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未来坦克世界炮弹机制变革 主动技能或出现

2016-02-29 14:37:55 | 来源:未知 | 作者:胖子

  外服卫星:未来版本坦克世界中将会对现有的炮弹机制和技能机制作出重大改动,本次预告内容援引国外网站采访内容来满足大家的好奇心:

  关于金币弹平衡:

  On rebalancing gold - gold ammo should be better, but that doesn't always mean better penetration. How about more damage per gold shot? or super powerful HE shell? Let’s say you have a JPE100 with 299mm pen, superpowerful gold HE would be useful so you can kinda cosplay FV183mm. 420mm HEAT? Well, that’s certainly nice unless you’re on a receiving end of said HEAT.

  关于金币弹的平衡——金币弹理所应当该有着更好的属性,但不意味着就该有更高的击穿能力。如果改成加伤害的弹药又会如何呢?或者是更高穿深的HE?加入给白兔一种穿深299mm的超强金币HE,它就可以客串183了。420穿的HEAT?好吧,你自己用着当然爽了。

  Another example - some kind of a sniper tank that has regular ammo and gold HEAT.

  再举一个栗子——有一些黑枪车有着常规银币弹与高穿HEAT。

  What about replacing HEAT with subcaliber shell with a lot better speed? Say, exchange 330mm pen HEAT with 310mm subcaliber that flies at 1500m/s? So you still have a better gold ammo yet it allows you to snipe better for the price of less pen compared to old HEAT

  考虑把HEAT换成初速更高的APCR又如何呢?比如说把330mm的HEAT换成310的APCR,然后初速为1500m/s。比起就有的HEAT,这种金币弹还能让你黑得更准,黑得更爽,只是穿深降低了而已。

  On the smoke screen subject:

  关于烟雾弹的问题:

  Apparently even KV-1 had smoke emitters installed (not the version working with exhaust, just a smoke grenade attached to the tank)

  KV-1上其实就有发烟装置了。(不是昨天提到的废弃再利用发烟,而是独立的发烟筒。)

  I also promised one of you, "Hans vonLuck" that would ask a clarification to Slava on the Crew Skill idea that we talked on the Cyprus Meeting:

  能解释一下关于乘员技能重制的设想吗?

  Well there will be grindable skills such as repair or camo and active skills such as clutch braking for example. Grindable skills work passively, sixth sense for example you do nothing to use it but active skills you need to manually activate, they would work for a short period and there will be a cooldown. Let’s say you can use clutch braking skill to gain gun stabilization for 20 seconds, next time you can use it is in say 5 minutes so you have to pick the right moment, let’s say some kind of engine overload, 20%+ acceleration for 20 seconds - if you need to get close to a TD or if you need to climb an important hill, etc, use it.

  好的。我们会设置一些需要经验升级的技能,比如修理跟伪装;然后配上一些主动技能,如离合器刹车。

  举个栗子:修理跟伪装是被动技能,就跟第六感一样自动触发。

  而主动技能则需要你手动激活,这个技能会在短时间段内生效,然后进入技能冷却期。

  这样说吧,离合器刹车能增加火炮稳定性20s,下次处罚这个技能就需要冷却5分钟,所以抓使用时机是比较重要的。

  再比如加速技能——当你需要高速贴近TD,或者需要爬山的时候,这个技能能让你加速20%。

  Things like master of ramming will go there as well so at some point we plan to convert the skills and crews, there will be just one entity called the captain or commander or leader, something like that.

  以后的话,撞击专精这类的技能可能也会往这个方向改,以后车组的概念也不存在了,一整套技能只有一个技能实体,我们可能会管那家伙叫做“队长”、“指挥官”或者“车长”之类的。

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