[情報] 新平衡測試地圖 2/10

看板StarCraft作者 (貓王)時間10年前 (2014/02/11 06:07), 編輯推噓199(21011181)
留言402則, 115人參與, 最新討論串1/3 (看更多)
http://us.battle.net/sc2/en/forum/topic/11674147788#1 官網 http://www.teamliquid.net/forum/viewmessage.php?topic_id=443178 TL論壇 若要看TL鄉民對改動的意見可以直接點這個連結, 會有投票結果(動態更新) Before we begin, I’d like to point out these changes are for a test map. There seems to be some confusion when we’ve tested changes in the past that all the changes we are testing are going to be patched into the game. This is simply not the case. Please keep this in mind as you consider and respond to the change-list. 在開始之前, 我想指出這些改動僅是在測試地圖上. 你們會覺得疑惑那之前的測試 改動是否已經要被加入patch中? 並沒有!! 請在下評論前考慮這件事! Mothership Core vision radius decreased from 14 to 9 媽媽球的視野從14減到9 We currently feel this would be a helpful change, but we’re worried that a vision radius decrease doesn’t really nerf the highest end Protoss players who are positioning the Mothership Core perfectly already. We’ll talk to professional Protoss players about this one once the test map goes live. 我們目前認為這是個有幫助的改變, 但我們擔心其實這改變對那些總把媽媽球擺在 完美位置的高端神族選手沒有用. 我們將會和神族職業選手討論這件事. Blink cooldown increased from 10 to 15 閃現CD從10秒增加到15秒 This is a more direct nerf that affects all Protoss players. If Blink play continues to be problematic, this is the sort of thing we’d want to have tested and prepared to put in the game. 這是對神族玩家最直接的且有感的nerf. 如果閃現持續IMBA, 我們會把這改動加入! Widow Mine splash damage component deals 40 + 40 shield damage 地雷擴散攻擊變成40(+40對護盾) We’ve seen some games against Protoss where Widow Mines are used, and they are very exciting to watch, whether they’re just Widow Mine drops or Widow Mines in combination with the Terran army (while sniping Observers). We feel like both of these strategies could use a bit of help. The Widow Mine potential against Protoss basic units will be unchanged for direct hits, but we’d reduce the number of indirect hits required against units like Stalkers, Zealots, or Sentries. Also, when using Widow Mine drops against Protoss, the chance of splash damage one-shotting Probes will increase slightly. 我們看到了一些用地雷對抗神族的比賽, 而且在在空投地雷或是混合人類部隊(狙擊掉 觀察者後)對觀賞是非常刺激的. 我們認為這種策略對TVP有一些幫助. 地雷對抗神族 基本單位的直接傷害不會變, 但我們減少了地雷對抗成群的不朽者, 狂戰士和哨兵時所 需要的數量. 而且, 當空投地雷到神族家時, 屠農的效果會更好. Tempest ground weapon damage increased from 30 to 30+30-to-structures 暴風艦的地面傷害從30增加到30+30對建築傷害(譯:那對飛起來的建築呢?) We still think this is a good change, and we want to see more testing with it. If Tempests gain more ability to wear down Zerg defenses, Zerg players will be less incentivized to play a completely defensive style. Surprisingly, we’ve gotten a lot of feedback that proxy Tempest rushes are too strong right now, and this change would make that strategy even stronger, but we’ve been watching all of the major tournament games, and we still don’t think it ’s being used enough (or being used at all). If you can identify some games where the best of the best pro players have successfully used this strategy against a formidable opponent, please let us know. We’d like to check out such games and analyze them. 我們認為這個仍然是上次測試地圖中較好的改變, 我們想看到更多的測試. 如果暴風 艦給蟲族防守更大的威脅, 會激勵蟲族選手不要玩得那麼防守, 令人驚訝的是我們收 到了很多回饋表示這項改變會讓暴風艦快攻變得太強. 但我們看了各大聯賽並沒有看 到這招被使用(譯: has表示). 所以如果有關於頂尖玩家成功的用這招的錄像請讓我知 道, 我們會去分析他的影響有多大. Hydralisk delay between attacks decreased from .83 to .75 蛇蛇攻擊間隔從0.83減少到0.75 (增加射速) This would increase Hydralisk damage output against all targets by about 10%. Our stance on Hydralisks needing a buff in TvZ and ZvZ hasn’t changed. Additionally, the trend toward Protoss being stronger than Zerg has continued. We need more time and results to draw conclusions on the most-recent balance patch, but we’d like to be prepared to help Zerg here if it’s necessary. 這會增加蛇蛇大概10%的傷害. 我們對幫助蛇蛇在ZVT和ZVZ的態度不會改變, 而且這 會讓蛇蛇對神族的強勢持續下去. 我們需要更多時間去評估這項改動, 但如果有必要 我們一定會幫蟲族. Again, none of these are final; we’re just testing these changes. We do this so that potential changes are tested and ready if another balance patch is needed. We do not aim to have every single change we test go into the live game. We'll be releasing a test map later this week, but until then, your feedback here is greatly appreciated. 再次聲明, 這些都還不是最終結論. 我們會去測試這些改變. 我們會將測試完成且OK 的潛在改動在下一個平衡patch中加入, 但不是每一個測的都會加入. 我們會在這禮拜 稍晚發布測試地圖, 在這之前任何的回饋都是我們樂於見到的. -- 1.媽球視野是聽了MMA的建議吧~ 但實際效果bz沒把握, 所以才有閃追nerf? 2.閃追砍超大...看起來也會是爭議最多的改變 3.地雷的改動還不錯 比增加鬼子初始能量這種為counter而counter的有創意 4.暴風艦增加對建築傷害, 不能再拖了!!!! 有沒有人要貼has打mma的vod給大衛金? 對了, has那招是看到mma地雷開用的, 所以buff地雷若有用可能會被速風暴counter 5.虫它虫它云鬼!!!!!! -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 219.85.212.107

