【情报组】9月25日,金币弹和金币给养的特殊说明

时间:2015-09-25 00:00 作者:官网 手机订阅 神评论

新闻导语

【情报组】9月25日,金币弹和金币给养的特殊说明

  本次情报由吃肉翻译,@篙調篙调 协助翻译,@南区prototype 校对

  We’ve had a lot of questions from players following our preview of the changes coming to armament and ammunition systems. In particular there has been a concern that the specialized ammo belts available for gold will always be better than the enhanced Armor-Piercing belts available for credits. We’d like to take the opportunity to lay these fears to rest.

  看完上一篇情报文的玩家,跟我们提了很多问题。其中有一个问题格外受到关注,就是金币弹总是比银币AP弹是要好的。我们打算借此机会解释一番,让玩家们打消顾虑,(让玩家们相信,WG做了**也能立的起牌坊)。

  First of all, overall efficiency of the armament — which includes efficiency of its bonuses (fire or crit chance) — is directly affected by the main parameters of the gun. The better a machinegun’s firing rate and the more precisely you shoot, the higher the chance that your target will be ignited. Likewise, the more cannon shells that hit a module (which is directly affected by accuracy and firing rate), the higher the chance you will score a crit. This is why, in some situations, a certain cannon armed with free standard belts might subjectively feel as though it has a higher crit chance than a different one with an Armor-Piercing or even a Fragmentation belt, simply because it’s easier to score numerous, accurate hits in those couple of seconds of fire contact with the first gun.

  首先,武器的整体效果——包括它的特殊效果(造成点燃和模块损伤能力)——是直接被武器的参数影响的。机枪射速越高,玩家瞄得越准,目标被点燃的可能性越大。同样,机炮的精度越高,射速越高,就可能有更多的炮弹击中同一模块,你造成模块损伤的概率就越大。这就是为什么,在一些情况下,一些特定的机炮就算装备了白板弹也比那些其他的机炮上银币弹或者金币碎甲弹更能拆飞机,因为他们更容易造成在几秒内准确的数次击中同一模块。

  (换句话说,没有点燃敌机?没有打断机翼?又不想掏钱,那就多击中两发就对了! 动动脑子,你不充钱,怎么会变的更强?)

  Let’s return to the belts. Armor-Piercing belts increase both fire and crit chance for absolutely every type of armament. Generally speaking they are increased by two “steps”, and even the secondary feature (crit chance for machineguns and fire chance for cannons) becomes notably more effective.

  让我们回到弹带。银币AP弹可以同时增加几乎所有机枪炮点火和模块损伤的概率。公平的来讲,他们同时增强了两个“方面”,次要的属性(机枪的模块损伤和机炮的点火能力)效率也有明显的提升。

  Three types of belts available strictly for gold (by the way, with significantly reduced price) are aimed at specializing your weapons, not making them more powerful in all situations. This means that they emphasize one parameter, but the other bonus will be lower than the credits-only AP belt provides. Armor-Piercing Incendiary belts ignite targets significantly more often, but your guns will cause fewer crits than if you’d had the usual AP belts armed. Fragmentation belts increase crit chances by a large margin, but it has notably lower fire chance (roughly similar to the level of the free belt).

  将有三种金币弹可供选择(顺便提一句,我们大幅度的降低了金币弹的价格,以防大家发现我们是在骗钱),这些金光闪闪的玩意会强化特定的某方面的属性,而不是全面强化你的所有属性。这意味着他们除了一个属性高外,其他属性要低于银币弹。比如,使用金币穿甲燃烧弹显著增加了点燃几率,但是和使用银币弹相比模块伤害更低。金币碎甲弹,一方面能让你徒手拆飞机不是梦,但另一方面它和白板弹一样安分守己不会放火。

  Armor-Piercing High Explosive belts will be a special case – they are specialized for destroying armored ground objects. As such they don’t have any advantage over standard free belts when attacking aircraft or unarmored ground targets. They are tailored for attack aircraft to make them more effective after they have dropped all of their bombs and rockets. These belts will be especially effective for some machines whose main source of damage are high caliber cannons, like the Ju 87G Stuka, Ju 88P or Il-20. But arming APHE belts will mean that you sacrifice crit chance (not important for attack aircraft but crucial for heavy and multirole fighters) and fire chance. As you know, once ignited, a yellow unarmored part of a ground object always burns out completely, which can make a strafing run much more effective – you just switch to another part once the fire occurs. As a result the APHE belts will be more effective only when shooting armored objects, and in will be generally less effective when attacking normal targets.

