I think, could be very wrong on cost)
Tier 2: Razorback (300 req, 45-50 power), Devastator Plasma Cannon squad (not sure on cost)
Tier 3: Predator (400-500 req, 110 power)
Space marines are popcap heavy, and you will be quite limited in squad numbers early game if you don't invest in lots of scouts as those tac squads are expensive. However, they will absolutely pee on anything they find early game, so if you don't need to cover that much territory it might even out. The tac squads can be upgraded with flamers at tier 1 for 40 req 20 power, and plasma guns at tier 2 as well as sergeants. The sergeants give them "And they will Know no Fear" which I think slows them down but makes them immune to suppression. Assault marines are very much like the single-player assault marines, with their big JUMP SPLAT jump abilities. I didn't use them that much.
Terminators and Dreadnaughts are summoned via zeal. They are both very very nasty. 3 Terminators is the equivalent of a quarter of another faction's army.
Space Marine Heroes
Force Commander:
Melee tank hero, no surprises here. Didn't use him myself, can't really comment beyond that.
Tech machine
Quite damaging ranged support hero. He can be upgraded with several different weapons depending on role (a plasma gun and 2 different master-crafted bolters), the bolters either giving him a suppressing shot or boosting the ranged damage of nearby infantry when the ability is activated. The turrets take up 5 pop cap, cost 200 req and 30 power and absolutely ravage infantry. They have a limited arc of fire that cannot be changed, but if you can get people in front of them they will pay for themselves and more. His healing and reinforcing structure also acts as a retreat point, has a similar cost, and fully affects your allies. It is so good I almost thought it encroached on the apothecary's territory.
The venerable dreadnought is stompy indeed.
Apothecary
Didn't use him, so can't really say 8(
General Mechanics Stuff
On to more general stuff.
There don't seem to be CoH style "sectors". If you hold a point, you get the requisition / power from it. Power points are not quite as simple as they seem, however.
When you first cap a point, you get a nominal power increase. You have to pay 125 req to upgrade it, at which point you can start buying up to 4 power plants around it. This increases it to eventually about 25 power income. This is the obvious economic problem of "should I risk my early game for a strong late game". This is compounded by the detail that if your enemies capture one of your power points they benefit fully from the generators you built. This makes it a risk.
Power is the major limitation on tech and upgrades. Almost all wargear and unit upgrades cost about 25-70 power. This makes them big early-game investments - especially when compared to how cheap the tiers are (45 and 90 power respectively, universal for all factions AFAIK).
Tanks are fully CoH-style, complete with reversing and REAR ARMOUR HIT. They seem to be very hard countered by anti-tank weapons, too.
Shuriken cannon teams, loota boyz and devastator squads behave like company of heroes' weapon teams in that they have an arc of fire, facing and setup time.
中文翻译版
ORK---------译者pierrekbdw
兽兽
直说吧,Orks的部队是目前看起来最出彩的。不论是会从基地塔楼中瘾荡地向外窥视的小鬼头的眼神,还是时不时蹦出一句至理名言的屁精战况通报员(比如“老大!他们已经。。。已经。。。已经爆啦!!!”)用它们进行游戏也是非常的有趣。
升级与单位
T1:大枪小子(8只/队,270 rep),斧头小子(8只/队,270 rep),投弹小子(队伍配置未知,310 rep,10电——这让他们的登场稍晚)和暴风小子(队伍配置未知,300~400rep,20~40电)
T2:卡车(资源未知,45~90电),劫掠小子(3只/队)
T3:老大小队(400 req 110电)(队伍配置未知)和盗版坦克(310 req, 100-150电)
不像虫子,Ork的所有兵种都有经验的设定。在我看来枪手小子在早期比斧头小子有用得多,但这或许只是我的“吱吱”情结作祟。他们的枪声像轻机枪一样,过瘾极了。投弹小子和风暴小子我没怎么认真研究,但另外那两种小队随着总部的升级都可以升级出一个老大带队和若干特殊武器。当你在火拼时把视角拉近到他们身边,就能听到他们嘟囔些废话——“DAKKA DAKKA DAKKA AHHAHAHAHA”或是"NUTZ TA YOU, WE'Z OUTTA HERE".
