战狼这恶心货暴雪直接删掉都不屑于再修改
顺便 航母回来了 真的回来了不是重做么→_→
壮哉我大航母吉祥物
先知新技能倒是满imba的
T的机械化流再次腹死胎中。。。。 Post by Firimar (2012-09-15 19:07)
重做不就是一个同名的其它单位 这个和修改是不同的 再说 目前没新单位
顺便 那些劳改犯终于发现自己会透视眼了航母几乎是神族的标志了啊回来了真好···虫族有修改么···总之任何时候都是t imba。所以要削弱。能把虫族那个巨恶心的东西删掉么,看着他就觉得头皮发麻。 Post by 最后的使徒 (2012-09-15 19:09)
妙蛙种子射程-1 虽然妙蛙种子从来都是平推的 Post by wl42523 (2012-09-15 19:10)
妙蛙种子是虫族攻坚单位 也是暴雪新的战斗方式的体现 不会删除的航母怎么个回来法? 原来被删除了?
战狼我还没爽上就被删了,结果今天爆了一天火车侠..... Post by 墮落的猴子 (2012-09-15 19:23)
航母是什么意思16号渔政船?风暴还在啊.....
把SC1的航母操作性还回来吧...《虫群之心》Beta补丁:航母回归 战狼被删除
文章所属:星际争霸2资讯 作者:s.163.com编译 来源:PLU游戏娱乐传媒 发布时间:2012-09-15 12:49:46
来自暴雪:
异虫
虫群宿主
- 小蝗虫(Locust)的射程从3降低到2。
星灵
先知
- 预知技能被移除。
- 先知获得了新的范围效果技能,相位护盾。
- 相位护盾对友方单位施放,使其在5秒内对有害效果免疫:
真菌增生、腐蚀、污染、引力光束、震撼弹、牵引(Abduct)、揭示(Revelation)、微民和250mm歼敌炮——相位护盾移除这些效果并使其对这些效果免疫。
EMP——相位护盾移除无法隐形的效果,但无法抵挡EMP造成的伤害。
神经寄生——相位护盾不会移除这个效果,但会阻止单位受到这个效果的影响。
- 能量升级移除。
- 掩埋的持续时间缩短到25秒,但掩埋力场的生命值提高到100。
造价从150/200下调为150/150。
左:先知(掩埋技能);右:风暴战舰
风暴战舰
- 射程从22降低至15。
- 伤害从30修改为30+20对巨型。
- 射程升级移除。
母舰核心/母舰
- 召回现在消耗100点能量。
- 母舰核心现在起始能量为50点,在升级为母舰后能量将被重置为50点。
- 净化光束的射程从7提高到10。
航母
- 该单位回到游戏。
此前暴雪曾表示:神族航母将在虫群之心中被删除;引发神族玩家广泛讨论
人类
战狼
- 该单位从游戏中移除。
收割者
- 获得新的被动技能:战斗意识
- 使得收割者可以获得高地视野。
恶火
- 战斗恶火现在可以从重工厂中建造了,需要军械库。
- 军械库中有了一项升级,使得恶火可以在战斗模式和普通模式之间切换。
左图:战斗火车与普通火车对比;右图:升级了蓝火的战斗火车弧线攻击效果
寡妇雷
- 不再需要军械库。 Post by 月亮河 (2012-09-15 19:25)
风暴buff 射程天生15
现在P一坨的巨型单位 巨像 白球 母舰 航母 风暴
航母怎么个回来法? 原来被删除了?
战狼我还没爽上就被删了,结果今天爆了一天火车侠.....
我对星际最大的印象就是你的单矿自绝死路空投FARM流..... [s:1]看了11楼才知道你们在说什么。。卧槽
瓦妈好萌!
风暴buff 射程天生15
现在P一坨的巨型单位 巨像 白球 母舰 航母 风暴
对重型30+20的话DPS算是比一个机枪兵高了些...
对重型30+20的话DPS算是比一个机枪兵高了些...