  金币穿甲***将会是唯一一个特例,他们被特别设计用来摧毁地面目标。他们在攻击空中目标和轻装甲目标的时候和白板弹没啥两样。他们的存在是为了补充扫地机扔光挂载之后的输出的。这种弹链,装备在有大口径机炮飞机上,比如Ju 87G 斯图卡、Ju 88P 或者伊尔-20,效果拔群。不过装备这种炮弹将会减少你的模块伤害(如果你不用扫地打蚊子的话其实这属性没有卵用,虽然对于重战或者多功能战斗机来说会是很有用的属性)和点火几率。另外,如你所知的,基本上一个黄方块一旦被点着,就能自燃到死,这能提升你的扫地效率——你可以点燃一个黄方块,然后就可以转火打别的了。结论是,穿甲***只适合去弄那些红色方块,打黄方块的效率并不高。

  Overall all the belts are tuned in such a way that for every armament type “silver” Armor-Piercing belts will be more effective on average. Specialized belts will change gameplay, but will not give any distinct advantage.

  所有弹链都会用这种方式来平衡,银币AP弹的性能数据较为平均,但是总的来说都比较强。金币弹能改变你进行游戏的方式,但是不会给予不平等的优势地位,呵呵哒。

  The consumables are tuned in a similar way. The enhanced types are split into two categories.

  给养将会用一样的方式来平衡。这些给养品将会分成两类。

  The first type of consumables is aimed at reducing negative effects from critical damage. Among them you can find the Automatic Engine Restarter and Fire Extinguisher, Control Surface Autotrim and First Aid Kit. As their name suggests, their main advantage is automatic activation when your aircraft sustains critical damage or catches fire. The only exclusion is the First Aid Kit — it's manual, but provides 15 seconds of immunity to the crew which can be really handy in critical situations when you find yourself under continuous attack. Number of available uses in battle is the same for both credits-only normal and gold-only enhanced consumables.

  第一类给养的用处是减少模块伤害的负面影响。包括自动引擎修复装置、灭火器、舵面修复和急救包。正如他们的名字所示,他们的优点是当你的飞机受到模块损伤或者被点着了的时候,可以自动激活(此处应该指的是金币给养——译注)。

  唯一例外的是急救包——需要手动使用(此处应指的是急救箱,wg写此文的人该被拉出去枪毙——译注),但提供了15秒的免疫时间。在一些紧急的情况,比如当你预料到你的飞行员将会不断地受到攻击的时候,此时使用金钟罩急救箱真的很方便!在游戏中这种类型的给养,无所谓不同版本或者金币版本,可以使用的次数是一样的。

  The second type improves aircraft parameters when activated. These consumables include Engine and Weapon Cooling, as well as Heavy Duty Control Surfaces. They differ from normal types (Engine and Weapon Ventilation, Reinforced Control Surfaces) in number of uses per consumable — three instead of two. But their effects are absolutely identical. Moreover, these consumables have long cooldowns so the additional activation will not provide any drastic advantage to its user. You will not be able to use Engine Cooling constantly to boost all the time, Heavy Duty Control Surfaces will only be activated once per dogfight. Weapon Cooling, which is especially useful for attack aircraft, even has a longer cooldown time than the credits-only Weapon Ventilation.

  第二类给养就是在激活时提高了飞机的参数。这些消耗品包括引擎冷却装置和武器冷却装置以及耐高负荷飞行操纵装置,他们不同于银币给养——引擎通风装置、武器通风装置和强化型飞行操纵装置——金币给养可以使用三次,而银币给养只能使用两次,但是他们的效果是相同的。为了平衡,这些给养在使用后有很长的冷却时间,来保证额外的激活次数不会在游戏中过于不平衡。另外,你不能连续激活你的发动机冷却系统。强化型飞行操纵装置在一次狗斗中一般只能激活一次。对攻击机来说非常有用的武器冷却系统的冷却时间甚至要高于银币购买的武器通风系统。

  New design prototype for belts panel.

  新的弹链选择界面的原型。

  As for the interface, currently we still use the old version of the hangar design – you will see all the crit and fire chance modifiers on the Public Test. The3 second iteration of the Public Test will include the new version of the Service tab that will display belt features in a clearer way. We hope to prove our ideas with your help and possibly improve them – after all, that’s what the Public Test is for, to get your opinion on new features. See you in battle!

  至于机库界面。现有的公开测试中,目前使用的旧机库界面你会看到弹链对模块损伤和起火概率。第二次更新后公共测试,将包括新的窗口,以清晰的显示弹链的特性。我们需要你的帮助来验证并且改进我们的想法——毕竟这就是公共测试,让你的意见出现在新特性中。我们战场上见!

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游戏信息

中文名称:**世界
英文名称:World of Warplanes
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