即便是最初级的小子们也有些合技。斧头小子的“哇”吼效果会根据周围斧头小子的数量呈指数级增长。而枪手小队则会在升级了一杆大枪后得到一个名为“瞄准?瞄准是啥?”的技能。
他们的特殊资源就是“哇”了,类似SM的“狂热”和虫子的“种群数量”。
三个叫兽:
兽军敢死队Kommando
Kommando 是强大的远程渗透单位,他可佩戴一些效果有趣的手雷,默认是眩晕雷,还可以随着升级获得一些其他效果的。眩晕雷在游戏早期很强大,让初级兵对垒时占尽优势。他还能通过消耗“哇”来召唤突击队员进入战场,以及可以升级一把特殊匕首,一杆近距离散弹枪(作者没升级这个)或一具三管火箭发射器。火箭发射器在对步兵,建筑和载具时都威力巨大——相当叫兽。
总长Warboss
作者没怎么玩Warboss,他有一些诸如让周围单位自动恢复和补充,召唤额外小子的技能。他是一个与虫子的hive tyrant同类型的近战坦克型英雄。
水管工The Mek
与 Kommando类似是个远程单位(有一个升级“死枪”,我们听说用来杀伤步兵很有效),但他同时还可以“制造”炮台或增援/恢复点。炮塔很强大,增援点 “极端”有用,你和你的盟友可以将其用作撤退点。(也许可以远程传送回来?)团队合作元素在这个游戏里占的比重非常非常大!
特殊“哇”技能(应该是消耗特殊资源的全局技能)作者只记得如视频中展示的火箭雨。
总之Ork还是很耐玩的,作者玩的时间短,没有出老大小队和盗版坦克,以后会有人补上体会的。
SM-----------------译者panzerwzh
Space Marines
The emperor's finest are indeed pretty fine in multiplayer; hard to kill, damaging and pretty simple to use.
帝王的精锐在多人游戏表现出众,难以杀死极具杀伤力,而且使用很简单
Tier 1: Tactical Squad (3 per squad) (500 req), Devastator heavy bolter squad (can't quite remember, 1-3)(370 req, spawns what is effectively a "weapons team" from what
I remember - has to be setup), scouts (3) (270-350 req), assault marines (3-4) (500 req + 45 power I think, could be very wrong on cost)
第一级:战术小队(3人)500REQ,毁灭者HB小队(1-3人) 370REQ需要架设时间, 侦察兵3人,270-350,突击小队3-4人500 REQ+45P(不确定)
Tier 2: Razorback (300 req, 45-50 power), Devastator Plasma Cannon squad (not sure on cost)
第二级:RAZORBACK 300REQ,45-50 P, 毁灭者离子加农炮小队(耗费不明)
Tier 3: Predator (400-500 req, 110 power)
第三级:掠食者(400-500 REQ,110P)
Space marines are popcap heavy, and you will be quite limited in squad numbers early game if you don't invest in lots of scouts as those tac squads are expensive.
However, they will absolutely pee on anything they find early game, so if you don't need to cover that much territory it might even out. The tac squads can be upgraded
with flamers at tier 1 for 40 req 20 power, and plasma guns at tier 2 as well as sergeants. The sergeants give them "And they will Know no Fear" which I think slows them
down but makes them immune to suppression. Assault marines are very much like the single-player assault marines, with their big JUMP SPLAT jump abilities. I didn't use
them that much.
SM受人口限制影响很大,如果用战术小队而不是侦察兵那么早期小队数量很受限制,但是,侦察兵唯一的用处就是占点,所以如果不需要早期抢占地盘没啥出的必要,战术小队在一级基地可以升级火
焰喷射器(40 REQ 20P) 二级升级离子枪和军士,军士可以让小队无畏话,降低速度不过免疫压制,突击小队单人多人区别不大可以用蜻蜓点水技能灭人,作者没怎么用.
