Sandbox/SPG: – SPG rebalance is coming to an end. We can say that the implemented changes did have the effect we’ve hoped for; 火炮平衡进度已接近尾声。我们可以说,基本还是达到了我们想要的目标了。
– The stun mechanic is there to compensate the artillery rebalance, we changed it from a damage-dealing class into a support class. It should not one shot anymore, but without stun it would be unable to halt an enemy advance. We’ve remade it into a so-called “territorial control unit”; 眩晕机制是为了平衡削弱之后的火炮,平衡后的火炮不再是打伤害的角色,而是变成了支援型的角色。他再也不会一发入魂了,但是没有眩晕机制的话火炮们也差不多就是一堆废铁了。我们称之为“控场型单位”。(nice 放狗!) (这不就是感染虫么。。。)
– Toxicity of artillery should lessen with the rebalance, since one-shots will be way less common now. The toxicity came to be because the event “I was removed from the game”, which was the way artillery was preventing enemy tanks from advancing, greatly hurt the single player; 至于“火炮有毒”之类的的问题,我们会通过重新平衡来解决,因为一发入魂什么的已经不会那么常见了。火炮曾经的问题在于“一发送回车库”,即火炮可以一发带走进攻的坦克,这对于单个玩家来说非常的伤。
– When talking about stun, everyone seems to forget about consumables cooldown, which mitigate the effect of it; 说起眩晕这个东西,很多人都忘掉了还有补给冷却的问题,而这是关系到眩晕的效果的。
– We also had internal tests regarding arty and tested various approaches, some thing were just so painfully obvious that there was no purpose in testing them publically; 我们同样还有关于火炮以及其他问题的内部测试,某些东西实在是非常哔——以至于完全没有公布于众的必要
– There are some other things for artillery which can be implemented, this is a question of fine-tuning. Marking of targets and Battle Assistant will come as well; 关于火炮,还有很多东西是可以实装的,只是看是否需要而已。标记目标,以及抛物线视角都会有的。
– We also had the idea of marking artillery after shooting with concentric cirles on minimap, but decided not to. Why? Because counter-battery is good, but this gives a great advantage for those playing against artillery; [TN: or maybe they didn’t want to blatantly copy a certain other game] 我们想过,要不要在小地图上标记火炮射击之后的位置,但是我们决定不这么做。为什么呢?因为反火炮是好事,但是好过头了,反火炮的人将会非常有优势(某评:也许他们不想照搬某隔壁的设定吧)
– Arty will now have to think who to support right now, and not just rack up damage; 火炮将来需要考虑的并非怎么打高伤害,而是考虑哪边更需要他的支援 – Arty will receive XP based on stun, it’s now an assist counter similar to spotting and tracking; 火炮的经验取决于打了多少的眩晕辅助伤害,这点类似点亮以及断带等辅助伤害
– Stun will be implemented after PT, will be tuned, we’ll change it based on feedback and statistics. Stun can be tweaked by many criteria: its’ effect, duration are not constant numbers; 眩晕伤害正式上线之前肯定要经过公测,我们会通过反馈和数据对其作出改动。眩晕功能会由很多数值所影响:当其生效时,持续时间并非永远是同一个数字