官方终结短伸缩?新物理系统使用感受

2015-03-04 22:47:38 神评论

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FirstImpressionsoftheNewPhysics新物理引擎的第一印象PostedonFebruary27,2015bySilentstalker—15Comments↓Helloeveryone,大家好asyouprobablyalreadyknow,thenewm

First Impressions of the New Physics

新物理引擎的第一印象

Posted onFebruary 27, 2015bySilentstalker—15 Comments ↓

Hello everyone,

大家好

as you probably already know, the new motion physics test was started in the morning – you cancheck the details here.

你们也许已经知道了,今早已经开始了新物理特效的测试

All I can say about is… go try it, because it’s really hard to describe the feeling with which the tanks handle now – and no, videos don’t help either. You really have to feel it.

我(原作者,下文同)所能说的只有——去试试,因为它真的很难描述,无法与现在我们所操作的坦克类比,而且不幸的是看视频一点用都没有,你必须亲自感受。

I’ll try to describe it a bit anyway though, as best as I can.

我将尽我所能的描述我的感受

First thing you’ll notice (apart from the laggy server, more than usual anyway) is that the tank movement (any tank really) is more… I don’t know, fluid. No longer does the tank react in a “choppy” manner (as if you were turning a tank toy with your hand instead of a real tank). Those, who are afraid of too many “drifting” tanks (like in War Thunder) can rest easy though, the tanks don’t have terrible tendencies to drift and the turning is quite accurate. If I was to compare it to something, I might think WG got heavily inspired by Armored Warfare alpha (there the movement feels just as fluid), but considering how long this feature was developed, I’d say it’s simply a case of parallel development, that reached roughly the same goals.

首先你注意到的将是,坦克的移动更加流畅(原作者并不清楚应该怎么描述)。坦克对操作的反映不再有波浪式的感觉(好像你在操纵一个玩具坦克而不是一辆真车)。那些害怕出现像WT中有大量漂移坦克情况的玩家大可放心,测试中的坦克没有过于明显的漂移倾向而且转向操作十分精确。如果要打比方,我认为WG从Armored Warfare alpha中获得了大量灵感(那当中的操作就像液体流动般流畅),但是考虑到未来的发展我认为这二者殊途同归。

Basic movement forward and backwards however has a MAJOR change – first, some tanks accelerate much slower. This is especially visible on Panzer IV – it feels much more sluggish. Second, what is worse is that they brake much slower as well. It feels completely different than the usual WoT and I suspect the braking (if implemented like this) will cause huge issues to players, who are used to current model. It happened to me in practically every battle that I was planning to hide behind an obstacle and I used the “usual” routine to brake, only to end up meters behind the obstacle, because I didn’t count in the intertia.

基础的向前和向后操作有了重大变化——首先,有些车辆加速变得很慢(译者猜测与履带适应性有关)。这在4号坦克上表现的尤为明显,这辆车操作起来感觉更迟缓了。第二,更加糟糕的是这些车辆刹车也边的更慢了。这与现在的WOT操作手感完全不同。我预想这将对习惯现有操作的玩家造成巨大影响。这对我的每场战斗的基础操作都造成了影响,当我想躲到掩体后用常规方法刹车时,结果多退出去了好几米,因为我没有计算惯性的影响。

译者按——短伸缩还能用么?

Next feature is the handbrake. As far as I am concerned, it has one major flaw. There is no special sound effect for its use (connected to sliding tracks for example, tank equivalent of “screeching tyres”). As such, it’s pretty hard to determine, whether your tank is already “slipping” or not and therefore it’s also hard to create a perfectly controlled drift. And yes, tanks do drift a lot, especially the light ones, but even for heavy tanks, on some surfaces (Himmelsdorf cobblestones), the tank behaves a bit like on ice – not as bad as in War Thunder, but enough for you to notice and be annoyed. Other than that, the handbrake works exactly as advertised – it locks your track. Some tanks can use it to make VERY sharp hull turns even in lower speed – this might become a balance issue: where you previously managed to destroy an enemy by circling around it, it’s possible that due to this new mechanism, the enemy will keep up with your circling (as I learned the hard way in the AMX-13/90).

