校门前的怪蜀黍 校门前的怪蜀黍
咳咳.......已虚脱........
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第一次搬运 7.8 小平衡更新 越160M Updates for July 8th, 2014 Bug Fixes Player equipped Commanders, Intel Bulletins, Vehicle Skins and Victory Strikes appear again on loading screens Balance Maps After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed. Vaux farmlands Pathing improvements Bug fixes Rails & Metal Pathing Improvements Bug fixes Kholodny Spring Fixed small firing gap in southern hedge near VP destroyed the building in farm area near east player Moved east player’s cutoff player closer to their base and refined area Added two small infantry only lanes to increase ebb and flow Minor pathing fixes Minor cover adjustments Base alignment Semois Winter Moved a bunker back in the north base Deep snow refinement Minor pathing fixes Minor cover adjustments Removed the ability for tanks to Sink from shallow streams Langres Spring Adjustments to north cutoff area Added infantry access point to north base area Minor territory refinement Minor pathing fixes Minor cover adjustments Base alignment Soviets There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduced damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry AT useless. With the reduced damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings. It had been killing OKW truck buildings ridiculously quickly. The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quickly enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap. HM-38 120mm Mortar AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1 M1919 Maxim Heavy Machine Gun Team Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second KV8 Flamethrower damage reduced from 27 to 16 Overdrive Hotkey changed from D to V Tracking Hotkey Changed from R to I US Forces Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over-extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduced. For a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap. Defensive Stance Suppression bonus reduced from 0.025 to 0.015 M10 ‘Wolverine’ Tank Destroyer Now has hold fire M36 ‘Jackson’ Tank Destroyer Now has hold fire T30E13 HVAP-T Armor Piercing Rounds Hotkey changed from H to V Volley Fire Receive Accuracy modifier reduced from 50% to 40% Cooldown Weapon Modifier added by 0.125 on the last volley Suppression increased on the last volley from 0.01 to 0.03 Wehrmacht With the changes to Blitzkrieg providing max speed we felt that it was a change going in the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations. Blitzkrieg Maximum Speed Modifier reduced from 1.5 to 1.35 OKW Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also a defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel-starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision (eds. note: "previous"?). We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it will prioritize infantry over vehicles. Kubelwagen Health increased from 160 to 190 Flak Emplacement Cost changed from 130/25 to 250/10 Puma Aim Shot can no longer target buildings Will no longer share damage against units in garrison IG 18 7.5cm Infantry Support Gun Priority changed to prioritize infantry over vehicles
关于进攻与防守,基础选择(新手向) 最近在打PVP的时候总是看见有些新手,用象式打头阵结果被苏军AT手雷、AT、SU85伺候 结果导致全盘反甲无力、被IS-2反推至家,最后团灭。还有用SU85集群追杀残血虎式,最后被GD断腿、AT、PG围剿。 各种例子层出不穷,第一次写技术贴。 进攻 消灭敌人有生力量,以取得胜利 防守 消耗敌人有生力量,为进攻创造条件 我们把进攻与防守的要素分成三种:能力、方位、时机 (对!就是天时地利人和) 能力 英雄连2里面的各种单位有不同程度的能力,能力的判断需要依赖一定的游戏经验,并且熟悉各种武器装备的性能效果,其中包括火力、机动性、装甲、血量、射程、射界、视野和资源消耗还有技能。 例如像动员、GD、222和M3(载上喷火工兵)这类的,较强的进攻能力:优秀的机动性和有效攻击范围,较低的资源消耗。在进攻有困难时,这样的单位往往一上场就能给对方的防守造成不小的压力,这样在逼退敌人进攻的时候,创造的时间让你迅速推进部队。 相反例如像MG、AT、三突或者SU85这一类的,拥有较强的防守能力,虽然射界机动性血量装甲什么全都一般,但火力很猛射程很远的,能在敌人进攻的时候能有效阻挡并且消耗有生力量的单位。 再者 进攻和防守能力较次的一些单位:迫击炮(人品)、防空M5、喷火250(防护、血量)、狙击手(消耗)PG(消耗、防护)等,由于优点补不起某方面的缺陷,所以只能屈居二线进攻或者防守单位 这样就分成了4大类单位:主要进攻单位、次要进攻单位、主要防御单位、次要防御单位。 游戏中我们的主要目的就是: 自己的主要进攻单位去攻击别人的次要防御单位 自己的次要进攻单位去骚扰别人的主要防御单位 自己的主要防御单位去抵挡别人主要单位的进攻 自己的次要防御单位去防御别人次要单位的进攻 总的来说:就是让单位正确地发挥出应有的能力 方位 相对于能力,如果用好了方位能让自己的单位在地图上肆虐,而让对手的单位处处磕碰。其实这个就包括了进攻时的走位、防守时的方向。 进攻时的平推还是侧袭,并不是说遇见对方的防御阵地时侧袭一定就好,在没有防御的时候平推就一定好,在判断进攻路线之前,更应该判断对方的兵力,是否能对你造成威胁,或者你的进攻能否对对手造成一定损失。 假设你的手中有一辆2CM的222,而对方有两个马克沁镇守路口,你会选择迂回么。 或者对方拥有两个马克沁和一个AT,你会直线冲过去么。 不过,你在222升级完2CM之前会选择进攻么 特别说一下冰面是一个很蛋疼的地方,但并不代表它不能成为一条迂回路线,也许你吃过冰面的苦头,但在迂回的时候,也别忘了它,LZ曾经被KV-8从冰面迂回,结果两个筒子PG和AT、MG、工兵都被团灭了....... 在进攻受阻的时候,更应该确认能否突破,如果突破不了应该早早撤退,而不是跟对手死磕,因为消耗你的有生力量本身就是对方的目的。 防御时方向的选择就比进攻是单纯得多,用有效的单位对着敌人出现的地方就行了。不过这些也许要积累大量的经验来预判,当然预判并不是那么简单的事,所以德军和苏军的飞行侦查才需要80和60弹药(苏军的是60吧,这个版本一直在玩德军都没注意过苏军的侦查)。 迫击炮出现在对手机枪蹲点的地方,机枪出现在对手步兵推进的地方,让AT出现在对手坦克突进的地方。 说起来简单,做起来确实有些难.....一般初级玩家和菜鸟的区别就在这了。 对于遇见经常被断点和包抄的时候来说,不如直接放弃一些地方,只保住某些关键点,全力进攻让对手同样被自己断点和包抄。 总的来说:就是让单位呆在正确的地方 时机 对于时机的概念,我举俩个例子: 在开局3分钟时,你的两队突击掷弹兵把对面的一队动员打得只剩一人并且撤退了之后,你会选择追击么,我的答案是继续追击,因为在开局3分钟时,这一对动员已经是主力了,而你已经挫败了对手,这不是进攻的大好时机么 在开局9分钟时,同样你的两队突击掷弹兵把对面的一队动员打得只剩一人并撤退了之后,你还敢追击么.....也许在进攻的路上会有俩MG用枪口对着你。 其实我们在时机的选择上.....应该更加谨慎,判断依据也不应该只是动员。应该是更抽象些的:敌军主力 继续上面的例子,开局9分钟后,你用两队GD+一队PG打退了苏军的M3喷火工兵+两队近卫或者两队ST,然后大摇大摆地推进吧~(不过你要保证没有多大的减员才行) 当然,在游戏后期,大多数的装甲部队才是主力军,这样的主力意味着你需要更多的资源投入才能占得优势,而且这种优势也不会像初期一样十分常见,所以初期的基础奠定了后期胜利的条件。 翻盘这样需要运气和技术的结合时候真心难得一次,特别是后期在对手用坦克集群冲向你的AT的时候,这样的机会更应该判别是真还是假。 防守的时机相对于进攻,会更多,因为攻击本身就是防守,只是风险更高,收益也更高。 在进攻的同时工兵就应该在占领区建起工事、埋下雷、部署机枪、迫击炮和AT,看起来简单,但这些手段十分有效。 苏军在这方面占很不错的优势,一种雷对付所有东西,德军的泰勒只能对付装甲、群雷只能对付步兵,虽然效果拔群,但没有弹性。 相对于苏军的地雷,德军的碉堡可是变态的存在,150人力+60弹药 可补人可加血可机枪 基本上只要在开局初期时,在关键点建了碉堡,基本上就能确保区域的收入。 嘛~又是总结一下:让单位在正确的时机进攻同时迅速防御
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