Terminators and Dreadnaughts are summoned via zeal. They are both very very nasty. 3 Terminators is the equivalent of a quarter of another faction's army.
终结者和无畏机甲可以用热情值来召唤,他们都十分十分的恶心,3个终结者可以顶别人1/4的军队的杀伤力
Space Marine Heroes
SM英雄
Force Commander:
指挥官
Melee tank hero, no surprises here. Didn't use him myself, can't really comment beyond that.
肉搏坦克,没啥特别的,作者没用,没啥好说的
Tech machine
技术军士
Quite damaging ranged support hero. He can be upgraded with several different weapons depending on role (a plasma gun and 2 different master-crafted bolters), the
bolters either giving him a suppressing shot or boosting the ranged damage of nearby infantry when the ability is activated. The turrets take up 5 pop cap, cost 200 req
and 30 power and absolutely ravage infantry. They have a limited arc of fire that cannot be changed, but if you can get people in front of them they will pay for
themselves and more. His healing and reinforcing structure also acts as a retreat point, has a similar cost, and fully affects your allies. It is so good I almost
thought it encroached on the apothecary's territory.
杀伤力很大远距离支援形英雄,可以根据不同角色升级不同的武器(a 离子枪和2支不同的大师级BOLTER),可以给他压制或者提高附近部队的远程杀伤力,炮塔占5个人口点,200REQ 30 P, 秒死步兵
,但是射界有限制,而且不能改变(没天理啊!!)但是如果你把自己人放它前面死的会更凄惨. 技术军士的医疗和增援建筑和撤退点作用一致,一样的花费,对盟友部队一样有效,它的效果甚至比医疗
官的光环还好.
The venerable dreadnought is stompy indeed.
神圣无畏无比拉风
Apothecary
医疗官
Didn't use him, so can't really say 8
没用过,没啥说的
Tyranids----------------------译者eliphasfan
The tyranids are odd fish. Unlike every other faction only their synapse units gain vet - the liddle hormagaunts and termagants don't have XP bars. This to me suggests a British-style "synapse units give out stronger synapse" style deal, but I have no objective evidence for this assertion. They are extremely cheap - 270 req per early game unit - and here are your tiers and possible build options.
泰伦虫族并不墨守成规,与其他的势力不同的是仅有它们的节点生物能得到经验值——小兵虫暴虫连经验槽都没有……
我以为这是那种英式的“控制单位提供更强的控制”的设定,不过我没有任何客观证据来支持这种观点,嘛……
它们特别便宜——早期单位270资源一只——以下是等级和可能选项
Tier 1: Ripper swarms (loads in a squad, maybe 18?) (240 req), Termagants (8 per squad)(270 req), Hormagaunts(8 per squad) (270 req), Tyranid Warriors (3 per squad)(400 req + 10-40 power (can't remember)
T1:撕裂虫潮(一队一大堆,有18只?)240资源
兵虫(每队8只)270资源
角虫(每队8只)270资源
泰伦武士(每队3只)400资源+10~40电力(记不清了==)
Tier 2: Lictors (1) (~350 requisition, 45 power) and Zoanthrope (1) (300-400 req, ~90 power)
T2:幽灵虫(1)大概350资源,45电
脑虫(1)300到400资源?大约90电
Tier 3: Carnifex (~500 req 200 power) (1), Ravener Brood (3) (400 req 75 power (very rough figures))
T3:刽子手大约500资源吧?200电,蛇虫(3)400资源75电(口胡我顺口说的)
The tiers cost about 250 req 50 power for the first upgrade, and 350-400 and 90 power for the second. The carnifex is the notional "relic unit" but it is worth noting it has no squad cap. I had 4 on the map at one time, albeit with a bit of turtling to get the power necessary. 第一次升级花大概250资源50点,T2到T3花350~400资源90点。刽子手就是那终极兵,不过不要钱(我靠作者你脑残了吧)不占人口。我一下造了4个,虽然不容易攒那么多电……
Oddly enough, the small tyranid units have no biomorphs (at least none I could see), which seems a bit of a missed opportunity to me. Maybe however their job as pure cannon fodder is being emphasised - they are vastly cheaper than other races units. You will be pleased to hear that Without Number makes its appearance as a reinforcement power based on biomass which spawns 30 pop caps worth of titchy tyranids in your base at a reduced requisition cost but at a biomoss cost.
