走进战列舰—战舰的地图是如何设计的
17173 新闻导语
走进战列舰—战舰的地图是如何设计的
嗯,总有些蠢货喜欢把陆战的东西带入海战中
什么战列舰等于重坦,巡洋舰等于中坦,驱逐舰等于轻坦,航母等于火炮
拜托,这两个东西不等简单的画等号好吧 !!!! 你家火炮能侦查,能输出,还能辅助队友,减少队友所受伤害? 你家LT能各种秒人?
千万别把陆战那套带入到海战里面啊!!!
别到时候动不动就喊驱逐舰上去点灯——————航母,巡洋舰,战列舰上面有侦察机的!
还有,WOT和WOWS不是一个制作组做的;准确的说,这两个游戏差别很大。
别动不动就是什么想到什么战列舰卡点伸缩这种蠢得要死的玩意,伸缩游戏里做不到的!
嘛,恐怕也只有国服的逗比才会想到用战列舰伸缩这样的蠢事了
为什么做不到—————自己看之前有关航海知识的文章去
传送门:
青叶的完美航海教室,WOWS,航海的原则
顺便提一句,WOWS里面要先校射的,不是WOT那种花时间等缩圈就行的。不校射是打不准的,你一伸一缩;怎么校射?
最后*一下潜艇党
你愿意开着在水下和乌龟一样速度的玩意去和大舰队死磕?
除了举一举几个潜艇击沉战舰航母的例子,然后鼓吹潜艇默秒全,潜艇党还会啥?
自己不睁眼看看HX-112一个运输队做掉3个王牌艇长的例子,不看看英美集中护航之后,U艇的损失数量
简直233
反正啊,10个喊要潜艇的,9个是逗比德棍。
要说潜艇的战果,美帝表示自己不知道比三德子高到哪里去了。
我们看看WOWS官方博客的文章
Focus On Battleship
走进战列舰
Dreadnought battleships. Steel monsters. Formidable and proud overlords of the sea that now reside in museums. They lack the elegance of aircraft carriers, or the speed of destroyers and cruisers – all they have is monumental, menacing might.
无畏战舰,钢铁巨兽,海上霸主—虽然现在已经是时代的眼泪了…。她们没有航母的优雅,没有驱逐舰和巡洋舰的灵巧——但是,她们却有着无与伦比的力量!

Nowadays, you may run into a battleship as a museum exhibit. Or you may read about them in books or see them in movies and video games. Unfortunately there is a very low chance of becoming a captain of one of these monsters, so games, by far, are the only source for getting this experience.
现在,你可以参观那些由战列舰改装的博物馆;也可以在书本,电影,游戏里面看见她们。不幸的是,你当上舰长,操控这些怪物的可能性非常之低,不过,现在,通过游戏,你可以体验到这种感觉——————当然,这也是你目前唯一的途径了。
Do the ships “go on parade” in random battles?在野队要不要排个战列线出来呢?
Let me clarify: they actually do that in-game. Though they do it rarely – randomness is only so random, you know. But the concept of the salvo itself, as a method to inflict maximum damage, is pretty instinctive, even for newbie captains. So, we’ll inevitably see these ships heading in a similar direction (if not directly that way), with most of their cannons directed at the enemy.
让我来说明一下,游戏中当然能排战列舰,虽说野队能排出战列线的概率真心不高,毕竟人充满可能性的,野队什么事都会发生。但是呢,一轮齐射,给敌人最大化的伤害,这个是所有玩家的本能,新人也不例外。所以,我们自然会在野队看见战列舰朝着一个方向,主炮指着敌人的景象
The battleship – a vessel of contrasts.战列舰————矛盾集合体
The pros of battleships are quite obvious: their high survivability and powerful armament. They may withstand many hits while simultaneously turning opponents into smoking wreckage, which is a very attractive option.