02/11 06:09, , 1F
PIMBA
02/11 06:09, 1F

02/11 06:09, , 2F
媽球視野早該改了 超級誇張的視野
02/11 06:09, 2F

02/11 06:09, , 3F
幹你媽DK的重點根本就不在閃電
02/11 06:09, 3F

02/11 06:10, , 4F
閃追 現版本改170秒 搭配媽球還是強到有剩
02/11 06:10, 4F

02/11 06:10, , 5F
在 打太快
02/11 06:10, 5F

02/11 06:11, , 6F
天梯 TVP 10場9.5場都在跳閃追 妳說不強勢嗎XD
02/11 06:11, 6F

02/11 06:11, , 7F
EMP看來是不會還給人族了
02/11 06:11, 7F

02/11 06:12, , 8F
跳完閃追攀閃電 然後幹你不然就是讓你打一波耗戰損
02/11 06:12, 8F

02/11 06:23, , 9F
閃追這nerf不小啊!
02/11 06:23, 9F

02/11 06:27, , 10F
閃追這只會讓龍狗換家更難檔的感覺
02/11 06:27, 10F
閃追本來就擋不太住龍狗換家, 但蛇蛇和閃追nerf同時上的話, 神族就很難靠 閃現操作+立場吃蛇狗壓制了. ※ 編輯: CaTkinGG 來自: 219.85.212.107 (02/11 06:38)

