[情報] 12/26 Q&A
- there is no difference in server-client communication regardless of what
class of vehicle you are playing (SS: some RU player is complaining that he
gets lags only when playing arty)
不管玩什麼車種,客戶端和伺服器間的資料交換速度都一樣(SS: 有些老俄在抱怨言SPG
時會lag)。
- the fact 15mm BESA doesn’t have gold ammo is intentional
15mm BESA(譯:MK.Ⅳc的砲)是故意不給金彈的。
- 128mm on RhB WT can fully rotate because that’s how it was historically
mounted
遊戲中 RhB WT 的 128mm砲可三百六十度迴旋是因為它在現實中做得到。
- apparently, decals of penetrations and ricochets will not be improved in
the HD client, as “they are pretty even now”
高畫質版不會改良跳彈和擊穿所造成的彈痕,「他們目前很ok。」
From Overlord:
- Overlord has not heard of any upcoming damage nerf for gold shells
Overlord 個人沒聽到任何要 nerf 金彈傷害的消息。
- rework of balancing methods is currently considered, there are no exact
plans though (SS: related to the “new method” of showing whether a tank is
OP)
目前有在考慮修改平衡車輛的作法,但還沒有確切的想法出來(SS: 在說之前出現的決
定車輛是否OP的『新方法』)
Storm, under a post about the War Thunder damage model:
Storm 回應一篇有關 WT 傷害機制的文章:
- “The system is normal, it’s different from ours only in the spalling cone
and the availability of APHE” (later he adds that he forgot to also mention
the HEAT working like HE explosions)
「他們的系統一般般,跟我們只差在多了彈片錐形殺傷、有APHE彈藥可用,以及讓 HEAT
作用跟 HE 相同。」
- Storm doesn’t think the APHE (and spalling cone) mechanism is needed for
an arcade game
Storm 不認為街機遊戲(譯:存脆打爽的)會需要前兩種機制。
- WoT developers thought about making HEAT shells explode like HE (the way
War Thunder plans to do it), because it would produce effects that will would
confuse players (like the jet not penetrating, but the explosion still
damaging the armor via a non-penetrating hit)
WoT 研發人員考慮過讓 HEAT 適用 HE 的傷害機制(WT 的作法),但這麼做可能產生
令人混淆的結果(噴流未擊穿但卻仍造成傷害)。
- Storm states that noone will trace spalling particles, War Thunder
included, the War Thunder model will be made using probabilities (SS: as in,
in sphere A, there is a X chance of module damage, in spere B there is an Y
chance etc.)
Storm 說沒人會真去的追蹤彈片,連 WT 也一樣,他們也是用機率去算。
- Storm states regarding garage battles that the mechanism work would take
only like a week, the interface would take longer to make, but the main
problem is that very few players actually want this mode and Wargaming now
focuses on stuff, that is interesting for a big part of playerbase
Storm 表示『車庫戰鬥』的機制只要一週就寫得出來,而界面要花比較久來設計;但期
望這玩法的玩家是極少數,WG目前正專注研發能讓絕大部分玩家感興趣的玩意。
(譯:史實戰鬥、模組精細化和可選車體趕快出吧!!)
- developers decided not to implement special mechanism for APHE shells,
because “additional shell type would be too complicated to master for the
players”
沒打算做 APHE 砲彈,因為「多一種彈藥的話會讓遊戲複雜到難以精通。」
- there will only be 2-3 new branches in 2014
2014只會出二至三條新線
- many people play 7/42 battles, dozens of percent from the total amount of
battles
團隊戰鬥很多人玩,佔全部戰鬥數好幾成。
- Panzer V/IV will not appear in historical battles, same goes for Tiger P
Panzer V/IV 和虎P 都不會在史實戰鬥中出現。
- apparently, HESH shells will be reworked by leaving them using the HE
mechanism, but adding much higher chance to kill crew and destroy modules in
addition to increased penetration value (SS: *FV215b 183 likes this post*)
會重製 HESH 砲彈,適用 HE 的機制,不增加穿深,但大幅提高對組員、裝備的傷害機
率。(SS: FV215b 183 表示愉悅~)(譯:HESH 黏著榴彈,又稱碎甲彈)
- HD client will come in 2014
高畫質版會在2014年推出
- Storm states that 25 percent penetration RNG influences the battle much
less than the aim spread when shooting
Storm 說 25% 穿深浮動機制對戰鬥的影響比射擊時擴圈的影響還小。
原文:http://ftr.wot-news.com/2013/12/26/26-12-2013/
====
這兩天都出很快,很好…
…zzZ
--
In church, they say to forgive!
Forgiveness is between them and God;
it's my job to arrange the meeting. 《 Man on Fire 》
--
※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 114.45.242.184
看過一遍…還是重新排版好了
※ 編輯: WillieHuang 來自: 114.45.242.184 (12/27 01:43)
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