特奇怪的是,低级泰伦单位没有生化变异(至少我没看到),我觉得这有点错失良机。
这也许是为了强调他们作为炮灰的单纯意义吧——它们比别族的单位便宜多了。
你要是知道“无穷无尽”作为增援技能出现会很高兴的,一次性以较低资源加一些有机质量就能造出30人口的虫子。
Biomass is like waagh, zeal and (I have no idea what the eldar one is called, I didn't clock it) and builds up as you fight and kill. Abillities you execute that cost biomass reduce your bar, but it seems to fill up vastly faster late game (presumably due to the increased value of the kills).
有机质量就像是Waaagh和狂热(我根本不知道灵族那个叫啥来的……压根没记)那样,会在你战斗和杀敌时增加。
释放能力花费些有机质量,不过貌似晚期这个涨的特快(估计应该是因为杀敌数量增加了吧)。
Tyranid heroes.
泰伦虫族的英雄:
Hive Tyrant;
暴君
The hive Tyrant is noticably slow in comparison to the other two heroes. He does have a lot of health, however, and seems to kick the crap out of anything he gets next to. I'll make a note about how his wargear works in another section, as the system is a little confusing, but suffice to say he has stuff you'd expect - extended carapace, psychic scream, bioplasma etc. He seems a strong melee tank commander with decent support powers, including a pheromone cloud that automatically heals and reinforces tyranid units inside.
暴君跟其他的两个英雄比明显的慢。不过倒是确实有好长的血条,并且近战相当威猛,打人屁滚尿流。
我一会儿会在别处解释他的装备的,这系统有点困绕人,不过可以说他有你指望的那些——延伸甲壳,精神尖啸,生化离子等等。
他看起来是个特威的近战坦克,并且有不错的支援能力,比如说像一个信息素云,能自动治疗和增援里面的泰伦单位。
Ravener;
蛇虫老大
He's very nasty. He's most analogous to the warp spider, but he can lay tunnels. And these tunnels can be used by your allies. I'll describe how wide the range of allied behaviour is later on, but suffice to say the teamwork opportunities here are amazing. He has a ranged attack which can be upgraded to ravage vehicles, and a melee splash attack if you feel like it. He seems like a high damage hit and run commander with some nice utility worked in.
很贱。跟次元蜘蛛特别像,不过他挖隧道,而且你的盟友可以使用这些隧道。我一会儿再解释这个能力如何帮助盟友,不过可以说团队合作的机会十分惊人。它可以升级远程对车辆打击,或者如果你喜欢的话近身喷洒。
他大致是高伤害H&R型指战官,很有些不错的能力。
The Lictor;
幽灵虫头领
An odd fish, even more so than the other two. He obviously has the glorious flesh hooks (which to me feel a little cheesy, as you can simply yank an enemy commander over to your assembled forces and compel a retreat. If they don't retreat the commander will simply be torn to shreds. I think it might be nerfed a lil'), but he also possesses infiltration (which drains his energy while in use, unless you get the chameleon scales wargear). He has a bizarre option called Loner which gives him increased damage when he's not near any of your units, making him quite an enjoyably vicious commander killer. His description as "Ambush" seems to be pretty fair, as in a sustained fight he seems to suffer a little. Shares many support powers with the other two.