02/11 06:47, , 11F
龍狗換家你要出白球啊 閃追根本沒用
02/11 06:47, 11F

02/11 06:52, , 12F
我猜最後神族的削弱又大事化小小事化無
02/11 06:52, 12F

02/11 06:55, , 13F
稜鏡加速先知加速實裝得比誰都快 換成要nerf就測半天
02/11 06:55, 13F

02/11 06:58, , 14F
1/3就說要削大光炮20秒 拖到1/24變成只削10秒
02/11 06:58, 14F

02/11 06:59, , 15F
上禮拜乾脆不削了 只增加緩球能量 然後現在又全部打掉
02/11 06:59, 15F

02/11 06:59, , 16F
一個月來真正改的只有戴達羅斯的口 而且又是速改
02/11 06:59, 16F

02/11 07:00, , 17F
深怕留給蟲族一張保底圖威脅大Protoss
02/11 07:00, 17F

02/11 07:01, , 18F
不如把閃爍研發時間再長一點
02/11 07:01, 18F

02/11 07:06, , 19F
建議拖到GSL跟IEM勝者全拿都被神族拿走 再忍痛小改好了
02/11 07:06, 19F

02/11 07:09, , 20F
這期間人族大概持續影薄 只能靠真實城市化增加版面
02/11 07:09, 20F

02/11 07:10, , 21F
蟲族在威脅不了神族三礦的地圖選擇勾一下還要被黑難看
02/11 07:10, 21F

02/11 07:13, , 22F
我想說泉水勾在部分意義上根本是藝術
02/11 07:13, 22F

02/11 07:14, , 23F
因為這戰術讓神族在比賽過程中承受不少壓力
02/11 07:14, 23F

02/11 07:16, , 24F
昨天Rain跟RorO那場實在刺激緊湊 正面操作 背後多線來回
02/11 07:16, 24F

02/11 07:18, , 25F
絕對比神族走SOP就壓著對面打
02/11 07:18, 25F

02/11 07:19, , 26F
或是前期吃點虧 龜著守 最後200出門A死人好看
02/11 07:19, 26F

02/11 07:41, , 27F
不過真實的城市化博的版面好像不是很小XD
02/11 07:41, 27F

02/11 07:43, , 28F
泉水勾控兵的協調性要很好,我是覺得很難拉啦QQ
02/11 07:43, 28F

02/11 08:14, , 29F
EMP還給T只是讓Z的3本兵出不來吧 影響TVZ太大了
02/11 08:14, 29F

02/11 08:23, , 30F
怎麼沒給T一個可以應付飛龍的方式......
02/11 08:23, 30F

02/11 08:24, , 31F
Has vs MMA那場has會贏只是贏在剛好抓到那船兵
02/11 08:24, 31F

02/11 08:25, , 32F
Rain vs roro那場我反而覺得很難看 Rain的防守根本失常
02/11 08:25, 32F

02/11 08:27, , 33F
地雷的改變好像還不錯?現在狂戰衝鋒不是不能取消?
02/11 08:27, 33F

02/11 08:34, , 34F
改15秒是想給追獵死嗎
02/11 08:34, 34F

02/11 08:43, , 35F
很好 這些平衡測試地圖都一樣 都是大味精在那裏作弄人的
02/11 08:43, 35F

02/11 08:44, , 36F
低級伎倆 一堆跟老媽球有關的改動最後都不會成功
02/11 08:44, 36F

02/11 08:50, , 37F
亂七八糟的平衡,還好我不是職業選手.
02/11 08:50, 37F

02/11 08:54, , 38F
我倒是開始喜歡這種亂七八糟的平衡方式了(像監察的加速)
02/11 08:54, 38F
還有 325 則推文
還有 5 段內文
02/11 19:34, , 364F
你是說只能打巨象跟當大龍存卵的那個腐飛嗎?
02/11 19:34, 364F

