Darkneece Darkneece
关注数: 0 粉丝数: 24 发帖数: 12,500 关注贴吧数: 5
新DLC更新的各种数据(貌似没人发过) 十字弓数据: 准度(所有种类): 站立 瞄准: 0.00/0.80 站立 腰射: 1.00/1.50 蹲下 瞄准: 0.00/0.80 蹲下 腰射: 0.50/1.00 卧倒 瞄准: 0.00/0.80 卧倒 腰射: 0.50/15.00 后坐 左: .335 后坐 右: .355 后坐 上: .20 普通箭: 伤害 100-60 距离 20-50 速度 100 重力 -9.81 平衡箭: 伤害 80-50 距离 20-100 速度 150 重力 -2.0 爆炸箭: 命中伤害 200 溅射伤害 112 爆炸半径起始 .2 爆炸半径终结 .5 速度 45 重力 -11.0 (伤害受各种加成影响,打直升机最多可以有312伤害,打坦克则不能) 探测箭: 伤害 10 速度 150 重力 -9.81 枪械修改 M416后坐 左 .15->.10(Buff) 后坐 右 .20->.30(Nerf) 后坐 起始 1.8->2.0(Nerf) AUG 后坐 起始 3.0->2.6(Buff) L85A2 后坐 左 .30->.28(Buff) 后坐 右 .30->.28(Buff) FAMAS 后坐 右 .60->.55(Buff) QBZ-95B 后坐 左 .335->.30(Buff) 后坐 右 .335->.30(Buff) G53 后坐 上 .28->.24(Buff) LSAT 腰射 站立 静止 4.25->4.00(Buff) 腰射 蹲下 静止 3.50->3.25(Buff) 腰射 卧倒 静止 2.75->2.50(Buff) 腰射 卧倒 移动 4.50->3.50(Buff) Type88 LMG 后坐 上 .50->.36(Buff) L86 重枪管 腰射 惩罚 1.70x->1.17x(Buff) M26 MASS 瞄准 静止 散布 .40->.10(Buff) MP412 腰射 站立 静止 1.50->1.25(Buff) 腰射 站立 移动 2.00->1.75(Buff) M5K 后坐 上 .50->.25(Buff) 后坐 左 .30->.48(Nerf) 后坐 右 .30->.48(Nerf) 消光 腰射 惩罚 1.00x->1.25x(Nerf) DICE未公布的改变 选支援兵的话能用M93R、.44 Magnum的员工枪(界面显示两把一模一样的枪) M93R+激光腰射加成:.67x 44+激光腰射加成:.67x MP412、 44 Magnum受压制时的准度 +1.50->+1.00 (Buff)(不是100%确定) MK11, SVD, QBU, M417, M39 受压制时的准度 +1.50->+2.00 (Nerf)
自动TK惩罚系统翻译——————————标题长一点 1.1 General Tracing Approaches 基本追查方法 The record of different actions, which affect the update of ratings and statuses is based, take place during the battle. The account may have one of the following statuses: 帐号有3种状态 1.Clear (not a teamkiller)正常 2.Under suspicion 嫌疑 3.Teamkiller 队友杀手 A player possesses local and global statuses “Clear” on default and the respective ratings equal zero. Statuses depend on the changes of the respective ratings. The update of ratings is underway both during the battle and after it. 玩家默认的状态是“正常”,根据评定的改变而改变,评定在战斗中实时记录 Teamdamage and teamkills (as extreme cases of teamdamage) are used for defining the degree of suspicion. Some cases of teamdamage and teamkills should be considered separately. 打伤、TK会增加嫌疑度,某些情况下会分开考虑 If the account has been identified as a teamkiller and has received a ban for it, its global status is reset to “Under suspicion” after the ban is over. The global rating is also set to the indicator equal to the first extreme   valuation of teamkilling (see Extreme valuations and factors for teamkilling). 如果TK者被BAN,BAN号期结束后状态改为“嫌疑”,(后面没看懂) 1.1.1 Special cases of teamdamage/teamkills 特殊情况 1.1.1.1 Non-teamdamage 非队友伤害 The following cases are NOT teamdamage: 以下情况不属于队友伤害 • Self-destruction 自爆 • Damaging the player whose local status equals “Teamkiller”. They can be destroyed with no further punishment. (ATTENTION! Only a player with special signs (described in the paragraph 2.1.1) is counted as a 'TeamKiller' 打伤本地状态为“队友杀手”的玩家,可将其击毁而不受惩罚(注意!有特殊标记的才是队友杀手) • Damaging the player of one’s own platoon. Though formally the player is part of a team, they can deal with the problems of the platoon on their own. 打伤组队队友,虽然也是自己人,不过他们可以自己解决 1.2 The Degree of Responsibility 责任度 The following indicators increase the degree of responsibility: 以下标志提高责任度 • On one’s own base: damaging the player who happened to be on the team’s base 在自己基地:打伤自己基地的队友 • On enemy’s base: damaging the player who happened to be on the enemy’s base 在敌人基地:打伤敌人基地的队友 *The degree of responsibility increases seriously in case of relapse. (不太懂) 1.3 Penalties and Contribution 惩罚与赔付 Regardless of the status (local or global) the player who has done a teamdamage or a teamkill should be fined and pay with experience and credits after the battle. Apart from that the teamkiller pays contribution to the player who was   killed for teamkills (not teamdamage). 不管何种状态的玩家打伤或打死队友战后都会被扣钱和经验,此外如果击杀队友还会赔钱给被杀的队友 For calculation the following rules are applied: 以下为计算规则: 1. Experience and credits are counted for any teamdamage as for a rival team player. They will be doubled and taken away from the overall quantity of experience and credits the player gained in this battle. Further on in this instruction  
