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28号你问我答 领土战与未知的历史模式

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发表于 2013-4-28 13:22:29 | 显示全部楼层 |阅读模式
  - 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。

 楼主| 发表于 2013-4-28 13:24:28 | 显示全部楼层
  - historical battles won't contain top tier vehicles at first

  先期的历史战役不会有顶级车

  - entire game style (mechanics) won't be fundamentally changed in the future

  整个游戏模式以后也不会从根本上进攻大的变动

  - the balance between T-44 and T-34-2 122mm guns is fine according to SerB (SS: the Chinese gun reloads cca 3 seconds faster)

  光头说了,在T44和T34-2之间,122炮的表现还是不错的(SS:一些人评估过C系的重新装填时间比在T44身上的快了3秒)

  - IS-7 won't get a "historical" ROF buff

  IS7 不会增强射速,还原历史数据的。

  - according to SerB, player proposals are considered, but players mostly propose crappy ideas

  根据光头的说法,玩家的建议是可以被接受的,但是大多数人的想法真的脑 残

  - drowned tanks are more expensive to repair, because drowning destroys all modules and those cost credits to repair too

  溺水的坦克修理费更贵,因为掉水里了你的所有零件都坏了,,这些修理费自然昂贵了

  - Q: "Will there be premium tanks with autoloaders?" A: "If needed. And we decide what is needed without players having to agree with us."

  会有自动装弹机的金币车吗?

  如果需要的话,我们决定需要些什么,而你们玩家站着一边看就行了。

  - Q: "Will Wargaming under SerB develop a walking mech game?" A: "If needed. And Viktor Kisliy decides what's needed."

  WG旗下的光头所在的部门会开发walking mech 吗?

  需要的话,维克托会决定去做的

  - apparently, the T57 Heavy with gold rounds being overpowered is only a marginal issue ("What a horror...")

  很明显的,重型T57 金币弹四连击太过逆天的说法有些片面了

  - Q: "Leopards at tier 9 and 10 suck" A: "Don't play Leopards"

  9级和10级的豹式坦克太弱了啊?-------光头

  爱玩玩,不玩滚

  - the delay between the base capture and end of battle won't be removed, it's there intentionally

  在占领基地和战斗结束之间的延迟情况不会移除,这是有意为之的

  - alternative medium branch for Americans, French and Soviets confirmed, "when it's done it's done"

  M、F、S系其它MT分支会有的--------------“该来自然会来”

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