02/11 19:58, , 365F
過大的改動把遊戲給毀了
02/11 19:58, 365F

02/11 20:12, , 366F
不平衡到極點 大改動是理所當然的
02/11 20:12, 366F

02/11 20:28, , 367F
現在P把TZ虐成狗... SC2離毀滅也不遠了吧
02/11 20:28, 367F

02/11 20:56, , 368F
閃追核心問題改皮毛1.人族沒兵沒碉堡 我有一點視野照跳
02/11 20:56, 368F

02/11 20:57, , 369F
2.人族花四個工兵修四個地堡兼爆兵 P:喔 我五分鐘後幹你
02/11 20:57, 369F

02/11 21:01, , 370F
最終直指核心問題只有大光砲 其他改法永遠想呼嚨混過去
02/11 21:01, 370F

02/11 21:11, , 371F
動閃追有點蠢 有玩星海都知道問題只在媽媽船上
02/11 21:11, 371F

02/11 21:12, , 372F
大光炮減10秒 緩速變100法 視野減低 TZ什麼都不用動就平衡了
02/11 21:12, 372F

02/11 21:17, , 373F
緩速100已經實裝了 但是大光炮死都不改
02/11 21:17, 373F

02/11 21:21, , 374F
重點是削弱P前期的守備能力 大光砲不改也改改其他的
02/11 21:21, 374F

02/11 21:21, , 375F
只是與其動那些 都不如下修一個大光砲來的快速
02/11 21:21, 375F

02/11 21:23, , 376F
緩速能量哪有實裝 之前講的根本都沒改...
02/11 21:23, 376F

02/11 21:28, , 377F
改媽媽球沒意見 但是閃追CD15秒太扯
02/11 21:28, 377F

02/11 21:31, , 378F
Infernity為了你我特地開遊戲,我的緩球能量有實裝耶...
02/11 21:31, 378F

02/11 21:32, , 379F
緩球能量已經裝一陣子了......
02/11 21:32, 379F

02/11 21:32, , 380F
...對不起
02/11 21:32, 380F

02/11 21:33, , 381F
隨便打個自訂就有了 實裝了 沒有patch note
02/11 21:33, 381F

02/11 21:33, , 382F
所以鬼子能量應該也實裝了
02/11 21:33, 382F

02/11 21:34, , 383F
#1Iy0Au7I (StarCraft) [ptt.cc] [藍帖] 平衡性更動
02/11 21:34, 383F

02/11 21:34, , 384F
哪來的沒有Patch Note...........
02/11 21:34, 384F

02/11 21:35, , 385F
我是說像平常更新那樣有程式更新跟更新內容 沒看過那篇的
02/11 21:35, 385F

02/11 21:36, , 386F
還不一定知道有實裝
02/11 21:36, 386F

02/11 21:37, , 387F
那篇我有看到 我以為最後只有改戴達羅斯口
02/11 21:37, 387F

02/11 21:48, , 388F
推ernova 大光炮死都不改 讓遊戲前期變得很單調
02/11 21:48, 388F

02/11 21:48, , 389F
以前WOL說什麼T有很多種戰術變化 一到HOT大光炮一上來
02/11 21:48, 389F

02/11 21:48, , 390F
前期都是屁
02/11 21:48, 390F

02/11 21:49, , 391F
早就裝了......
02/11 21:49, 391F

02/11 22:49, , 392F
我論接下來兩周:SPL P一起連敗的可能性
02/11 22:49, 392F

02/11 22:49, , 393F
不過好在還有GSL可以現真心
02/11 22:49, 393F

02/11 22:56, , 394F
0%
02/11 22:56, 394F

02/11 23:35, , 395F
閃現之後血盾都減半最快
02/11 23:35, 395F

02/12 01:47, , 396F
蛇蛇加攻速有屁用, 還不是得用百生才活的話去
02/12 01:47, 396F

02/12 02:05, , 397F
緩球改成在by研發 50/50 這樣子應該就可以抑制P的一波流吧
02/12 02:05, 397F

02/12 05:34, , 398F
讓刺蛇起始射程7 研發後射程9 壓縮巨象跟電兵的效果
02/12 05:34, 398F

02/12 05:34, , 399F
這樣應該很有威力
02/12 05:34, 399F

02/12 12:53, , 400F
理性點好嗎 閃追可以跳上跳下的,還不是因為地圖太啟智
02/12 12:53, 400F

02/12 22:27, , 401F
對阿 看看那精美的閃追沿岸
02/12 22:27, 401F

02/13 02:39, , 402F
has那場原本就是要單礦野VS打到底 並不是看到地雷開才打的
02/13 02:39, 402F
http://v.youku.com/v_show/id_XNjU4MjI4NDg0.html has訪問中自己說的 影片時間一分鐘左右 謝謝 ※ 編輯: CaTkinGG 來自: 123.193.98.248 (02/13 17:55)
文章代碼(AID): #1I-KsTmA (StarCraft)
文章代碼(AID): #1I-KsTmA (StarCraft)