[新聞] 大衛金的hots心得日記
http://www.teamliquid.net/forum/viewmessage.php?topic_id=386541
http://us.battle.net/sc2/en/forum/topic/7320452623
又臭又長 我會用鄉民簡譯法 請不要吐槽XD
We decided to approach this patch from multiple angles in order to accomplish
all of the goals we had in mind. We want to continue tuning Heart of the
Swarm multiplayer in its current state, but we’d also like to push some of
the new units to be a bit more core to the game. What’s more, we’d like to
bring back a few of the older units and strategies we thought were fun.
我們決定要從很多角度來審視並達成我們心中所想要的目標。我們希望
維持目前HotS的多人遊戲的不跳,但是我們也希望可以有更多新單位的
使用,並且一些我們認為有趣的老單位跟戰術復活回來
Terran
Medivac
When we looked at various strategies and metagames throughout Wings of
Liberty history, we felt that multi-directional Medivac drops were both
unique and fun to watch, especially in combination with main army vs. main
army plays. We aren’t seeing as much in the way of multi-pronged Medivac
harass anymore, and wanted to add something fun that might help bring these
Medivac tactics back to the forefront.
自由之翼裡面曾經出現過經典的多線空投 不只獨特而且觀賞性很高
在主力對決的場景以外更是獨樹一格。但是現在這個戰術不見了,我
們希望讓這個戰術復活到第一線
For this reason, we chose to give the Medivac a new speed boost ability that
has a short cooldown. We want this ability to feel powerful and have a direct
impact on the outcome of an engagement when it’s used. If Medivac timing
issues arise in the future, we’ll probably slow it down by implementing an
upgrade requirement for the speed boost, rather than nerf the strength of the
ability itself.
因此醫療艇得到了一個短CD的新加速技能 。我們希望這個技能能夠有效並且
直接改變現在的會戰情況。如果醫療艇Timing在未來被發現太過IMBA,我們
會利用把加速變成需研發的科技而非直接減速讓醫療艇慢下來
Furthermore, we feel Terran bio compositions face many new threats in Heart
of the Swarm. Constant Locust volleys from Swarm Hosts, the revamped
Ultralisk, and Time Warp, in combination with splash damage, all tear through
Bio units. We felt it was necessary to buff Terran infantry in the late game
to account for some of these threats. As a result, we decided to change the “
Caduceus Reactor” upgrade to increase the healing rate of Medivac’s by two.
另外面對蓮藕蟲的持續波狀攻擊,加強的大牛跟與AOE組合的Time Warp技能
現有的生化部隊將會融化的非常快。我們認為讓人族的步兵部隊在晚期可以
抵抗這些威脅,因此我們把Caduceus反應爐升級改成加強醫療艇的回血能力
Reaper
We want to encourage the use of Reapers as an early game option against
Protoss. We think that in order for Reapers to be good in the TvP early game,
they need enough movement speed to outrun Stalkers.
我們希望鼓勵死神在早期開局面對神族的使用,因此讓死神變成連追獵都追不到的版本
We are also hearing your feedback on how tough it is to deal with Reapers in
TvT, but we’d like to really push Reapers to see their full potential before
dialing back on them slightly. If Reapers need to be weaker against Marines
in the future, we can reduce their bonus damage against light units.
許多關於這傢伙在TvT有多難處理的回應我們聽到了,不過我們希望先讓死神的潛能
全部展現出來以後再來調整他。如果需要讓死神對槍兵更弱一點,我們可以削弱他對
輕甲的加成
Widow Mine
The Widow Mine wasn’t getting much mid to late game usage against Protoss,
and its ability to hit cloaked units felt like a rather strange rule to have
on this unit. As a result, we decided to remove this component from the Widow
Mine.
地雷在TvP中後期沒有作用,而且可以反隱的特性讓他變得太過奇怪。
因偉我們決定把反隱拿掉
In order to help Widow Mines come back into play during the later stages of
the game, we gave it an upgrade to reduce burrow time. This will allow Widow
Mines to be used more easily on offense when combined with either mech or bio
based armies.
為了讓地雷在後期也能發揮作用,我們讓他有個可以減少埋地時間的科技。
這讓強埋地雷變的可能
Thor
With units like Tempests, Brood Lords, and the revamped Void Ray, we felt
that Factory units could use a more standard anti air attack. As such, we’ve
given the Thor a new weapon that can be swapped with its anti-light, AoE
weapon when it may be more useful for a particular situation.
