http://us.battle.net/sc2/en/blog/17944912/legacy-of-the-void-multiplayer
-development-update-february-12-2015-2-12-2015
http://waa.ai/4ACa
廢話我就通通拿掉 只看改了什麼
General Gameplay Changes
Resource changes
資源更改
We’re feeling more confident about the proposed resource changes from our
last update. This change lowers half of the minerals to 50% of their Heart of
the Swarm value while leaving the other half at their current HotS value of
1500. Internally, we’re seeing that this change not only encourages
expansion across the map, but each base location remains a high point of
contention. Assuming internal testing continues this way, it’s looking like
we’ll go to beta with this change where we can see testing on a much larger
scale with a wider variety of skill levels.
八個晶礦 一半1500 一半750 看來就是要這樣實裝了
內部測試的效果不錯 不只是鼓勵擴張而且還確保了每個礦都有農
BETA應該就是這樣上了
Experimenting with slowing down the pacing of combat in SC2
減緩戰鬥的步調
This is a topic we got a lot of community feedback on, so we did some heavy
exploration in this area. The biggest thing we tried here was reducing the
attack speed of each unit in the game by 40% and altering some damage values
to compensate. Even though a change like this would seemingly have a huge
implication on balance, we realized the gain wasn’t as big as we expected.
Games feel different from before, but the main question has to be “Is this a
positive change that makes games better?” We’re just not sure of this yet.
For example, we’re seeing that slower engagements seem to reduce the skill
component in combat. Additionally, games feel more dragged out than before.
But we’ve only had limited testing at this point, so we’ll continue to
explore this area in more detail before making a final call.
簡單的講:提速提過頭 所以現在要慢一點下來
目前最激進的改法是砍掉所有單位40%的攻速 然後提高了部分單位的輸出
不過還沒定案 因為這個影響太大
(譯按:成真的話,生化已死)
Scan range experimentation
掃瞄範圍
We've also seen some community feedback about changes that can be made to the
scan range to increase the responsiveness of units in combat. We’ve made
some adjustments internally and we’re initially liking how it plays out.
This is something we’re planning on testing further in the beta.
掃描範圍修改實驗中
Here are a few changes and areas we’re looking at:
Terran Changes
人族變動
HERC
The HERC has been removed.
The HERC redesign isn’t going as smoothly as we had hoped, and in our most
recent build the HERC has been removed from the game. We’ve instead switched
our focus from trying to make the HERC work to just going back to the drawing
board to see what other new unit idea Terran can benefit from.
The latest design we’ve tested for this unit slot is a combat construction
type of unit that travels with your army and constructs useful things
mid-field to support your bio army. This among many other changes we’ve
tried with the HERC hasn’t turn out well for us, but this is not surprising
as it really takes a lot of time and effort when it comes to new unit design
iteration. We’ll continue to pursue potential new units that fit into the
Terran army and we’d love to hear your feedback on this topic.
一句話: Herc (2014/11/8~2015/2/12)
Thor
The Thor self-repair ability has been removed.
The Thor self-repair ability isn’t really working. As we’ve pointed out
before, we don’t like that fact that there’s no strategic decision outside
of combat. If a Thor is damaged, players will always use the self-repair
ability if they’re not in combat. Our current plans are to remove this
ability for the start of beta and see how the Thor works without the added
complexity of a different mode or an active ability.
雷神自動修復砍掉 廢物技能
Protoss Changes
神族變動
New Protoss Unit
新的單位
As you may know, one of our main focus points since the last update has been
working on the design of a new Protoss unit. Although not final yet, we have
a unit and are very happy with how it is currently playing out. While we don’
t yet have a name, we wanted to provide you with some details on this new
unit:
It is a core gateway unit with a ground-only ranged attack and normal
movement speed.
The unit has an ability that sends out a Shade of itself, and after a fixed
duration, the unit teleports to the location of the Shade.
The Shade can independently move around, but cannot attack or be attacked,
and does not impede upon the actions of the main unit.
We intend to offer a more in-depth look at this new unit in the near future.
依然設計中 對地BG兵 移動速度普通 分身傳送能力 分身不可攻擊or被攻擊
Immortal
不朽者
Barrier is no longer an upgrade
Damage absorbed has been reduced to 100 down from 200.
Immortal Barrier ability being an upgrade isn’t working out well for us, so
we went back to no upgrade and reduced the damage absorbed. It was too buried
in tech, and in order to use Immortals with max efficiency, you had to have
the additional building. So we’re trying to just balance the unit without
the ability being an upgrade.
護盾技能不需要研發 傷害吸收200->100
Tempest
暴風
We’re considering changes that make the role more similar to the Heart of
the Swarm Tempest.
We’re thinking the current changes may be too big of a redesign in terms of
unit role. We’re leaning towards going back to the Heart of the Swarm
Tempest with a couple of changes. Since we still don’t want Tempests to hard
counter units like Brood Lords, Carriers, or Battlecruisers we’re looking to
remove the +massive damage component and then add Disintegration.
改過頭了 可能會修回來變成HotS式樣 去除對巨型單位加成 依然有"解離"法術
Zerg Changes
蟲族變動
Infestor
感染蟲
The Infestor ability vs. mass air units has been moved to the Viper.
We want to explore something else with the Infestor that is cool to have
instead of Neural Parasite, while also giving a bit more of a core role to
the Viper. We also thought that having this ability alongside Fungal Growth
wasn’t right because of how well the two abilities synergize, so we wanted
to explore moving this ability to a different unit. This way, depending on
unit composition, we can see different scenarios where the abilities might be
used separately or in combination.
對空技能改到飛蟒身上 會有新技能取代神經寄生
Roach
蟑螂
Roach burrow move now works when Burrow is researched and no longer requires
an upgrade.
This ability allows for some cool micro that we’d like to see more of in
Void, so we made it a bit more accessible for now. We’re also considering
increasing the movement speed of Roaches while burrowed.
遁地移動不需要研發 有遁地就可以跑來跑去了 而且還在考慮提高遁地移動速度
(譯按:你認真的嗎....