12月1日你问我答 计划增加新的勋章奖励
- the objects that currently don’t stop any shells (for example telephone poles and such) will not be affected by the soft object penetration mechanism 某些不会阻挡炮弹的物体(比如电线杆啥的)不会受到软物体被击穿机制的影响. - right now, it’s not even theoretically considered to allow shells penetrate multiple easy-to-penetrate tanks in a row (with penetration loss) (SS: a player was asking whether it is considered for example for a Object 268 shell to penetrate several MS-1 tanks in a row, destroying them all) 现在,即便在理论上都没有考虑过允许炮弹打穿复数个容易击穿的坦克(以穿深损失为代价)的机制(SS:有玩家问有没有考虑过比如说一个268工程打穿了一串MS-1然后全部干掉的事情) - developers on the alleged “too many TD’s” issue: “The rumors about the TD domination are too much exaggerated. At this moment, there are less TD’s than HT’s (we are talking about top battle tiers) and there is roughly the same amount of TD’s as there is of mediums” and “In fact, the gameplay on TD’s is quite boring and monotonous, when compared to LT’s, MT’s and even HT’s. So players played a bit with the new accuracy and then went back to play on their favourite vehicles.” 开发人员关于所谓的“太多TD”的问题:“关于TD统治游戏的传言太过夸张了,就现在而言,TD的数量少于HT(我们在讨论顶级车),TD的总数和中坦差不多”还有“实际上,和轻坦中坦甚至重坦比起来,游戏中TD的打法相当无聊且单调。所以玩家在精度提升后玩了一点TD,然后又回去玩他们喜欢的车型去了。” - Jagdtiger 128mm L/61 gun and WT Panzer IV 128mm L/61 gun are two different weapons, that’s why they have different XP cost 猎虎的128mm L/61和四号武器运载车的是两门不同的炮,这就是为什么它们有不同的经验需求。 - Aiming mechanism in WoT being unhistorical? “And why not, we don’t have a simulator after all” WoT瞄准机制不史实?“为什么不呢,我们终究是不会做一个模拟器的”。 - penetrable buildings will come (when it’s done it’s done) 会做击穿建筑物的机制(做好就有了)。 - it’s not to possible to shoot through holes in destroyed player tank wrecks (SS: wreck modules are very simplified and solid), but it’s possible this change will be implemented 不能把炮弹从玩家坦克残骸的洞里打过去(SS:残骸模型是非常简单的而且是一整块实体),但这有可能会做出改动。 - the mechanism to allow regular tanks to be turned into premium tanks will not be implemented 常规坦克转换为金币坦克的机制不会有的。 - the mechanism to allow regular tanks to use the crews for different tanks without penalties will not be implemented 常规坦克无惩罚的使用其他坦克车组的机制也不会有的。 - there are plans to introduce even more stuff than in-game world map (CW) and tournament mode 有计划往游戏中的世界地图(领土战)和锦标赛模式里加入更多的东西 - there are plans for new medals (awards) 有新勋章(奖励)的计划 - the nominal armor in tank data is always the maximum armor thickness of that respective armor side (SS: as in, if a frontal hull plate has a small strip of 150mm armor and the rest is 100mm, nominal thickness in tank sheet will be 150), the nominal thickness however doesn’t include things like spaced armor and mantlet 坦克数据中标称的装甲数据总是一面装甲上最硬的部分(SS:也就是说,如果正面车体有一小条150mm的别的都是100mm,纸面的厚度就会是150),然而标称装甲值是不包括间隙装甲和炮盾之类的地方的 - the mechanism for penetrating destructable objects will work so that each object has its amount of hitpoints, at first, when impacting the object, a shell makes a check whether it destroyed the object or not (did more damage than the object has hitpoints) and when yes, only then the penetration check will take place. (SS: It’s thus possible that if an AP shell with high damage but low pen (below 25mm) will impact with such an object, the object will get destroyed, but the shell will not continue to fly through, despite being an AP round) 击穿可破坏物体的机制中每个物体都有自己的HP值,首先,当击中物体时,炮弹首先做是否摧毁物体的检测(能造成比物体自身血量更高的伤害),如果可以摧毁,在这之后再进行穿深检测[是否有足够扣除的25穿深]。(SS:这种情况是有可能的,如果一发AP弹有足够高的伤害但是低穿深(低于25mm),击中物体后物体会被摧毁,然后炮弹不会继续穿过物体飞行,尽管它是一发AP弹) [编辑:nak]
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