不合群的一只,比其它的还要不合群。他明显地有那个nb的肉钩子技能(我觉得有点IMBA,你显然可以把敌人指挥官拽进你的兵海中然后逼对手撤退。如果他们不撤退的话那指挥官就被撕成碎片鸟,我认为这个技能可能会被削弱些),他还有那个潜行渗透技能(消耗他的能量,除非你升级变色鳞甲)。他有个奇怪的选项叫做独行者,要是不在自己人中间攻击力就会提高,这就让他成了有意思的英雄杀手。他的“突袭”的定义相当准确,在持久战中他受些劣势。和其他两个共享不少支援技能。
About those support powers;
嘛……这些支援技能
The tyrannoforming support power heals and buffs tyranid units inside its area of effect, debuffing enemy units. It's a biomass ability, and seemingly very powerful. The other abilities that spring to mind are mycetic spores for the hive tyrant (summons a unit of warriors as well as ravaging any units in the area of effect), bio-plasma for the hive tyrant (aoe damage somewhat akin to a plasma cannon, costs energy on use) and fleet of claw for the ravager (speeds him up, glorious name).
泰伦化支援技能治疗并加强效果区域里的泰伦单位,削弱敌人单位。这是个使用有机质量的技能,貌似挺威的。
一时想到的别的能力像暴君的霉变孢子(召唤一队武士,顺便aoe攻击),暴君的生化离子(等离子炮式的aoe,使用暴君的能量)
还有蛇虫的利爪飞腾(跑得快,好名字==)。
The minor tyranid units have some synergy designed into them. Hormagaunts do extra damage when in big swarms and in synapse, and termagants make targets more vulnerable while shooting at them and can knockdown enemy units when in synapse range. There also seem to be different kinds of synapse. Warriors can be upgraded with different weapons which impart different types of synapse, namely ranged, melee and durability (?) synapse. Each buffs a different aspect of the creatures under its control. There are also upgrades for the other synapse creatures that seem to alter the effects of their synapse on the units around them.
低级的泰伦单位也有些增强。角虫在大数量下和节点控制中造成额外伤害,节点控制中兵虫能使目标虚弱并且有击倒效果。
而且貌似还有不同类型的节点。武士可以升级不同的武器来提供不同的节点类型,比如远程的,近战的,持久的(啥?)。
每一种增强控制下单位的一个方面。还有给其他节点生物的升级,貌似能改变他们控制的效果。
The carnifex is absolutely brutal. He's immune to small arms fire (like the tanks), and can be upgraded with a venom cannon (which seems to absolutely ravage enemy armour at truly bizarre speeds), thornback (gives him a charge and a melee boost - seems to be the most expensive by far) and somethingelse which I can't remember at the moment. He is a little slow, however.
刽子手绝对的凶残。他免疫小型武器(就像坦克一样),可以升级猛毒炮(炸敌军装甲超快的……)棘刺脊背(提供冲锋和近战提高——似乎是最贵的)和一些其他的玩意,我现在记不起来了。不过他就是有点缓慢……
Eldar------译者liberator
Eldar
豆芽
And now we come to the Pointy-eared naughties, the Eldar. Just like in the original Dow, they seem a faction that rewards micro over and above the others. They are fragile and fast, and seem to do very decent damage.
现在轮到尖耳朵的豆芽淘气鬼了。和一代一样,他们比其他阵营更适合微操。他们又脆又快,打起人还很疼。
Units and Tiers
Tier 1: Guardians (8 per squad)(270 req), Howling Banshees (not sure, probably 4-5)(400-odd req, small power requirement), Shuriken cannon teams(3 + cannon) (240 req maybe?) and Warp Spiders (4 per squad)(400 req, 45-100 power)
1本:豆芽守护者(8人一队)(270资源),女妖(不太确定,大概4-5个)(400资源,少量电),星标炮小队(3人+1炮)(这个赞,和桌面一样,不是没人控制自己跑的了…)(大概240?),还有次元蜘蛛(4人一队)(400资源,45-100电)
Tier 2: , Falcon Grav-tanks (300-400 req, 100-130 power) Wraithlord (400 req, 110 power?)
2本:猎鹰反重力坦克(300-400资源,100-130电),鬼王…..好吧,冥府君王…反正一回事(400资源,110电?)