因為暴風/BL/重製虛空的關係,我們認為軍工廠出來的單位需要
有更常態地對空攻擊。因此,我們給了雷神一個新的武器,讓他
在必要的時候可以切換成不是對輕甲AOE的模式。
Due to the weapon change mentioned above, we expect players will mass Thors
more often in Heart of the Swarm. As a result, we’ve given the Thor a few
more size/radius changes in order to prevent too many units from hiding
behind them.
因為這個變更,我們期待玩家可以更常海雷神。因此,我們讓雷神變大一點,
減少有太多單位躲在雷神後面
Raven
After exploring a range of options for the Raven’s Seeker Missile ability,
we settled on a high-damage, single target version that will be good against
large units. Brood Lords are quite powerful, Thors received buffs with this
patch, Ultralisks are stronger than ever, and Colossi have always been a
threat. As a result, we feel there are enough suitable targets to justify
this change to Seeker Missile. Please check out this ability in game and let
us know how it’s working in combination with different Terran unit
compositions in Heart of the Swarm.
在檢討過後,我們認為渡鴉的HSM做為一個超傷害的單體輸出是最佳的變更。
BL非常的強力,雷神也獲得了加強,雷獸也比以前威武,巨像更一直是個威脅,
因此我們認為這個技能有足夠多適合的目標。請實驗這個技能的用法,並
讓我們知道它跟各種人類不同的混兵效果如何。
Hellbat
We wanted to buff Hellbats against Zealots without affecting ranged units too
much. We decided to keep the Hellbat’s splash range the same, but feel the
improved attack radius against melee units is a solid choice.
我們希望讓Hellbat對狂戰的效果更好,但是不影響距離單位對他的傷害太多。
因此我們決定讓他的攻擊範圍不擴大,但是讓灑水的區域變大。
Armory upgrades
We wanted to encourage Terran mech play with this patch, and feel that we’re
giving mech armies a huge buff by combining the Armory’s air and ground
upgrades. As a side effect, these changes will also greatly benefit Terran
air compositions. Initially, we want to try this change to see how it affects
the game. We think it will be fun seeing Banshees and Battlecruisers become
viable in the late game for Terran players.
我們想要鼓勵人族的機械化,因為我們給了鐵甲軍團一個巨大的buff:空軍跟機械化
的攻防合一。因此,這將會非常劇烈的影響人族的空軍組成。一開始我們希望能夠
看到這會怎樣去影響遊戲的動態,我們認為看到女妖跟BC在人族後期能夠被使用
是很Cool的
Protoss
Mothership
Vortex has received a massive nerf with this patch. We don’t really like
seeing Motherships in every PvZ game because the results are always all or
nothing. You Vortex perfectly and win, or Vortex fails and you lose. We feel
that it’s not a good thing for a single ability to have such a huge impact
on the game.
黑洞在這個patch被大NERF。我們不喜歡PVZ的每次後期都要出媽媽船,然後
就是全有全無律。完美的黑洞獲勝,失敗的黑洞你就輸掉。我們認為這不是
件好事情來讓一個單一技能對遊戲有這麼大的影響。
We want other units, such as the Tempest, to take the place of the Mothership
when combating Brood Lord and Infestor compositions. If necessary, Tempests
can be buffed against Massive units to make this possible.
我們其他諸如暴風的單位可以取代這個位置來對抗無敵組。如果有必要的話
暴風將會因此有更多對巨型的加強
Oracle
We heard your feedback that players want to harass workers with the Oracle.
We also felt that Oracle’s structure attack overlapped too much with our new
direction for the Void Ray. For these reasons, we decided to go with an
activated attack that is good against workers, but drains the Oracle’s
energy. We feel this energy-based attack will help differentiate the Oracle
from other air units that are effective against worker lines. With enough
energy available, it will be possible to deal a lot of damage very quickly to
an unprepared opponent.
我們聽到很多人希望讓先知可以騷擾工兵的要求。我們也認為先知拆建築
的技能跟我們設計虛空的新方向有重疊。因此,我們決定讓它變成一個可啟
動的攻擊模式,對工兵非常有效,但是會消耗先知的MANA。我們認為這個
能量為基礎的技能可以讓先知在騷擾礦區上跟其他單位有所區別,這讓一個
沒有做準備的對手將會瞬間受到重創。
Phoenix
We decided to increase the base attack range of the Phoenix to five in order
to help Protoss players deal with the Mutalisk buffs in this patch. The Anion
Pulse-Crystals upgrade still increases Phoenix range by two.
我們決定加強鳳凰的射程到5來協助神族對抗加強的飛龍。
陰離子脈衝水晶升級依舊讓鳳凰的射程加二
Dark Shrine cost reduction
We wanted the Dark Shrine to feel like a more desirable tech option for
players. By reducing the cost of the Dark Shrine, Dark Templar can be
utilized in more late game scenarios.