是对巨型 不是重型 ﹃_﹃
是对巨型 不是重型 ﹃_﹃
As you may know, we have entered the second week of the Heart of the Swarm beta test. Thank you all for the time and effort you have put in to playing and testing the game these last few weeks. Our plan to deliver balance patches for the beta will be very different from how we do patches on the live game. We will be making frequent iterations on balance throughout the beta test in order to reach our goals as quickly as possible. Accordingly, we expect that some of the changes we make will naturally have a larger impact on overall balance and that additional tuning may be necessary; however, we feel that the beta test is the perfect time to take these risks and learn from the results.
如同大家所知道的, 我们的虫群之心BETA测试已经进入了第二周, 感谢大家在过去几周一直以来对游戏的热爱与测试. 我们的计划是对BETA客户端的补丁发布会不同于正式运营的自由之翼. 我们会经常性的做出平衡性修改来尽快达到目标. 我们也知道我们做出的这些改变会自然而言的对总体平衡性构成冲击, 进一步的调整也是必要的. 但我们觉得BETA就是BETA, 就是一个很好的机会可以无视任何风险进行测试并获得结果.
Here are the changes we’re planning on making this week:
以下就是我们这周准备作出的改变:
Remove oracle ability: Preordain
移除神谕者的技能: 预知
Because Preordain overlaps with Revelation in that both spells grant vision, we’ve decided to remove Preordain. All in all, we feel that Revelation is a cooler spell because it also acts as a soft detection mechanism.
预知技能与启示技能都是获得视野的技能, 我们准备移除预知. 总的来讲, 我们觉得其实更酷因为它也是一个应急反隐.
New oracle ability: Phase Shield -- Target friendly units are shielded from harmful effects for 5 seconds
新的神谕者技能: 相位护盾 -- 目标友军单位会获得一个护盾阻止负面效果, 持续5秒钟.
Phase Shield is a new oracle ability that can be used to prevent harmful effects like the marauder’s Concussive Shells, the infestor’s Fu微民网l Growth, or the viper’s Abduct. We feel that with the addition of swarm hosts and vipers, protoss is in need of a spell that can help against some of the new unit compositions.
相位护盾是一个新的神谕者技能可以被用来防止负面效果例如掠夺者的减速, 感染虫的真菌增生或飞蛇的诱拐. 我们认为加入虫群宿主和飞蛇后, 神族需要一个法术来帮助对抗一些新单位的能力.
Oracle Entomb changes
Duration reduced from 45 to 25Mineral Shield health increased from 75 to 100
神谕者埋葬的改动
持续时间从45秒减少到25秒, 埋葬护盾的量从75提升至100.
We were facing two issues with this ability: First lower skilled players who didn’t react quickly would take too large an economic hit. Second higher level players who reacted almost instantly would take too little damage from the ability. This is just a first pass at attempting to solve these two issues.
我们对于这个技能面对着两个问题: 首先--不能迅速做出多线反应的低水平玩家会蒙受巨大的经济损失. 其次---反应迅速的职业玩家即使被骚扰也损失甚少, 这仅仅是我们用来解决这两个问题的第一次尝试.
Oracle cost down from 150/200 to 150/150
神谕者的建造消耗从150/200降低到150/150.
The cost change is to make it easier to allow protoss players to actually build these units and justify using them. As with most tuning changes in the beta, this is probably not the final cost number. As we evaluate this unit throughout the course of the beta, we will have a much better idea of what the cost of the unit should be.
建造资源的改变时让神族可以确实地建造这些单位并使用, 和大部分在BETA的改动类似, 这未必是最终数据. 在我们使用BETA测试衡量这个单位的时候, 我们会对单位造价有更好的认识与理解.
Carrier is back!
航母回来啦!
We continue to receive a lot of feedback from both our community and professional players suggesting that the tempest is difficult to use. We agree that it’s not an easy-to-use capital ship like the carrier, and feel it could be cool to have two big air units in the protoss fleet. The carrier will be the easy-to-use, multifunctional capital ship, whereas the tempest will be a more strategic and positional unit that can’t just be blindly massed. We know how much the carrier means to everyone and think that this is a great opportunity to give the carrier another chance before making a final decision on the unit’s future.