战列舰支持者认为,战列舰有极高的生存能力和强大的武器,在经受多次打击的同时,让敌人瞬间爆炸,完成单杀————这就是战列舰吸引人的地方之一
The cons are the following: battleships are the largest ships on the battlefield, so they are pretty easy to aim at。
反对者则不以为然,战列舰就是个大靶子,很容易被盯上;
Despite being heavily armoured vessels, battleships are not invulnerable. They’re just more complex targets to sink. Even cruisers are sometimes capable of destroying one of these monsters by penetrating its armour from short distances in the vicinity of its magazines. Size and inertia also add to the difficulties with game-manoeuvring compared to destroyers and cruisers. Coupled with unarmoured range finders, AAA sites and anti-mine cannons that are too easy to lose. So, on the whole, raging in solo attacks against enemy squadrons leaves you a miserable chance of leaving the battlefield safe and sound.
尽管战列舰有着厚重的装甲,但也并非是无敌的。不过,击沉战列舰是个复杂的事情。即使是巡洋舰,在近距离(0-10KM),也能用自己的舰炮穿透战列舰的装甲,破坏核心设备(@**)。巨大的尺寸和巨大的惯性使得战列舰十分难以操控————较之于巡洋舰和驱逐舰而言。还有,那些无防护的测距仪,高炮,反水雷炮都是容易损失的(不过采用模块化伤害的WOWS不会出现对着高射炮,测距仪一顿猛揍就把船轰沉的场面)。总而言之,没事和一堆敌人死磕不是什么好事情,你能活下来的概率不高。

No place for sniping practice.没时间搞黑枪练习啦
Shooting at the enemies from long distances won’t work as well: shells would have to travel for a long time with decreased accuracy, so you will only make successful hits against static or slow-moving targetsA naval battle barely tolerates slowpokes.
The best option for a battleship is to join a crowd of similar ships and together push in a certain direction, covering each other with the onboard AAA. In this case, if you’re not under heavy return-fire, you can simply sit at a comfortable distance and shoot the enemies you want to.
在超远距离黑枪不是每次都行的;炮弹会在空中飞行很长时间并且精度会下降,所以说在超远距离炮击,还是找一个站着不动,或者慢慢移动的目标好了。海战可不会容忍乌龟的
对于战列舰而言,还是和其他船只(其实也就是战列舰啦)一起行动,每个人的防空炮都能互相提供掩护;如果没有遭遇到什么太大阻力的话,你能轻松的找到一个最适合输出的站位【这里提一下射程的问题,每个船都有自己的极限射程,和有效射程(玩EVE的应该都懂,失准距离和最佳距离),极限射程取决于火炮本身(比如大和射程42Km),有效射程取决于舰船的观测设备。从A测数据来看,大部分战斗发生在20KM左右,当然,也有某倒霉巡洋舰在30KM之外被人一发入魂】
Reconnaissance and long-range shooting capability侦查和远距离炮击能力
You join some battles with the thought that all of your opponents are doomed: “Sinking all of them? Pfff, piece of cake!” It is only when you get face to face with a pack of them that you realise something really bad is about to happen to your ship.This is the hard way that battleship commanders learn to use reconnaissance planes. Without them, you will have to rely fully on your team, and they don’t always deserve that trust.
Hydroplanes are quite quick and durable with a good view range. However, they’re quite vulnerable – they can only spot enemies visually and cannot survive AAA hits or fighter-plane attacks. Considering the fact that aviation resources are limited, you should refrain from sending recon planes straight into the fray.
你加入一场战斗,脑子里肯定想着“所有人,都得死”。当然,当开战之后,你就会意识到有些事情并非你想象的那样简单。让战列舰舰长学会如何使用自己带的水上飞机是一件难事,没有水上飞机,你就只有依靠队友了————当然,野队的队友么,你们都懂的。
水上飞机,轻快耐用,能提供不错的视野————当然,也很脆弱——只能用于侦察,很难在防空炮和战斗机的攻击下存活。考虑到侦察机的数目是有限的,你最好避免把侦察机开到交战区去。
How can you eliminate an enemy battleship?怎么才能做掉敌人的战列舰?
Firing ranges themselves vary depending on the cannon type. In any duel combination, such as theYamatovs theIowa, there is always an area where the enemy’s armour cannot be penetrated. This is called the immunity zone.