新的6.4升级内容 World of Tanks v.0.6.3.10. - v.0.6.4 expanded patch notes: Vehicles/balance: - Added new vehicles: premium heavy Lowe and KV-5, intermediate KV-13 and Pz38NA, tier 8 SPGs: Object 261, GW-E serie, T-92. - Redesign hit-box for Maus on the basis of new "skirt" type of armor. - Fixed hit boxes for IS-7, JagdPanther, Tiger, VK4502, Ferdinand, JagdTiger, M41. - Fixed minor inaccuracies in hit boxes for several tanks. - Fixed inaccuracies in visual models and textures for the majority of vehicles. - Add new visual gun models for VK4502, Ferdinand, Tiger II. - Rebalanced specifications for all SPGs. - Readjusted camouflage values while movement and at rest. - Readjusted camouflage values while firing for all guns. - Readjusted shell velocity for all guns. - Readjusted maximum firing range for the majority of guns. - T-54: top engine substituted for 700 hp V-14, weight for top turret increased by 500kg. - Fixed bug with the gun mantlet armor for Object 212 - Multiple balance adjustments for the majority of vehicles. Battle mechanics: - Added extra checkpoints on tank models for more accurate visibility checks. - Readjusted visibility calculation for multiple bushes if they are within 15m range away from the vehicle. - Engine now catches fire, if is has received certain fixed amount of damage, which is the same for all vehicles. The purpose is to reduce the ability of low-tier automatic guns to cause engine fire. - Changed fuel tanks fire mechanics. It catches fire when it is destroyed now. - Changed mechanics of "Fill tanks with CO2" equipment, now it increases durability of fuel tank. - Changed firefighting mechanic: fire strength decreases with each second. The exact value differs from vehicle to vehicle and is multiplied by average crew firefighting skill. As soon as fire strength reaches zero (and the vehicle is not destroyed), the fire is put out. - Changed effect for credits and gold first aid kits, repair kits and fire extinguishers: Credits repair kit fixes 1 chosen damaged module until the end of battle. Gold repair kit - all currently damaged modules until the end of battle. You can put both repair kits on the same tank together. First aid kit works the same way. Credits fire extinguisher extinguishes fire immediately after you manually activate it – by pressing its button in-game. Gold fire extinguisher automatically extinguishes fire 0.5 seconds after tank catches fire and will reduce chance of catching fire by 10%. - "Extra combat rations", "Case of cola", "Chocolate" consumables are now automatically activated at the beginning of the battle. - "Removed speed governor" equipment now damages the engine 50% faster. - Changed damage mechanics for tracks. You can damage tracks if you hit the leading or the rearmost wheel of the tank. It will be much more difficult to detrack it by hitting middle part of the tank. - Reworked vehicle movement system – stucking at vertical surfaces and map borders is nearly completely eliminated. Reduced chance of getting stuck in terrain objects.
空中这回下的真的是臭棋 首先这种做法失了人心 比如说我在内测靠着送的金币充VIP把D系玩透了,那之后怎么办?很简单,大车留着收藏,车位够就继续玩M系或者S系,不够就注册个小号玩,VIP是肯定要充的,毕竟封测内测尝到甜头了,由奢入俭难嘛,没准还弄个金币车打钱。如果空中的决策是保留科技树,那么我就用不着在重复一遍升级直接把原来喜欢的车买了就好了,弄不好我还会直接换银币买。可现在被空中来了这么一手,先前搞文字游戏,现在来个“拿钱来!否则重新体验坑爹路程!”(更不用说充值比例还是1:50,虽然不是正式消息),你觉得谁会愿意?不是不让你赚钱,但我花钱也得图个舒服不是么,说实话15号之后我的路线规划都想好了,结果被这公告弄得兴趣全无。要知道1个顾客背后是15-20个潜在的顾客,这点我想空中的人不会不懂吧,我玩得时候可是一直在拉人来玩的,人都走了谁给你拉人气?谁给你充值? 其次,做法得不偿失 根据昨天泡论坛贴吧得到的玩家意见,无非以下几种: 1、***,把劳资的经验放到拖拉机上,摆明了要劳资掏钱,恶心死劳资了,还不如删掉,绝对不充值! 2、无所谓,就当重玩,反正劳资也不充值 3、本来想充值继续完善科技树或者打其他系,删不删倒无所谓,但被公告恶心坏了 4、充值是为了组队打,图个乐 1和3是最大的消费群体,空中本想让1掏钱,结果这个傻X决策恰恰得罪了1,而且把3也得罪了,愿意继续玩的2却普遍是有时间没钱的主,4虽然可能数量不少但绝对不够空中盈利。结果就是玩的人不淘钱,愿意掏钱的不玩了,当然你可以说空中的人研究国人心里不比你强?国人都是贱骨头,最爱边骂边上了,可能真是我研究的不够,但我觉得论坛上都是玩家真实的声音。 总之,这棋下的太臭,怎么补救就看空中自己了 PS:我希望的删档方法:方法1是留科技树。方法2是全删,然后封测玩家给1000金10000全局经验,内测玩家给500金5000经验,23号-3月15号注册的给300金1000经验
1 下一页