三川军一▫
aweli
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为甚么没有人?
【二十三年的波音】
跨零时在线,吞当日活跃度 因游戏内没有客服入口,到这里反映下情况。请运营看见后,与我联系。谢谢
入坑几天一些想法 一,游戏定位卡的尚可。硬核坦克世界之下,一众卡通幼儿园小坦克之上,确有一块手残肝废心不甘市场,只要做出特色,当有潜力。 二,游戏开发应是国外工作室,游戏引擎无疑需二次优化,尤其是手机GPU负荷跟物理效果两样。从版本更新频率看(最近一次还是半年前)可能堪忧,国内这块是金主也好,大代理也好,这个关键点不知能否拿捏住。 三,现版本游戏内战斗偏快餐,离山口丁远,离卡通小坦克近,应还是保持等距较好。帝国战这个模式,画蛇添足程度,还不如弄个吃鸡。 另外,游戏总界面,各活动各活跃度,太多太复杂,引导性不清晰哪怕项目不减,入口可以优化合并一些。 四,游戏币控制上限,本意是想拉长游戏成长期,但已存在各线混编等级研发大法,还这么做是否有必要。 五,关于氪金,现版本福利尚可,氪金车银币车体属性接近。但后期重氪抽卡升指挥官会有明显优势,目测会达到百分之二十到三十差距,平民口碑有劣化可能。一个游戏,收入靠氪佬,但源头活水一直有,要靠平民群体觉得还能扛,维持住不能缩水。 六,请运营方重视多渠道宣发。虽是国内服,也见过公屏有老外,说明是不是国内外各加速器渠道也可以进一步开发下?另,酷酷跑这家,请务必要重视。 七,结算有点迷,见附图。一场觉得比较正常,另一场排第二觉得有些莫名其妙,如占点权重高,其实也没问题,结算界面,体现出来即可,不要后台数据自己来。
灵魂一问——齐射型导弹 如题。大家都知道,一级默认弹跟二级的长剑20,三级的139,都是齐射型导弹,并发2~3发。 热门武备之所以热门,绝对不会没有原因。 第1点,多发破防效率高,简单实惠。 第2点,本条才是重点,记得拿笔划下来。同为1×1发射位前提下,弹药基数相同(比如)32发,那么单射型导弹,打满全场用尽,共可发射32轮计32发; ——然鹅震惊世界的是,装填双齐射型导弹的话,打满全场竟然也能打32轮,计64发。 以此类推,1×1发射位,三齐射导弹,全场投送量即96发,而弹药基数不变,仍是32发。那么,像一级默认PC3艇这种1×2式多联装发射架,装填三齐射导弹32发,则实际弹药投送,理论上可达到突破天际的192发! 所以,再叠加破防效率,跟短装填效应,任何二级房单装单射型船只,与满装长剑20的伯克1跟D37拼单位打击效率,无疑,都是以卵击石。三级房亦然。 那么灵魂一问来了—— 这究竟只是一个无意间打破了各型导弹平衡性的bug呢? 还是毛子为了开服攒人气,先开个后门,默默送大家点甜头,等生意上去了再收回去。就像小黄车,你看中的是优惠,人家看的是押金……?
雷达导弹问题 请教大佬,几个小问题。 一,雷达显示屏,有时能显示各方向来袭导弹轨迹,有时又不显示。这个,是高级导弹能部分隐身,低级导弹不能,还是纯粹是个bug问题。 二,个别高级弹,比其弹种多一个永久锁定属性。请问这个是指,在命中目标前,需人工保持雷达锁定状态,还是指此弹独有抗干扰功能? 三,有些部件例如机炮,点已装设备,会显示以达到最高限制,但实际上,仍旧可以买后面更高级别的安装。请问这个最高限制,具体是怎么个限制。
看这里就对了!!是你找的 全是干货,直接分享 手把手学习今年买车买房
东方双狮FAC08004D0作业 首发作业。某宝九百入,发货地显示深圳。矿物玻璃鱼缸,中心略较其他鱼缸款微凸。锁盖无背透(讲真论质感,东方星以下机芯背透无意义),此系列后盖均未标日本制造,应为日本以外组装。机芯手卷+自动模式,上弦手感较2824脆,走针力度接近2824,声音比全自动老46芯有力。运气很好,全天佩带,走时天文台水准。双狮用料扎实,机芯稳定可靠,较诸低端瑞表,性价比其实高不少。周围年轻辈基本无人识,四十年间,从恨不能一人一块的国民表沦落至此,究竟是钱多还是人傻,或兼而有之?附上手效果两张,手机摄像头略渣,见谅
双狮万花筒FAC08004D0作业 首发作业。淘宝港表代购九百入,发货地显示深圳。矿物玻璃鱼缸表蒙,中心略比其他鱼缸款微凸。此系列后盖均未标日本制造,应为日本以外组装。机芯手卷+自动模式,上弦手感较2824脆,走针力度接近2824,声音比全自动老46芯有力。运气很好,全天佩带,走时天文台水准。双狮用料扎实,可靠,性价比其实甚高。国内年轻辈,基本没有认识的。附上手照两张,手机摄像头略渣,见谅
问个可能**问题:结算总分排名第一有时不是MVP 如题,诚意请教
据说,鬼故事跟春夜最配哦… ———[北洋第一舰队]管带招募中,要求海战生涯两千场(小号另议),六级非金币船在港,专业驱逐航母潜艇优先。诸君有意加入,请先加北洋水师威海卫公所验证,Q群号580578339……
重发【<北洋第一舰队>招贤帖】 本人不限号开放测试下水,平生素仰慕海军列强军魂,受早年日本影片《啊,海军》自强奋进精神感染,座舰以所罗门海战名将三川为号。 初,作散人野斗数旬,稍有进益,因ID关系,由好事者引荐,入日本帝国舰队。数月间,仍长作野人独斗,然屡被TK,麦中痛詆者有之,曰打的就是你小日本!本人作答,满清洋务运动,北洋水师自满止步,覆灭于旅顺,日本明治维新,倾上下之力,海军勃兴于东海。人有一长,国固所需,何不学习之?然并卵,立毙于队友管下者无算,其状惨甚,死不瞑目。后蒙高人指点,得尝夙愿,入北洋第一舰队,任见习管带。前桅从此高悬黄龙海军旗,昂首阔步,鏖战海面至今。然舰队苦于庙小,大神阙如,逢周舰队战,每每竟无编队出战。遥望远海,各大舰队激战正酣,只得搓拳擦掌,屡兴喟叹,空有拳拳建勋志,无有袍泽助我来。舰队有大小,入坑有先后,然海军情怀如一。欲继北洋遗志,一血百年海军耻之士,还望不弃。中国海军进军蓝水,制霸西太平洋之伟业,虚位正待足下!(附舰队Q群号。诸位管带申请入列,望以游戏ID为盼)
卡匹配界面 昨天开始,又出现公测不久时的史前Bug,长期卡自动匹配界面进不去,点取消,无反应,强关客户端,重启后黑屏。望有关方面注意,玩家坑队友事小,bug坑业务挣钱大计事大
航迹问题 本人硬件极差,所以长期设置为低效,特效仅勾选“舰船表现”一项,只求能作预判。此次版本更新后,确实也出现了勾选舰船表现不变,但除本舰外其他舰船航迹消失的问题。昨日偶然一帖中有层主回复一法,经验证,确有效。 具体操作如下:视频总体设置调为中,重启客户端,进入后,切记务必匹配先打一局,如机器太卡怕坑队友,可选人机。结束后,再自定义调回先前低效各项,点确定,重启客户端,可重现航迹。 注意,如总体设置为中效,重启后不进行匹配,直接调回低效再重启,则航迹问题不会自动修复
12.9更新版本问题反馈帖 开一帖,作为向开发组反馈版本问题的渠道。建议管理于每次版本更新后都开一帖,以便集中收集第一时间反馈。 先来: 今日更新后,出现一直持续匹配界面,但实际已开局(组队队友已开打)的情况,并无法点击取消匹配。关闭客户端重启,出现黑屏,但有港口背景音效。反复重启,上述情况没有变化。
混战新战法 各位车长,有没有觉得混战越来越乏味了呢。有没有觉得慢车打江山,快车吃白食呢。有没有觉得各国车狗斗毫无团队感呢。不要紧,在下突发奇想出来一个想法:混战中,四国坦克分国别站到一个战壕,既然兄弟,就为一个目标共同战斗吧!
steam上1.02和1.03补丁已出,有能人知道怎么下载的吗 steam上1.02和1.03补丁已出,有能人知道怎么下载的吗 1.02较重要更新:敌潜艇开始隐身,发射鱼雷前难以被发现和攻击;潜艇智商进一步提高,舰载机攻击时会自动下潜(航母反潜战术失效,舰队中还是需要留艘驱逐舰以备不时之需)。航母进行战斗后,损失舰载机在进港休整前不会自动补充(纯航母派一场接一场、bug一般的传奇战斗终止...)。舰长级别高低,切实影响火炮精确度及操舵灵活性。战略海图界面压缩时间前进,周围有大量AI时,不再卡顿。战斗中不再有AI停航屁股对敌现象。指定射击目标后,AI不再出现私自改为射击最近目标现象。高阶舰长现不会自动跳槽到新锐大舰,转岗由人工调整。 Patch 1.0.2 Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack. How the AI deals with submarines has been overhauled in this patch: Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship. Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible). Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels. Changelog: Submarine AA no longer defies physics, will no longer work whilst submerged. AI ships are now ambi-turners Surrendered ships will display a white flag. AI no longer shoots at surrendered ships. Prelude to Matapan 1 - British ships will correctly “escape” when exiting the correct side of the arena. Battles where no enemy ships are defeated no longer give XP (prevents an exploit with sub vs sub battles) Fixed an issue which was slowing down AI ships on the campaign map in crowded areas. Player’s Captain will no longer be auto-assigned to the largest ship unless their ship is destroyed. Captains can be manually reassigned via the menu on the world map. Submarines will revert to manual control when clicking on the “Submerge” icon (fixes issue where submarines would refuse to submerge because the AI wanted to stay surfaced) “Salvage ship” changed to “Recover ship” to be clearer in the shipyard that it’s paying to recover a previously destroyed vessel. Reduced spread of ship spawns, Convoy attack placement limited to one side of arena. (this should prevent the “Leroy-class Carrier” going solo situation…) Escort mission convoys move slightly slower (though they still have a speed boost over non-escort mission cargo ships) Weapon fire which fails to penetrate armour now has different sound/particle effects to a solid hit. Cannot create a purely sub vs sub custom battle (it’s pretty dull when noone can hit anyone…) Battleships now turn to broadside when in range. Battleships and Carriers prioritise high value targets. Battleships Carriers and Cruisers will fire available weapons at targets of opportunity if main target not in range. AI controlled ships will now avoid torpedoes and torpedo bombs (higher level captains in faster/more maneuvrable ships will do better at this) Fixed an AI accuracy bug causing ships to fire ahead of target Delivery missions will no longer have you collect the documents before the mission is assigned. AI captains will no longer decide to target something else if you’ve instructed them to attack a particular vessel. Fubuki class destroyer crews have finally found the torpedo launchers. AI ships will try a little bit harder not to torpedo friendly units. Depth Charges should work a bit more reliably at higher game speeds. Submarine UI/AI changes - see above. Planes are now also visible when zoomed out on the tactical map. Custom battles will now always have two different colours of UI for the opposing teams Torpedo bomber torpedoes slowed down. Fixed bugs which were preventing Dive bombers from being effective. Damaged friendly ships will properly engage the enemy when under AI control pre-1.0.1 saves will now stay deleted Fixed depth charges skipping across the water. Projectile spread improved, Battleship guns will no longer be so "shotgun" (at least for higher level captains). Cruiser guns will correctly spread rather than all hitting the same point. Ships now show their anti-air strength and range in the shipyard. Ships show the flag of the historical country of origin in the shipyard. Fixed a bug where the campaign couldn*t finish with no enemies to fight, those of you who have conquered everything should have the game end correctly. Crew can put out more than one fire in a turn, fires less likely to instakill the crew. Enemy ships will require more damage before they think about fleeing. Safe retreat is now based on the enemy weapon range, rather than a fixed radius. Higher level AI should be more accurate with its fire. ship HP increased - battles should last longer. Torpedo bombs now spread on dropping. Torpedo bomber squadrons will spread their aim a little rather than all aiming for the same point. AA won*t shoot at dive bombers until they*re into their dive long range fire arcs higher 1.03较重要更新:舰只解锁速度减慢。