坦克世界8.6火炮精度微调 炮弹速度
17173 新闻导语
欧服也有官方英文版了,应该会容易看懂一些。Inthisarticle,wewillexplainthemajorchangescomingtothegamebalancethatourproducer,MichaelJivetc(Storm),hassharedwithus.No
欧服也有官方英文版了,应该会容易看懂一些。
In this article, we will explain the major changes coming to the game balance that our producer, Michael Jivetc (Storm), has shared with us.
Note: There will be two major balance changes in the next update:
New balance for SPGs
Change of the role of armour on gameplay
086主要调整了两点。
1.火炮重新平衡
2.增强装甲的存在感
New balance for SPGs:
As previously announced, the expansion of SPG branches up to Tier 10 will come together with some changes to the characteristics of these vehicles. The top tier vehicles will have similar parameters to those of SPGs between the Tier 7 and Tier 8. Respectively, intermediate vehicles’ parameters will be adjusted as well.
Speaking about SPG rebalance, there will be no general decrease of all SPG characteristics in the game. Real “combat” precision of SPGs will remain on almost the same level.
火炮的重新平衡并不是真正的削弱。火炮的精度还保持在原有水准。
One single “nerf”, which we believe will make SPG gameplay more challenging, is the reduction of shell velocity for all SPGs by an average of 10-15%. At the same time some short “mortar” guns will have their shell velocity reduced by one and half times, which is quite logical.
That’s all we have for the changes of characteristics.
为了增加火炮的挑战性。我们下调了火炮的飞行速度10%-15%,一些短粗火炮甚至下降到2/3。
Now let’s talk about the changes applied to armour and shells:
In order to increase the importance of vehicles’ armour on gameplay, we have decided to take the following set of measures:
为了增强装甲的存在感,我们做了以下改动
The normalization of all armor-piercing shells was reduced down to 2 degrees (from the current 5). We decided not to set it to 0 in order to keep the possibility for large shells to penetrate thin armor when they hit it at an acute angle.
apcr和apds降低转正(从5减到2)。我们没有把转正设成0.这样就可以保留我们的穿深碾压的特别设置了
Already known from “Supertest” leaks: a “nerf” of the penetration rate of a large number of top HEAT and some armor-piercing shells. Here we do not need to explain too much – the characteristics will be reduced. A separate point here is the “nerf” of HEAT shells for medium tiers’ short-barreled 105-122 mm caliber howitzers. Players will not be able to exploit them anymore.
你们已经知道的,我们下降了HEAT和一些顶级炮的穿深。此外还下降了105-122口径榴弹炮的金币弹穿深。这样子你们就不能用这些炮屠幼欺负新人了。
A change in the principle of HEAT shell mechanics. Now armour shields and tracks will sometimes give quite weighty protection against HEAT shells, especially at acute angles, when the point of detonation is moved further away from the hull.
我们改变了HEAT机制。
A change of the parameters of spall liners. The armor absorption modifiers will increase to the following:
Small spall liner: 15% (current value)
Medium spall liner: 20%
Large spall liner: 25%
Extra-large spall liner: 30%. New type of spall liner for some super heavy tanks (weight over 80-90 tons).
此外我们改变了内衬吸收的机制。以前统一是15%。
现在分为轻、中、重、特重内衬
吸收率分别为15%,20%,25%,30%
特重为以下坦克:
USSR: KV-4, KV-5
Germany: GW typ E, Jagdtiger8, 8, Jagdtiger, JagdPz E-100, VK4502 B, Maus, Lowe, E-75, E-100, VK7201
USA: T95, T110E3
England: Tortoise, FV215b, TOG II *
P.S. An important addition to the changes in mechanics!
Seems like I’ve missed some important moments:
First, in addition to changes in distribution when calculating accuracy, the distribution will change in the calculation of damage and armor penetration as well. Currently, the calculations use a normal distribution which is cut to 2 sigma. The change will be the replacement of the trim to 2 sigma to a trim to 3 sigma. This means that extremely high or extremely small values of damage and armor penetration will be reduced by about 5% and the average values specified in the parameters will become more likely.
我们把随机伤害的分布也改的和散布的分布一样了。
Second, there will be a change to the reducing coefficients for the experience gain of Tank Destroyers and SPGs which apply only to the calculation of the experience for the damage caused, and not as a general coefficient which affects the entire gained experience. That is, in patch 0.8.6 arties and TD’s will get more experience for the damage they caused, by 50% and 33% respectively. The remaining accrual of experience will not change.
原先的降低经验以及现在提高的经验都是指的直接伤害
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