[新聞] HotS 之後可能的變更
看板StarCraft (星海爭霸2 - SC2)作者kira925 (1 2 3 4 疾風炭)時間13年前 (2012/11/28 18:09)推噓73(75推 2噓 88→)留言165則, 47人參與討論串1/1
http://www.teamliquid.net/forum/viewmessage.php?topic_id=384532
不過因為更新的速度被刻意放慢 所以也不知道這禮拜會不會上
http://eu.battle.net/sc2/en/forum/topic/5847986396?page=2#23
We're currently thinking on buffing the Swarm Host health.
We think Swarm Hosts are strongest when spawning locusts from a distance,
moving to a different location, spawning more from a distance, moving again
etc.
We were hoping with more health on Swarm Hosts, players are more encouraged
to more easily unburrow and move to better positions.
Regarding some of the suggestions mentioned here... We don't want to make
Swarm Hosts cheap in cost because we want them to be reusable. Locust speed
we'd like players to combo with creep in order to get this at specific
locations. That's why the creep move speed bonus is so significant on locusts
compared to most other Zerg units in the game.
簡單的說就是他們在考慮buff蓮藕蟲的血量
另外蓮藕蟲的造價不會下調 因為他們認為這是可以重複使用的單位
蝗蟲與蟲苔的配合是他們希望玩家去利用的地方 因為蝗蟲在蟲苔上可以跑遠很多
http://eu.battle.net/sc2/en/forum/topic/5966448412#10
t's an interesting suggestion, but Vipers being more open no matter which
tech/army composition you go for is probably a good thing.
For Zerg though, we're currently thinking it would be cool if core tier 2
tech options are Hydralisks (with speed upgrade at lair), Mutalisks (with
buffs possible speed and/or acceleration). Core tier 3 options will still be
same Broods/Ultras. And we can phase out Infestors a bit by nerfing them.
This is of course not final and we're just exploring internally at the
moment.
What do you guys think about this direction?
(這是回讓飛莽用飛龍孵化過去的回應)
讓飛莽不需要依賴其他科技線大概是件好事情
就是要讓感染變成比較像支援型角色 蛇蛇與飛龍是T2 大龍與大牛是T3
所以:大概會nerf感染 你們認為怎麼樣?
http://eu.battle.net/sc2/en/forum/topic/5966308311#17
That comparison with BW and HotS new unit adds are pretty interesting.
On top of that, the next thing on our list for the beta is to take a pass at
units that have been phased out as well as units that aren't being used that
much. Both of these areas we feel can change up the game. For example, if a
unit that's almost never used in Wings is changed to be useful in HotS, we
feel it's just as big of a win.
We're looking at potentially changing up units like Voidray or Raven. And
also looking at bringing back things like heavy Mutalisk usage, heavy medivac
drop based play, or stronger Banshee/DT viability.
Please let us know if you guys have suggestions on this area.
這些拿hots新單位與BW對應單位的比較很有趣
我們接下來來要改的東西包含了使用率很低以及根本沒人想用的東西
目前來說大概是虛空/渡鴉
另外還想要把飛龍的大量使用/空投為主的戰術/加強女妖和DT戰術的可行性
http://i.imgur.com/fZ9jZ.jpg

其實這張圖說明了一切
--
長久以來,我們將許多地方,與許多時刻視為理所當然。
我們對這個理所當然很冷淡,所以理所當然,終於忍受不了悲傷,逃走消失了。
失去之後,我們才重新注意到,這理所當然。
然而今後,也還會有很多的理所當然,漸漸的消失吧。
--
※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 140.113.28.197
※ 編輯: kira925 來自: 140.113.28.197 (11/28 18:10)
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http://us.battle.net/sc2/en/forum/topic/7200182194#7
沒錯 因為他們今天有內部實驗 光頭說那堆實驗完全失敗XD
※ 編輯: kira925 來自: 140.113.28.197 (11/28 18:14)
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是這樣的
Tempest有專屬巨型加成 而且射程又長 所以出虛空反制巨型不如出暴風
Oracle現在可以燒建築物(每秒2Mana 25DPS) 這跟虛空全充能的DPS一樣
那虛空還能幹嘛...?
當空軍主力不堪用 跑起來又慢 搔擾也沒Oracle好用 巨型加成被暴風搶走
目前唯一看到的用處就是混在空軍部隊裏面打打醬油 不然就是拼一槍反打暴風
英文論壇的討論是這樣下標題的:VoidRay Identity Crisis
虛空有嚴重的定位不明問題
※ 編輯: kira925 來自: 140.113.28.197 (11/28 18:24)
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基本問題是:Charging Mechanism
虛空的充能機制是個很奇怪的東西
你要打一個單位一段時間才能充能到他的輸出像話(考慮到造價跟建造時間)
但人家的腐飛一產就是十幾條 沒有航母暴風幫打的話一輩子打不贏阿
(而且還常常有他們幫打都打不太贏)
虛空充能起來很威 可是活不到充能完畢 所以就跟Scout一樣:沒人想用
※ 編輯: kira925 來自: 140.113.28.197 (11/28 18:36)
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