[情報] 虛空之遺平衡改動

看板StarCraft作者 (azusa)時間9年前 (2015/04/28 19:21), 編輯推噓17(17013)
留言30則, 15人參與, 最新討論串1/3 (看更多)
http://us.battle.net/sc2/en/blog/18792769/ x New Terran Unit Before we get into the changes for existing units, we’d like to first discuss the status of the new Terran unit. We’ve been experimenting with various ideas, from a new base defense structure, to an add-on that allows production facilities to change their type. At this time however, it seems we may move forward with a unit from the Starport. There are various ways we’ve been experimenting with this unit: High damage, low rate of fire Low damage, high rate of fire Variable attack “modes” – High damage w/ low range & Low damage w/ high range. Small radius area attack w/ high damage And more… In general, we believe that armies made from the Factory or Starport will be more capable as independent compositions in Legacy of the Void. Players will be able to commit to a tech-path specifically, and so we are also interested in splitting out the mech and air upgrades again. We believe that bringing back this choice is a potential improvement for the game. We would also like to take a closer look at Terran bio play in Legacy of the Void. With the changes to bio and the many buffs to mech, it is possible that the advantage might be tilting too heavily towards mech armies right now. Ideally, we’d like to have a good mix of options by the time we ship the game. Now let’s move on to the changes we’re planning for the next balance patch. Gameplay Changes New Reaper grenade ability This activated-ability will allow Reapers to launch a grenade that deals damage and knocks units in that area back. What we’re hoping for on this front is not necessarily to make Reapers a must have in every combat situation, but something that would allow micro with and against the Reaper to be more interesting early on, as well as something that could be a combat bonus in some situations. Mineral amounts changed from 100%/50% to 100%/60% We discussed this a bit earlier this week and we feel that the pressure to expand might be too great in its current state. Our goal for Legacy of the Void is still to encourage more aggressive expansions, but we’d like to tune this a little bit in hopes of finding to the correct place. Protoss: Warp-in duration reverted to Heart of the Swarm. Our goals on this front were to weaken Protoss Warpgate all-ins and increase strategic decision making for where to use each warp in. The resource changes look to already be getting us into a good spot for the all-in case. Focusing on strategic use however, it currently feels too punishing for the Protoss. We’re finding that you’ll always want to pick the safer warp-in spot for your units. In changing this, we’ll create more interesting decisions for the other player on whether or not to go for the vulnerable units that are warping in, or to continue battling the units already on the field. Therefore, we’d like to see how this works out with just the increased damage and the warp-in time reverted back to its original value. Adept Adept’s weapon’s damage point changed from .4 to default (0.167) We heard your feedback in that the Adept feels clunky to use, so we made some tweaks in this area. Cyclone Can no longer target air. New upgrade: allows Cyclones to target air (fusion core requirement, researched from factory tech lab). 100/100 cost. The Cyclone is currently too good at stopping early game harassment. This is the opposite of what we want in Legacy of the Void, as we want to see more harassment play happening on both sides. The idea here is to still have Cyclones as an option early on, but not so all-around to the point that most harassment openings can be prevented just by opening Cyclones. In the late game, when the upgrade is researched, we believe players’ bases would be spread out so much that even though the Cyclones themselves become well-rounded options, opponents fighting against them will have numerous harassment options and can more readily find vulnerable positions. Ravager Weapon period changed from 0.8 to 1.6 Weapon range reduced from 6 to 4 There looks to be some Ravager early game all-ins that are very difficult to stop. While we don’t know with 100% certainty that this is actually a problem, we decided to tone down the Ravager anyway so that we can see more units being used on the Zerg side. We have many more strategies and units that need to be tested and hope this change brings these into play. We chose these specific changes to create a clear distinction between Ravagers and Roaches. In short, Roaches will be better units for cost efficiency, whereas Ravagers are meant to be built in strategic numbers when their ability can prove useful. Swarm Host Cost changed to 200/100/3 No longer requires to upgrade for flying locusts (flying locusts are enabled from the start) Locust health down from 65 to 50 Swarm hosts can burrow move at 2 speed We also talked about Swarm Host changes earlier this week. With the Swarm Host, we’d like to explore getting to a good place sooner than with most unit changes in Void. The main reason is that HotS could potentially use a different design of the Swarm Host. We’d like to use the beta as a rough testing ground to see how the unit can turn out in both games potentially. Our goal here was to do the cost/supply cost changes to make Swarm Hosts more accessible. Locust health has also been reduced so that the mass Swarm Host case isn’t so good, and the Swarm Host burrow move change should help them be more effective at harassment. Thanks you all for your feedback so far in the Legacy of the Void beta. As always, none of this is final and we will continue to make changes in the beta regularly. So please keep on play testing and keep the feedback rolling in! Thank you, and see you on the beta! 求翻譯君 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 118.166.128.168 ※ 文章網址: https://www.ptt.cc/bbs/StarCraft/M.1430220088.A.7D5.html