我们不停地从我们的论坛社区和职业玩家那里收到反馈说风暴战舰太TM坑爹了难使用了. 我们同意风暴战舰是一个很难用的主力舰和框框A的无脑航母不同. 我们觉得神族有两个大大的主力舰在坨坨里也很酷, 航母会成为无脑操作简便多功能的主力舰, 风暴战舰会成为高端战术兵种配置中的一部分而不能无脑大量爆. 我们知道航母在你们心中的地位也觉得这是一个很好的机会把它先弄回来, 在我们做出最终决定前.
Mothership Core rebalance
母舰核心的重新平衡.
The planned changes are:
计划中的改变有:
Mothership core build cost decreased from 100/100 to 50/50Mothership core’s Recall energy reduced from 150 to 100Mothership core Purify attack range increased from 7 to 10
母舰核心的建造消耗从100/100降低到50/50, 母舰核心的召回技能消耗从150降低到100, 母舰核心的净化技能的攻击距离从7增加到10.
These are simple number changes in an attempt to reach our goals for this unit: early game defense against all-in attacks, the ability to use Recall to be more offensive without having to commit completely, and giving protoss players more choices to work with in the early game.
这些事简单的数字变化来试图让我们关于这个单位的计划完成: 对抗早期的全家老小一波流, 因为有召回可以避免灭团而更加具有进攻性, 也给与神族玩家更多的前期选择.
Tempest attack range changed to 15, Tempest damage changed from 30 to 30 +20 massive
风暴战舰的射程从22减少到15, 风暴战舰的伤害从30改为30加20对巨型.
Now that the carrier is back as the general capital ship option, we are adjusting the role of the tempest to be more specific.
现在航母作为被天地通吃的主力舰回来啦, 我们调节了风暴战舰的角色来让它更加与众不同.
The tempest is now a specific counter-unit against massive units. The plan for the tempest is to be a viable option in the PvZ late-game against broodlords as well as in the PvP late-game against mass colossi.
风暴战舰现在是一个更棒的对抗巨型单位的选择. 这个关于风暴战舰的修改可以让PVZ的后期对抗中使用风暴战舰对抗母巢王虫和在PVP的后期对抗中使用风暴战舰对抗大量巨像.
Mothership starts with 50 energy when upgraded from the mothership core
圣母舰从母舰核心升级完成后有50能量, 取代之前继承母舰核心能量.
Having a mothership start with max energy was an unintended side-effect that accompanied the change in how the unit was being built. Vortex is an especially deadly ability, and we feel it’s important to give players fighting against the mothership some time to react. Having a mothership capable of casting two Vortexes right when they finish building is simply too much.
圣母舰刚造好就有满能量有着难以想象的副作用. 黑洞是一个致命的技能, 我们觉得应该给与玩家一个时间缓冲来对抗圣母舰. 圣母舰造好就能放两个黑洞实在是太厉害了.
Warhound has been removed from the game
战狼从游戏中被移除.
We received a lot of feedback from both the general community along with many pro gamers that this unit was not working in its current state. We definitely agree. The current plan is to remove it from the beta so that we can focus testing other units.
我们从论坛社区的职业玩家收到了很多反馈说这个货完全扯淡. 我们认头, 目前的计划是先删了它以便我们先测试别的单位.
If we locate a better design for the warhound, it will return to the beta; until then, please play the game and give your feedback without the warhound in mind.
如果我们有了一个更好的战狼设计, 它就会回来, 目前为止,请忘掉它并在发布反馈时不要提到它.
Reaper has a new passive ability: Battlefield Awareness Allows Reapers to see up cliffs
死神有了新的被动技能: 心眼.真(误) 战场意识 --允许死神看到高地上面的敌人.
We like where the Reaper is right now with the over-all changes being made to the game. The new Combat Drugs ability allows for more reaper usage early on and this early action feels both fun to play with and fun to watch.
我们很满意于目前游戏中对死神的改动, 新的战斗药剂让前期死神应用更加有趣和富于观赏性.
