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大家都拿到未爆弹挂件了吗? 毛子播了四个多小时才下播的,正好能拿到这个奖励。放坦克上还挺有意思的
游戏内商城开始打折了 歼7d和哈立德捆绑包以及强5c和96捆绑包打五折
游戏内商城开始打折了 歼7d和哈立德捆绑包以及强5c和96捆绑包打五折
出新的银狮盒子了 能开出来这些车,有值得抽的吗?
请问屏幕中央的这个绿框应该怎么关掉? 不知道为啥莫名其妙就多了
只有我进不去游戏吗? 美系7.0,等了十多分钟都没进去
你们觉得第四部小说改编成动画的时候这个部分会怎么处理啊? 就是拍电影那里千反田去接折木的地方,第四部小说里明确说了千反田当时迷路了,并没有找到折木家的具体位置,但动画里拍了她按门铃的场景。这个细节还影响了小说里情节的发展,你们觉得到时候是会吃动画设定还是改写小说啊?话说同样是第四部小说里才露面,怎么那只丑陋的招财猫倒是在动画里打了几次酱油,而这段情节反倒是没有注意?
空历几乎都是a2d,什么水平?
这些签名都是谁的啊? 只看出来了桑乔的,正下方的那个是哈兰德吗?罗伊斯是哪一个啊?
为什么法国豹子没有打折
为什么还没更新完,开始游戏按钮就能按了啊?
更新只有5.6个g,需要大约1个小时?
开始了,开始了 一分钟前还是更新完毕状态
总结一下这次的删除内容 第四集、第五集大段内容,第八集 12:40及第九集 5:28 拍电影时的断臂镜头 ,第十六集 10:05处 折木视角千反田胸部的特写 这里面第十六集的删减影响不大,剩余四处对剧情都产生了一定的影响 大家有没有别的地方的补充啊?
请问这个游戏里该怎么拆除建筑物和电线啊?
讨论折木住址的时候千反田为什么不直接说电影会的时候来过呢? 就是两人距离的概算里折木生日会上讨论为什么没有迷路的情况,当时另外三个人都不知道真实的情况,伊原说是千反田电影会时来叫过折木,这时候干脆默认了不就不用那么紧张了?还有就是为什么不愿意告诉他们折木感冒的时候她来看过折木啊?
还是不太能理解摩耶花讨厌折木 既然做了九年同班同学,那折木小学时候的勤劳及乐于助人摩耶花肯定能看到,即便初中三年折木变成节能模式,最后看到毕业礼物时也不至于误解成单纯偷懒吧,还是说摩耶花比折木更冷漠?
请问千反田情人节对折木说的话是什么意思啊? 就是那句“我家对真正亲密的人中元节是不送巧克力的”,从里志和摩耶花间的事情及天文部的对话来看只有情侣间会送巧克力吧,所以这句话是表白了吗?
今天看到日落突然好奇,游戏里的日出日落时间和经纬度有没有关系 就是在不同纬度的位置日出日落时间会不会有差别?还有就是游戏里的时间是按照哪个时区计算的,初始城市吗?
10-24◆〖讨论〗我火星了多久啊? 投弹时长按空格可以进入炸弹视角,这是哪个版本更新的啊?
10-23◆〖讨论〗怎么空战历史和陆战历史都排不进去啊? 等了好几分钟了
10-17◆〖讨论〗在我打开方式不对吗?说好的研发点收益上涨
看完了少歌,还是弄不明白主角的“让大家一起闪耀”体现在了什么 报场时说的是让大家都绽放光芒,但除了成天绕着光转之外什么都没有做,也没有取得任何成果,所以这话只是说说? 还有就是我完全搞不明白主角凭什么赢的,第2、5、9话就靠着对面自行崩溃?第10话呢?实力肯定不如吧,羁绊什么的对面也有啊。论实力、努力甚至羁绊什么的也不一定比得过别的组吧?
10-01◆〖讨论〗5.7到6.7哪个国家胜率高啊? 玩了一天,英苏美德换着玩,结果还是一直输。
十万火急,该怎么出这个坑啊?