04/28 19:36, , 1F
求翻譯菌
04/28 19:36, 1F

04/28 19:37, , 2F
火蟑螂哭哭
04/28 19:37, 2F

04/28 19:39, , 3F
火蟑螂已死
04/28 19:39, 3F

04/28 19:41, , 4F
火蟑螂 → 火 + 蟑螂
04/28 19:41, 4F

04/28 19:43, , 5F
賽可隆的對空改藥研發
04/28 19:43, 5F

04/28 19:53, , 6F
火蟑螂DPS瞬間變成普通蟑螂等級......
04/28 19:53, 6F

04/28 19:53, , 7F
Adept改得是武器發射到命中的 原本是超長的0.4秒
04/28 19:53, 7F

04/28 19:53, , 8F
^時間 sorry
04/28 19:53, 8F

04/28 19:54, , 9F
教士沒差 頂多拿來PVP (  ̄ c ̄)y▂ξ
04/28 19:54, 9F

04/28 19:55, , 10F
劫毀獸為啥削弱那麼多,而不是加強神族?
04/28 19:55, 10F

04/28 19:56, , 11F
他的施法距離現在是多少?
04/28 19:56, 11F

04/28 19:57, , 12F
沒寫 應該是沒改
04/28 19:57, 12F

04/28 19:57, , 13F
文中是說當你想平A時 要讓蟑螂CP值能勝過火蟑螂
04/28 19:57, 13F

04/28 19:58, , 14F
火蟑螂功速增加到1.6 距離減為4 開發組認為早期火蟑
04/28 19:58, 14F

04/28 19:58, , 15F
百生 費用改成200/100/3 瓦斯人口下降
04/28 19:58, 15F

04/28 19:59, , 16F
一波All in 幾乎勢不可檔,要大家多出蟑螂
04/28 19:59, 16F

04/28 20:00, , 17F
自帶飛天蝗蟲 可以用2.0的速度遁地移動 蝗蟲HP65->50
04/28 20:00, 17F

04/28 20:02, , 18F
no總表示
04/28 20:02, 18F

04/28 20:03, , 19F
反正就是繼續實驗,這次看來謹慎多了,先nerf看看
04/28 20:03, 19F

04/28 20:04, , 20F
我草 錢讚企毀滅星際阿 XD
04/28 20:04, 20F

04/28 20:05, , 21F
蝗蟲如果是強迫起飛的話 某些場合會非常難用
04/28 20:05, 21F

04/28 20:05, , 22F
啊還有 人類新單位coming sooooooooon 目前沒明確情報
04/28 20:05, 22F

04/28 20:07, , 23F
蝗蟲強制起飛真的很爛 遇到要打的單位他是直接近距離貼
04/28 20:07, 23F

04/28 20:10, , 24F
強制起飛時會和航母的小飛機一樣受到傷害嗎?
04/28 20:10, 24F

04/28 21:02, , 25F
怎麼最近都沒聽說有再發beta key了 ?
04/28 21:02, 25F

04/28 21:04, , 26F
之前有說會發第二波 針對一些高階玩家
04/28 21:04, 26F

04/28 23:02, , 27F
大維京的平衡是史上最無恥的笑話
04/28 23:02, 27F

04/28 23:29, , 28F
所以教士的DPS會增加嗎?還是只是動畫上變快了而已?
04/28 23:29, 28F

04/29 00:26, , 29F
動畫變快而已
04/29 00:26, 29F

04/29 14:34, , 30F
之前有說會發前20%玩家Beta
04/29 14:34, 30F
文章代碼(AID): #1LFsquVL (StarCraft)
文章代碼(AID): #1LFsquVL (StarCraft)