[情報] 大衛金:可能的最新平衡改動(已翻譯)
原文出處:http://us.battle.net/sc2/en/forum/topic/8704740456?page=1
Hello everyone~
大家好,我又來亮瞎你們的雙眼~
We're currently thinking of trying out a couple changes just on a balance
test map in a couple weeks or so. We're not looking to do any major changes
because the game is in a fairly solid state but just wanted to give a heads
up on our current thinking in order to get your feedback.
我們最近將在平衡測試地圖上做一些平衡測試。我們不會做太大的改動,因為遊戲已經
相當的穩定,但還是想得到你們對這些小改動的意見。
Main thing we're hoping to address soon is the ling/muta strategy in ZvZ. We
heard your feedback on changes such as Hydralisk AA damage increase, but we'd
like to go smaller in changes if possible. For example, if we increase the
+bio damage on Spore Crawlers, it would only affect the ZvZ matchup which is
a very small change even if we go big on the +bio damage value.
我們最重要的是想改變在ZvZ中龍狗戰術。我們聽到你們的意見例如:增加刺蛇的攻擊力
,但我們傾向做最小的改動。例如:假如我們增加孢子爬行蟲對生物的攻擊傷害,這是很
小的改動,只會影響ZvZ的對抗。
The hope here is to have more Infestors come into play in the mass Muta on
Muta battles and/or bring the fight more so to the ground because it'll be
more easily possible to stay on the ground due to less resources on defense
needed to fend off Mutalisk attacks.
這邊是希望在飛螳海的對拚中能加入更多的感染蟲,由於防飛螳的資源變少,將可以更容
易把戰鬥導入地面戰的對抗。
Of course ZvZ or any other matchup can change completely in the next weeks,
but as of now we think this is the biggest issue in HotS.
當然在未來幾周內,希望可以完全改變ZvZ或其他種族的對抗,但ZvZ是目前蟲族之心中
爭議最大的對抗。
A few other things we're thinking on but are really not even close to final
on are:
以下是一些我們正在思考但並不是最終方案的部分:
1. Oracle movement speed increase
1. 增加先知的移動速度
To really reward high skilled usage of Oracles. Even when air units are in
play, it could be possible for the highest end players to perfectly use
Oracles without losing them.
可以更好的使用先知。甚至當大量空軍加入戰鬥中,高端玩家依然可以完美使用先知
而不會損失他們。
2. Burrow cost and/or research time down
2. 減少遁地科技成本 並/或 研發時間
Towards the beginning of HotS, early burrow attacks showed some decent
potential but we never see it anymore. We thought this variety in opening
especially on the Zerg that usually play a defensive early game was cool. So
we're wondering how early game Zerg can evolve if we made early game attacks
using burrow more effective.
在蟲族之心前期的開局,較早的遁地攻擊是很有潛力的戰術,但我們並沒有看到有人使用
。我們認為蟲族在前期使用這種遁地的變招用於防守上會很酷。所以我們想知道當我們讓
遁地更有效使用時,對蟲族前期發展會有如何的影響。
As always, nothing is final at this point, but just wanted to give an update
on our current thoughts. Please let us know what you think and as always in a
live game, we will definitely take our time to evaluate everything before
making any moves.
跟往常一樣,這不是最後的決定,只是對我們目前想法所發表的一次更新。請讓我們知道
你們的想法,我們在做任何改動前,一定會花時間來評估每一個環節。
------------------------------------------------------------------------------
個人感想:
1.可能增加孢子爬行蟲對生物的傷害,防止ZvZ只剩飛螳對拚,而不影響其他對抗!
(這太有才了,大家想到的是改刺蛇改感染蟲,結果居然是...孢子)
2.增加先知的移動速度,讓高端玩家在空軍加入戰鬥後還能完美使用先知而不會被打爆!
(先知是親兒子不能被打爆,那其他兒子是撿來的,被打爆就沒關係)
3.減少蟲族遁地科技的成本或研發時間,讓蟲族在前期可以有更多的戰術變化!
(大衛金將遁地由二本改成一本,結果蟲族玩家不賞臉,不想被打臉,只好...繼續放利)
--
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