[情報] 新平衡測試地圖 2/10
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
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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)
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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)
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