鱼雷装填进度减慢。搜寻失踪舰只任务开始有大致方向提示。亚码头船模正过来了!!! Patch 1.0.3 Live9月12日 - FRASER EVIL TWIN Thanks to everyone for their feedback so far, here*s another raft of bug fixes and features including smoke screens! Full list of changes: - Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon. - Bomber behaviour and accuracy should now be unaffected by framerate. - Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight. - Fixed a bug where planes would dump their payload in the sea after a dogfight. - Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier. - Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships. - Stopped the retreat indicator from showing after a ship*s retreat order is cancelled. - Ships can now retreat in custom convoy/blockade scenarios. - Fixed a bug where torpedo bombs do damage while still arming. - AI on ships with defend orders now target enemy ships more sensibly. - Custom key bindings are now saved between game sessions. - Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn*t forget how to turn when it is firing in range. - Mini-maps now have borders. -Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled. - Gun reloading sound only plays when currently focused ship is under manual control. - The Yamato-class model has been fixed to look more accurate. - The Independence-class model no longer sails around backwards. - War bond reward for taking a port is now proportional to the port*s defence level. - Torpedoes now take longer to reload. - End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port. - Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son*t tell you to search for the wrong ship - Fixed a case where custom battles could start up half way between tactical mode and follow ship mode. - All achievements should now be both working and possible to get. - Ships should now unlock slower in the campaigns. - Aircraft no longer respawn until you enter a friendly port to repair and resupply. - Option added to restrict purchasable ships only to those originating from the player*s navy. - Shipyard can now be filtered by ship type. - Game no longer gets you to defend an enemy port from an allied attack fleet! - Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward. - Littorio-class battleship now has a torpedo belt. - Increased warbonds earned for sinking enemies. - Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems. - Uranium escort ship no longer spawns far ahead of the player*s fleet in combat to get itself blown to bits. - Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship. - Ships should now stay in the arena in the relevant scenarios. - Ships now follow player*s commands properly when in a blockade mission. - Subs now explode like other ships when killed on the surface. - Removed the less than entirely useful Chitose Mk I ships from the campaign. - Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly. - AI is a lot more cautious about firing torpedoes, should prevent most friendly fire. - Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated. - Deployable fleet limit in both campaign and custom battles increased to 20. - Optimisations on ships, planes, physics, and particles. - Custom battles sort enemies by point value by default now (same as the player list) - Fixed a bug where a sound could occasionally play much louder than intended. - Submarine engine noises stop whilst submerged.
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