另一个特色是手刹,据我所知,这玩意有个主要缺点,使用时没有特殊语音提示。(指类似汽车手刹拉下时轮胎产生的尖叫声)。另一个问题是你没法判断你的坦克是不是已经在滑行了所以你很难制造完美的漂移。而且新系统中坦克经常漂移,尤其是LT,即使是HT在冰面等地面状况上也有可能漂移,当然没有WT中表现的那么糟糕但也足够让你注意到并惹恼你。另外就是手刹的效果非常明显,,直接将履带锁住。有些车可以利用这一点作非常大角度的转向即使在低速状态下。这也许会带来一个平衡问题,如果你的主要杀伤手段是绕杀,由于新系统,原来跟不上你的车现在能跟上了。(就像我在1390上体会到的蛋疼感觉一样)

译者按——加强TD的节奏?

Speaking of Himmelsdorf – I noticed a very nasty feature of the new physics there. Basically, running into some obstacles (houses, barricades, stones, but even corpses) makes (instead of locking you on them like previously) your tank sort of “bounce” from them, resulting in (sometimes drastic) hull turns – an example: in IS-3, I was going backwards to be stopped by a mound of rubble (you know, one of the ones in the banana corridor on Himmesdorf map). Instead of being stopped by it, the tank “slid” off it, angling the hull by cca 30 degrees, much to the amusement of another IS-3 that was shooting me.

在锡城我注意到了新系统一个很不好的特性。基本上,开进一些掩体,不再像以前那样能安稳的呆在里面,掩体会给你反弹力从而导致车体旋转。

例子:我的-3开到一堆碎石后面时,车体不知不觉从掩体边上滑过去并转了30度,而不是像以前一样直接停靠在掩体边上,另外一台射击我的-3动的更厉害。

Pushing… tanks are now much easier to push around. I don’t have to tell you how annoying it is for lighter tanks. What is strange is that this applies to corpses as well. Actually, it looks good, now corpses are no longer “stones”, they can be thrown around a bit, looks very fancy.

现在坦克更加容易被推开了,我不知道该如何表达这对LT玩家造成的困扰。奇怪的是这也应用在了尸体上。事实上这看起来不错(译者按——钢铁长城封门战术失效?)事实上看起来还不错,尸体不再是石头了,可以被推动一下,看起来很棒。

Climbing… the vehicles can get on all sorts of obstacles now. How that will influence the gameplay (for example mediums getting through mountains previously inaccessible), I have no idea. As I mentioned, the movement is much more fluid though, that counts even for overcoming obstacles, that previously made the vehicles swing like mad.

爬山,现在可以爬上任何一种掩体了,不知道对游戏有什么影响(比如MT开辟新的上山线路什么的)现在还不知道。就像之前提到的移动更加流畅,也包括越过那些之前让车辆疯了似地摇摆的障碍物

Turning on the roof… I tried to do it several times, including trying to make enemy tanks fall on their roof. Unless you push someone off the clip or some really strange coincidence occurs, it’s not easy to do “just so”. As such, I’d discount this mechanism as mostly marginal, you won’t be tripping vehicles on roofs on regular basis.

翻车特效——我试了几次,试着让敌人翻车。除非你把某人推下悬崖,否则这不太容易做到,所以我认为这是个极限设置,正常情况下不会出现。

Conclusion

It’s neither good or bad, it is new. Personally, I don’t know. Some parts of this new movement mechanism are very good, especially:

- tank movement is very fluid, tanks no longer get stuck on even small obstacles, let alone rails

- handbrake works (needs the sound effect though)

- different behavior on different terrains

- better terrain passability for lighter vehicles (can climb on obstacles)

结论

说不上好或者坏,个人认为不好说。有些是很好的

——操作很流畅,不再会被小东西卡主,单边可以行使

——手刹效果(应加上音效)

——不同地形上的表现

——LT的地形适应性会更好

Some however are bad – and by bad I mean anything from “needs a tweak” to “WTF is this shit” level:

- no handbrake sound effect as I mentioned (yes, it IS important)

- some surfaces are way too slippery

- braking is way too slow, some vehicles have way too much intertia and players, used to current system will not get used to this easily (they will pass obstacles and get themselves open to enemy fire)

- acceleration of some tanks is much slower (Panzer IV)

- hitting an obstacle (stone, wall, corpse) can make your vehicle seriously change direction, resulting in you being shot because you are suddenly not behind cover anymore

缺点:并没有说这TM是一坨翔的意思

——手刹没音效

——有些路面太滑了

——刹车太慢,有些车惯性太大,从现有系统过度要习惯很难(会导致你开出掩体被集火)

——有些车加速太慢(比如4号)

——撞上掩体会导致车子直接转向,一部分露出掩体被打到

It’s a good start. Personally, I’d remove more inertia from the tanks and fix the obstacles, for starters.

这是好的开始,个人认为应该去掉一些惯性并修复掩体的问题,从刚开始的时候。


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