We’d like to try to push the usage of the reaper a bit further to see if there are even cooler options for the unit. The Battlefield Awareness ability will potentially allow reapers to be used not only for early game harassment, but throughout the game as a great scouting unit.
我们希望让死神的应用更上一个台阶来看看他们是否会更酷. 战场预知技能让死神不仅是一个早期的骚扰单位, 也能成为一个强大的侦查单位.
This is one of the experimental abilities we’d like to try as we’re still in the early stages of the beta. Any feedback on the new Reaper as a whole will be greatly appreciated.
这是我们所做的实验性尝试之一, 我们会继续做下去因为我们还在BETA的早期混沌阶段, 我们很期待关于新死神的反馈.
New hellion upgrade: Transformation Servos -- allows hellions to change to Battle mode
新的火车升级: 变身火车侠, 允许火车变身火车侠.
In TvZ, battle hellions with good split micro are performing a bit too well against zergling/baneling openers. Therefore, we are adding an upgrade requirement to change modes, giving zerg players more time to make the necessary adjustments to their unit composition.
在TVZ中, 火车侠在对抗跳虫和毒爆虫的战斗中太过出色了那么一点点, 我们因此加入了一个升级选项来改变这一点, 给与虫族玩家更多的缓冲和调整时间来对抗火车侠.
Battle mode hellions can be built from the Factory
火车侠可以从重工厂中直接建造.
After testing this unit in the beta, we are starting to see scenarios where building only hellions, only battle hellions, or having a choice of both are all reasonable decisions. Therefore, we would like to try allowing players to build these units separately while keeping the ability to transform between modes a viable option.
在BETA单位测试后, 我们观察了重工厂造出来的是火车的情景和火车侠的情景, 两者都还不错. 因为我们尝试允许玩家分别建造火车和火车侠, 当然他们还是可以变身的. (也就是多了一个建造火车侠的选项, 你可以在一个挂双倍的工厂中同时建造一个火车和一个火车侠, 前提是研发完成后).
Widow mine no longer has an Armory requirement
蜘蛛雷不再需要军械库作为前置科技.
We’re barely seeing any play using widow mines in the beta right now. While we are slightly afraid of bringing in a cloaked unit so early in the tech, we decided it would be cool to see how this works out at with no Armory requirement.
我们目前在BETA中很少看到蜘蛛雷的使用, 我们担心太早地引用一个隐身单位会出问题, 但我们现在觉得先观察一下没有军械库作为前置科技的蜘蛛雷战力如何.
来自: 的消息.
渡鸦的引导飞弹技能消耗重新回到125. (本来是125, 后来砍到100, 现在又加回去), 这一点在大卫金的报告中没有提到, 但是在一个BUG修复帖中出现.
Swarm host’s locust attack range decreased from 3 to 2
虫群宿主的蝗虫射程从3减少到2.
We are decreasing the range of the swarm host’s locusts from 3 to 2 in order to slightly reduce the unit’s effectiveness while still maintaining its usefulness in a number of different situations. After this change, locusts should be pretty deadly when able to freely attack enemy units and structures. Additionally, small to medium-sized armies will have to do some kiting in order to reduce locust counts as head-on battles will not be cost-effective. On the other hand, larger armies (especially those with lots of splash damage) will be able to take down a large amount of locusts fairly efficiently if their swarm hosts are not backed up by other units. Swarm hosts in the earlier stages of a game can be used by themselves, but in the later parts of the game they will need to be used in combination with units like the corruptor or infestor.
我们减少了虫群宿主蝗虫的射程从3减少到2来在维持它在复杂条件下的实用性的前提下.减少这个单位的影响力. 在这个改动后, 蝗虫会在可以自由攻击敌人单位和建筑时变得十分致命. 小坨和中坨的部队可以通过风筝来减少蝗虫数量, 但如果和虫群宿主硬碰硬则要吃亏. 从另一个角度讲, 一大坨部队(尤其是有了AOE单位后)可以在虫群宿主没有其他单位保护时轻松解决掉他们. 虫群宿主在游戏早期可以单独作战, 但在游戏中后期应该与其他单位例如腐化飞虫或感染虫协同作战.