8.6坦克世界火炮HEAT 伪装机制的改变

2013-05-20 14:09:43 神评论

17173 新闻导语

Inouropinionthisisoneofthemostsignificantchangesthatwearebringingtothegamesince0.8.0!我觉得这应该算是自打8.0以来意义最深远的改动了Forthosewhomightbeinterested,he

In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0!

我觉得这应该算是自打8.0以来意义最深远的改动了

For those who might be interested, here is the statistical theory behind the mechanic. In game, we currently use the normal distribution to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple words, the limits for the most inaccurate gun would still be the limits of the aiming circle.

首先是大家可能感兴趣的,我们先说说精度机制背后的统计学理论。在游戏中,我们使用正态分布来计算炮弹散布。然而,炮弹散布是存在极限的——也就是瞄准环的边缘,换句话说,就算是最不精准的炮也存在一个散布极限

Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle.

现在——也就是8.5版中,炮弹散布的极限是1.3σ(这个我不多解释了)————也就是说,每次射击时,炮弹出现在瞄准环边缘的概率为19.4%

For Version 8.6, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That’s nearly 4 times less than under the old model!,

而在8.6中,我们决定修改精度计算是的散布模型,散布极限变为2σ——也就是说,每次射击时,炮弹出现在瞄准环边缘的概率仅为4.6%。几乎是现有模型的1/4!!!

We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.

同时,我们决定,取消散布边缘中的某些特殊点(Spkie意为“长钉”,姑且这么翻译),换句话说,从中心到边缘,炮弹的散布都是均等的。这意味整个瞄准环中的几个特殊炮弹落点会减少————也就是说,炮弹将等可能的在瞄准环中散布

How will it affect the gameplay?

那么,这对我们撸炮有何影响

It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle – in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill."

这说明,所有炮的精度将会提高。玩家将会发现————炮弹飞到圈边上的概率降低了——事实上,“炮弹飞到边上”成了小概率事件。毛子在减少随机参数对游戏性的影响,也就是说,玩家技术的价值将会提升

These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you've already seen leaked information about Version 0.8.6 SPG characteristics, please do not worry. It's not a nerf, just measures to avoid “over-buff”. The overall accuracy of SPGs will be pretty much the same, just more predictable.

以上变动对所有坦克,TD都适用。但是火炮并不享受这项待遇——因为这会损害游戏性。这项改动将会通过略微提高炮弹散布来得到补偿。相比各位看过超测服的火炮资料了吧,别担心,这是不是Nerf,毛子只是为了防止所谓的‘过度Buff“,所有的火炮精度和原来差不多,只是炮弹散布没有原来那么诡异了

Currently the way the mechanics work means that the effect of HEAT shells is barely different to normal Armour-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in Version 0.8.6 to make them more realistic:

现有的Heat运作机制和普通Ap相差不大。为了提高二者之间的区别,降低Heat对游戏性的影响。我们决定修改Heat的运作机制,让他变得更真实一些。

• HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. . The armour penetration after ricochet will remain the same.

如果入射角大于80度的话,Heat将会跳弹,不过跳弹并不影响Heat的穿深(这点和Ap不同)

• After penetration, a HEAT shell cannot ricochet inside the tank

Heat在穿透装甲之后,金属溅射流并不会在车体内跳弹

• After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance

Heat穿透装甲之后,金属溅射流每前进10CM,降低5%穿深0

• After penetration, the force with which the HEAT shell continues to travel through the armour will take into account the angle of impact between the armour and penetration spot

Heat穿透装甲之后,系统计算金属溅射流的穿透力时,会将装甲和穿透点之间的夹角带来的影响计算在内)

Overall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armour penetration values when it meets spaced armor (Maus drivers will love this change)

总而言之,这意味着Heat也会跳弹,而不是什么击穿不掉血,而且碰上间隙装甲时,Heat的效果将会大大折扣(老鼠驾驶员一定爱死这个变化了).

Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.

还有,用Heat打履带就相当于用Heat打间隙装甲

Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero.

目前,系统在计算隐蔽时,金币涂装和伪装网仅仅只是一个系数。所以说,如果一辆车的基本隐蔽性特别差的话,那伪装网和涂装带来的那点加成并不多

We have decided to change this. From now on, the values for vehicles and camo devices will be cumulative. This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD's will receive the highest bonus).

不过,我们打算改变这一学期,从8.6开始,车辆的隐蔽值是累加的,也就是说,伪装网,涂装将会提供修正加成———这取决于你开的是什么车(比如TD就会有最高的加成)

To avoid side-effects with having nearly invisible TD's, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.

Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle - TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks.

现在的TD与火炮是有收益惩罚的,和LT MT HT相比,TD获得的经验减少了33%,火炮更是只有一半

In Version 0.8.6, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle:

不过,8.6就不存在这样的事情了,也就是说,TD和火炮在战斗中获得的经验要变多了。

We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.

还有,打断敌军履带也会有额外奖励。如果你打断敌人履带,而让队友输出或者将其击毁,你会获得经验和银币的收益————就像点亮——友军输出那样

【编辑:17173】