我們希望黑暗聖殿可以是個玩家更想要去使用的科技線,藉由降低資源量,
DT可以在晚期更常被使用。
Tempest
We felt Tempests were countering too many late game tech options, and wanted
to point Tempests more toward units like Colossi and Brood Lords. These
Tempest weapon changes give us the freedom to increase damage as necessary to
make sure those units are dealt with appropriately in Heart of the Swarm.
我們認為暴風在晚期科技上反制了太多兵種,我們只希望暴風可以更針對
巨像跟BL。這武器上的變化給了我們可以提高傷害的自由並且確保這些單位
可以良好的被處理。
Void Ray
We felt that giving players control over the Void Ray’s charge up ability
will make this unit a more appealing tech choice, and incentivize opponents
to back away until the charge wears off. We’ve also aimed for damage numbers
that will help Void Rays beat most armored units for cost.
我們認為讓玩家有更多控制虛空的方法比充能技能更吸引大家去使用他,並且
減少對手只會後退等待虛空退火。我們也希望讓虛空對重甲單位能夠在資源上
達到高CP
Zerg
Hydralisk
We felt that moving the Hydralisk speed upgrade to Lair tech would help Zerg
players deal with new more effectively, especially when buffs to Protoss air
units, heavy Infestor nerfs, and the need for an earlier six range counter to
Widow Mines are taken into consideration.
我們認為讓提速科技變成二本可以協助Z玩家可以更有效率的反制P的空軍。
特別是在感染嚴重nerf以後,Z需要一個早期的射程六反制武器來對抗地雷
Mutalisk
We felt some of the most fun plays for Zerg came in the form of
Mutalisk-based board control, and wanted to encourage more of these tactics.
We’ll continue exploring other options, because we’re not completely sure
the speed buff in this patch is enough.
我們認為Z的一個樂趣來自於各種飛龍的操作法。我們希望鼓勵玩家有更多
利用飛龍的戰術。我們還會繼續探求其他可能選項,因為我們還不確定這個
提速飛龍是否足夠達成這目標。
Swarm host
We felt a buff to the Swarm Host was necessary now that both Protoss and
Terran air compositions are a lot stronger. The reason we went with a health
buff is to allow easier repositioning of Swarm Hosts between Locust spawns.
We think this type of positional play is one of the most fun ways to use
Swarm Hosts, and wanted to promote more of it.
我們認為讓SH得到Buff是很重要的,因為現在神足跟人族的空軍都比以前還要強大。
我們家血量的主要理由是讓SH在蝗蟲再次誕生期間可以更安全的移動。我們認為
這樣的陣地戰是SH最有趣的用法,並且想要推銷這種用法
Infestor
For Heart of the Swarm, we want to push players to mass units like
Hydralisks, Mutalisks, Swarm Hosts, or Ultralisks, rather than the Infestor.
As such, we’ve heavily nerfed the Infestor to make it less core to the Zerg
army.
在蟲心,我們希望讓玩家可以去海量使用蛇蛇/飛龍/SH以及大牛,而不是感染。
因此,我們重度的nerf感染來讓他不再成為Z的核心
Ultralisk
We wanted to make the Ultralisk much more deadly against ground units in
Heart of the Swarm, and feel the damage buff in this patch accomplishes that
goal. However, if this change isn’t enough to make Ultralisks awesome in the
late game, we are prepared to make additional changes.
我們希望確保大牛在蟲心對地面單位有統治力,並且認為這個patch的傷害buff
達成了這個目標。但是,如果這個變更還不夠的話,我們也準備了更多變化。
Burrow charge was cut because we believe it’s better for the Ultralisk to be
an all-around powerful ground threat, than a teleporting anti armored unit.
埋地衝鋒被拿掉了因為我們相信讓大牛做為反制全地面部隊的威脅勝過讓他
成為一個快速反重甲的單位
Viper
We made a minor tweak to Viper health in order to give it more survivability.
Our next step with this caster unit is to evaluate its abilities to make sure
they are powerful enough, if they aren’t already.
我們對飛蟒做了血量的小調整來提高它的生存性。這個施法單位的下一步是來研究
他的技能夠不夠強悍
--
ψDeathDeath 這是我的鋼彈 這是我的意志 啊幹 有什麼武器可以用
┌────┐ 我最了解它! 我非去不可! 別死啊 ......
┌─(0w0 )┐ ┌───┐┌────┐ ┌───┐┌────┐
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--
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12/07 16:17, 95F
→
12/07 17:01, , 96F
12/07 17:01, 96F
→
12/07 18:46, , 97F
12/07 18:46, 97F