不同的火炮有不同的射程。在战列舰之间的对决中,比如大和大战衣阿华,每条船总有一个免疫区,在这个距离范围内,敌方的火炮无法击穿装甲(当然,对于不同的船而言,免疫区也是在不断变化的)
This is widely known but you shouldn’t think of it as a completely safe zone! Heavy main-calibre shells could still seriously damage the armoured parts even without direct penetration, causing fragmentation damage, minor crew injuries or similar effects.
你要记住免疫区的概念,更要记住,免疫区不等于安全区。大口径火炮在未击穿装甲的时候也能造成可观的伤害,造成破片伤害,使内部模组或者成员受损。
This is common knowledge for real battles, like in the Jutland battle. Below is the description of such a hit by George van Hase. The shell hit the conning tower of theDerflingerbattlecruiser. It was quite safe in the tower until that moment.
在实战中,这种事情屡见不鲜,比如在日德兰海战中就多次体现。 让我们看看下面的文字吧——————一发炮弹打中了德福林格的指挥塔,指挥塔里面非常安全,直到被击中的时候。
“So far, those of us in the armoured tower had come off very well… but my train of thought was sharply interrupted. Suddenly, we heard a crack that sounded like our impending doom. A terrific roar, a tremendous explosion and then darkness, in which we felt a colossal blow. The whole conning tower seemed to be hurled into the air as though by the hands of some portentous giant, and then to flutter, trembling, back into its former position. A heavy shell had struck the fore-control about 50cm in front of me. The shell exploded but failed to pierce the thick armour, which it had struck at an unfavourable angle, though huge pieces had been torn out.”
“迄今为止,我们的指挥塔表现的很良好,但是我的思绪被瞬间打断。突然,我们听见一声巨响。恐怖的巨响,巨大的爆炸以及随之而来的黑暗————我我们感受到了异乎寻常的爆风。整个指挥塔看上去就像被巨人扔上天,在空中飘浮,抖动,然后落下来。一发炮弹卡在前控制塔的装甲内————离我只有50CM而已。这枚炮弹爆炸了,但是没有穿透装甲。以一个不合适的角度嵌入装甲————就算这样,这次爆炸还是在装甲上开了个洞。
Knowledge of firing ranges (both for you and your enemy) may help you to avoid such situations. A direct hit to valuable modules significantly takes up your time, which is necessary for other purposes like correction of hydroplane reconnaissance and evading torpedo attacks, air attacks。
了解射程(包括你和敌人的射程)可以帮助你避免上述情况的发生。一次对着重要模组的直击可以占用你所有的时间————这个时间可以让你做更多事情——比如调整侦察机的观测位置,或者规避鱼雷,躲避空袭
Of course, this kind of fun differs from that of a destroyer, but with no less action. Having become accustomed to the game a player develops a set of working tactics ranging from thoughtful actions in parallel columns similar to the battlecruisers clash in the Jutland battle
当然,驾驶驱护舰带来的乐趣和驾驶战列舰不同,但是,这有什么关系呢? 慢慢习惯游戏,慢慢习惯和队友制定计划,排出一条战列线————就响日德兰的战巡前卫战一样。
接下来是有关地图的部分

Game environments, contrary to what people might think, are not simply static spaces. A game environment is a kind of mini-universe where all components must be balanced for the map to function as intended. What the specific function of a particular map is only the developers can tell but the goal of every map is the same: to immerse the player in the gameplay with the help of its external appearance, special effects, level geometry and the tactical opportunities that the map provides.
和大部分人想象的不同,游戏环境不仅仅只是一个静止的空间。一张图其实就相当于一个微缩的宇宙,所有的部件都必须经过调试,以达到预想的效果。每一张图的所期望的目标都是相同的——————地图营造的特殊气氛,外部环境,让玩家沉浸其中
In World of Warships, it’s not just a case of pouring water in and throwing rocks around. We are creating game environments based on the specific characteristics of our game.
WOWS的地图可不是做一潭水,然后摆几块石头就行的。我们还得把游戏环境做出来。
Think twice!
深思熟虑
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