http://scdojo.tumblr.com/post/139953518805/in-defense-of-flying-siege-
tanks-and-why-legacy-of
因為很長 我會拆兩三段慢慢來....
Artosis自己也說他也還有更多想寫沒下筆的 看他哪天想到會再講
首先,是機械化 先上他對機械化的基礎觀點與機械化TvP
TvP and MechTerran vs Protoss mech in SC1 is one of my favorite things ever.
Building up the Most Powerful Unit Composition In The Game ®, a composition
where each individual unit is very weak, but as you defend well and work your
way to higher supplies, you gain power. In the early game, you are normally
on the defense. You must quickly rush up your tech tree and defend carefully,
one misstep will spell disaster. Slowly but surely, you push the map. You
constantly reposition your army in response to your opponent’s unit
movements. You have actual fronts which you must reinforce like in a real
war. Eventually when you smell weakness, you unsiege and make a big move,
whether it’s a killing move or just gaining more ground. You protect your
flanks. You push the map. You zone out areas with cost effecient setups that
deter enemy movement in that area. During all this you are harassing, trying
to hurt your opponent any way you can, all while not using too many of your
units, which would make your main defensive army too weak. It is a defensive
playstyle where you are weak early in the game, but become stronger and
stronger, eventually wearing your opponent down.
BW裡面 TvP或者說機械化人族對決神族的機械部隊是我最喜歡的對決之一。
組織整個遊戲裡面最強悍的單位組成,藉由良好的防守與積累軍力,將各自
為戰的脆弱單位整合成鋼鐵洪流。在遊戲的早期發展階段,你必須要處於防守
態勢,快速攀升科技並且小心的防守,一個失誤可能就會葬送整場比賽。
穩步而確實地擴張,確切的重新佈署你的部隊來應對對手的衝擊。就如同在
打真實的戰爭一樣,你有明確的前線需要補給支援,直到你嗅到對手的弱點
而發力推出或繼續擴張步調。要保護你的側翼,要逐步推進,要劃定殺戮地帶
確保有效率的殺傷對手部隊與限制對手衝擊。同時你必須要持續騷擾,想盡辦法
打擊對手但又確保不要犧牲太多部隊導致主力薄弱。這是一種防守傾向的打法,
初期薄弱但逐步強化自己,直到耗盡對手。
SC2 Wings of Liberty and SC2 Heart of the Swarm Terran has more of a Starship
Troopers (the book, not the movie) feel. You are super mobile, dropping all
over the place, utilizing multitasking and tactics to find or force holes
into your opponent’s play.
自由之翼與蟲群之心的人族卻不同,這是一種星艦戰將式的打法。
你擁有超高的機動性,到處空降將多線奔襲發揮的淋漓盡致與使用
各種高超的戰術將對手逐漸撕裂
(這邊Artosis特別指定了是星艦戰將的原小說,不過電影第一集也是經典
與星海二人族那種感覺也很像,可以看看)
ANYWAYS, people are concerned, I guess, about the lack of mech strategies
being used in Legacy of the Void right now. From Blizzard:
話歸從頭,我想玩家們都在想:為什麼星海二直到虛空之遺都沒什麼機械化的打法
根據Blizzard的說法:
“Currently in the game, Terran bio-play can have the fire power of Siege
Tanks without sacrificing mobility. This seems to be a main reason to play
bio instead of mech. By removing this ability (picking up Siege Tanks in
Siege Mode with a Medivac), and giving more strength to the Siege Tank, we
wonder if we can have this clear distinction between the two playstyles
appear once again.”
目前為止,人族的生化打法可以配合飛天坦克,在不犧牲機動性的情況下
發揮戰力,因此選手不會考慮機械化。透過移除飛天坦克,BUFF坦克支架
下的輸出能力,我們認為這可以讓兩個打法有更明確的分歧。
Mech doesn’t have to necessarily mean “an army composed of only mechanical
units”. It just so happens that when the phrase was invented, the units
being used were all mechanical. Mech is more of a playstyle than anything.
機械化其實根本不代表要全部都是從軍工廠生產出來的機械單位。那只是因為
當初發明這個打法的時候,我們使用的幾乎都是機械單位。
機械化只是一種特別的打法,以上以下皆不是
TY used mech to beat Patience in what the community agreed was one of the the
best games of Legacy of the Void yet. Here’s the link:
http://www.twitch.tv/gsl/v/36539719?t=03h26m44s
社群公認,TY使用機械化擊倒了Patience的比賽是虛空之遺目前最佳的對決之一
http://www.twitch.tv/gsl/v/36539719?t=03h26m44s <= VOD
This game consisted of TY desperately trying to hold on vs an incredibly
aggressive Protoss player. TY slowly but surely pushed out into the map,
taking more bases. He defended his flanks. He moved his army in accordance
with his enemy, defending where he pushed. He set up zones that would be very
difficult to attack to deter Patience from attacking certain areas. Over time
TY’s Liberator count grew and grew, and his entrenched positions become
stronger and stronger. This game definitely felt to me more like mech than
anything I’ve seen in a long time.
這場比賽的演變正是TY掙扎著應對一個極度侵略性的神族選手。
TY緩慢但確實的擴張,開出更多基地。他保護好了他的側翼,
針對對手的部屬調動他的部隊,以應對對手的攻擊。利用逐步
劃定安全地帶,他限制了Patience進攻的路線。經過時間累積,
TY的解放者數量逐漸增加,並且將壕溝戰的強度逐步強化。
對我來說,這就是我等待已久的成功機械化打法。