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- when fuel tank module HP drops to zero, they caught automatically on fire (SS: some player mentioned a case where they were
"destroyed", yet nothing happened)
当油箱的模块hp降低到〇时,它们会自燃的。(SS:一些玩家又说了,我们油箱是被击毁了,可是什么都没发生啊)
- the only thing that influences the drowning countdown is the height of the hull ("if I recall correctly") (SS: in other words, hermetically sealed tanks have no advantage when going into water)
只有一个因素影响溺水时间的,是它本身的车高(SS:另一种说法是,水陆两栖坦克来到游戏里照样被淹死)(大E幽怨的说道:那次在荒漠小镇,残局我和261跳河自杀,他死了,我还矗立在水中,被围殴)
- Overlord states that it's not clear what should be done to improve the quality of average gamers
Overlord 说 他也不清楚如何提高游戏玩家的水平
- significant 8.6 general arty rebalance confirmed
8.6的火炮会有一个整体上的平衡
- tier 9 and 10 profitability won't improve
九级和十级的收益不会改善
- historical battles should contain PVE elements
历史战役不会加入PVE元素的。
- CW's are planned to be revamped to "involve more players" (SS: on RU server there is a talk of Clanwars being changed so huge clans
and alliances are not dominating anymore)
领土战计划去修改可以更多的人参与进来(SS:俄服上在探讨,领土战应该改变这样大的工会和联盟就不会那么强势了)
- the main skill indicator will remain the winrate according to SerB, value of the player won't shift towards for example XP per battle or accuracy
根据光头的说法,主技能的标准仍然是为了胜率,玩家的价值取向不该转向为别的,例如,每场战斗获得的经验,又或者打的有多准。
- exact mechanism of teamkilling penalties won't be disclosed, so players don't invent was how to exploit it
详细的TK惩罚机制不会公布的,所以呢一些喜欢碰瓷的玩家就不知道如何利用它了
- according to SerB, the base capture time is the same on all encounter mode maps (SS: according to several reports, there might be a bug, making the Prokhorovka encounter base capturable too fast), but this bug will be investigated... eventually
光头又说可,占领基地的时间在所有你能遇到的地图都是相同的(SS:根据服务器上的报告,有一个bug,Prokhorovka 的攻防战的基地占领时间太快了),这个bug会被调查的,……但最终不了了之。
- the re-worked regular fire extinguisher will make the vehicle on fire "tick" a bit before engaging, modules will be damaged just like it is now
重做的手动灭火器在车辆着火之前会有一个提示,模块的损伤机制和现在一样。
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