Tier 3: Avatar (500 req, 200 power), D-cannon platforms (240-300 req, some power) and Fire Prisms (400 req, 200 power maybe?)
3本:AV战神(500资源,200电),D-炮平台(240-300资源,还要些电),还有焰晶坦克(400资源,200电还是多少来着?)
Guardians are cheap, weak, but reasonably damaging. They certainly feel like decent early-game support troops, and can be upgraded with extra health and armour. Interestingly enough, it seems that the early-game eldar play will revolve around their shurken cannon teams to make up for the fact that the guardians are fairly weak - again allowing a higher skill cap for the eldar player in comparison to the other factions. Howling banshees are nasty and ninja. Warp spiders seem reasonably good but I didn't get to play with them very much, so can't really pass adequate judgement on them. Didn't build a falcon either.
豆芽守护者又脆弱又便宜,不过伤害还算可以,看起来算是不错的早期支援部队,而且可以升级血和盔甲。不过豆芽早期的战术是要基本围绕着他们的星标炮小队展开来弥补守护者们的弱小——所以还是要豆芽的玩家有更高的操作水平。女妖是阴险的刺客(呃….不是开罐器么….)。次元蜘蛛看起来相当不错,不过作者没怎么用,所以也不敢怎么评价,猎鹰也没用过。
The avatar, on the other hand, is absolutely yam insane. He has six thousand hp, and two extremely powerful abilities (a line damage move rather like living saints, and the aoe move demonstrated in the video. His sword seems to make short work of vehicles as well as infantry. He's also the only hardcapped unit I've found and makes eldar around him immune to suppression. He's so good in fact that it feels to me like he's there to make up for the fairly weak eldar infantry - ie late-game eldar are being balanced around the assumption that you have this ugly fellow around messing people up.
战神倒是BT得要死,有6000点血,两个超强的技能(一个是一条线的伤害技能,像SoB的天使,还有个是视频里出来的打周围一片的),他的剑切步兵切装甲一样轻松,而且他还是唯一一个能让周围豆芽免疫压制的单位。这家伙如此bt,让作者觉得根本就是用来弥补豆芽的弱小的,比如当晚期有这个又丑又大的家伙在的时候,豆芽和其他阵营就平衡了。(当然1代很多人也这么想,他们全错了……),
Eldar Heroes;
英雄
Warlock:
战锁…..好吧,战巫,战灵者,随便怎么说了
I didn't get to play with him much, but he feels like a combat farseer. He shares eldritch storm with her, but also possesses conceal (an ability cast on a friendly unit) and seems to have a reasonably strong ranged attack.
作者没咋玩这个家伙,他看起来像是个战斗版的先知,和先知一样有恐怖风暴(1代先知大招),也有“隐藏”灵能(可以用在队友身上的——1代里只对自己有效),另外看起来远程攻击也不错
Warp Spider:
次元蜘蛛
Now this fellow is nasty. He has some nifty togglable wargear, including some energy-draining heavy guage spinner fibre that does extra damage, and his most important ability; to teleport other squads with him when he jumps, including allied units. This means that you can use your commander to teleport your allied tyranids' carnifex right into somebody's big blob of ranged units or what have you.
这个家伙比较厉害,有些可以换的不错装备,包括一个吸取能量的重型蛛网枪,可以造成额外伤害,他还有个最重要的技能,传送自己和周围其他小队进行短距离跳跃,包括友军单位。也就是说你可以把你虫子盟军的刽子手传到敌人的射击部队旁边
Farseer:
先知
Didn't play her, but she seemed a reasonably strong melee character with very disruptive psychic abilities. Quite vulnerable though.
没玩过,她看起来还是个相当彪悍的近战单位,有很多破坏性的灵能,但很脆弱
Will add more when I can think of what to say about the space elves :<
嗯,等作者想起更多星际精灵军的东西后还会补上的…..
最后,XD难道连黑暗死神也要召唤?我要突击蝎!我要幽魂战士!我要闪矛!我要复仇者!
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