05-17◆〖讨论〗请问这是什么坦克? 底盘看起来像4号,但炮塔看起来不像
更新开始了 1.77
拜仁官推怎么对阿森纳这么执着? 拜仁也不是从来没踢过欧联,连着几年这么追着嘲讽过分了吧 转自虎扑
01-22◆〖讨论〗这是什么坦克?二号? 第二张照片里的是照着少战里的坦克拼的吧,看到了了追猎者 傻邱 谢尔曼 雷诺什么的 话说任天堂真的不考虑雇了这个妹子么? 原图链接:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwx3.sinaimg.cn%2Fmw600%2F0062K5qhly1fnp7ln0t8kj30u00jyn0a.jpg&urlrefer=f5608d2c1c6ba5c8224ea419646e1918
01-11◆〖讨论〗这是怎么车啊? 我怎么觉得是su那条线上的,现在还在服役?
那个飘在空中的是什么东西?
10-28◆〖讨论〗请问这个版本是给百夫长1上符比较好还是给 10-28◆〖讨论〗请问这个版本是给百夫长1上符比较好还是给
又有更新了,苏联打美国关中国什么事? A new mission has been added for Enduring Confrontation which is dedicated to the civil war in China from 1946 to 1949. The following nations will participate in this mission: USSR vs USA. 好像还削了机场防空炮?扩大了出生点间距? Airfields will no longer spawn closer than 12 km from each other. The size of the bombing zone has been reduced by 40% to make it more difficult to bomb across an airfield. The number of possible positions for airfields has been increased. A bug which would cause the “attack the enemy base” radio command to show the undetected base for players that had not yet detected it has been fixed. A new feature has been added. At mission start, a pair of ai controlled aircraft will take off from the airfield and circle until an enemy (human controlled) appears within a specific radius. They will then attack the player/s until they are destroyed and will respawn again within 5 minutes. Each airfield will have its own pair of ai defenders. The chance that ai controlled patrolling aircraft on both teams will be active at the same time has been reduced. The height of AA barrage activation over the battlefield will now depend on the rank of participating vehicles: Rank 1 — 1700-2000 m Rank 2 — 2200-2500 m Rank 3 — 2700-3000 m Rank 4 — 3200-3500 m Rank 5 — 3700-4000 m The altitude of AI bombers will now depend on the rank of participating vehicles: Rank 1 — 1500-1700 m Rank 2 — 2300-2500 m Rank 3 — 3200-3500 m Rank 4 — 4000-4200 m Rank 5 — 5200-5400 m The task for destroying enemy AI bombers will now count as complete if all of the bombers are destroyed (in the past it was counted as complete after less than 4 bombers remained). Also, the task which requires you to cover allied bombers will count as complete when at least one of the bombers leaves the location area having survived. A bug which would cause bombers, after having completed their first task, to lose their formation and fly as a group until the end of the mission has been fixed. A bug which would cause the bombers of the “Axis” team not to appear when bombers of the “Allied” team did has been fixed. A bug which would cause AI aircraft, in various missions, to stop responding to commands and continuously fly in a circle or straight line, has been fixed. A new type of task has been added: escort/destroy attack aircraft. The mission of the attackers is to assault any ongoing ground battles. Enemy hunters will now take into consideration players that are approaching or taking off from a friendly airfield, and will avoid attacking them. The chance that hunters will appear when only a small amount of players are in a team (up to 4 players), has been greatly decreased. To complete the task of destroying the enemy ground vehicles and aircraft, it is necessary to first discover these vehicles. If the player finds and activates the task, their team will be rewarded with victory points (⅕ of the reward for completing the task). If task detection occurs on its own due to the approach of the AI vehicles to the front line, or due to the AI aircraft, detection victory points will not be awarded. The range for task detection is higher for players than it is for AI vehicles. The presence of an active friendly spotter increases the detection range for players and/or AI vehicles. The amount of SPAAGs present in vehicle columns has been reduced. Now, if several targets are present, it is less likely that a single vehicle will be targeted by several AAA. The respawn locations for ground vehicles on the front line have been improved. The probability that vehicles will spawn in buildings or forests has been reduced. The logic of ground battles has been changed. Now after the end of a battle, the winning team’s ground vehicles will not withdraw until at least one more battle begins. A bug which would cause ground battles which had just started to end immediately has been fixed. The visual representation of the front line on the mission map has been redesigned. Now, the front line more accurately displays the real, up to date situation for each grid square, which allows for a reduction in the number of contested situations. The probability that an object is in a friendly area, but due to inaccurate visualization of the front line, is actually displayed in the enemy area, has been reduced. A bug, where movements in the front line would not correctly affect the condition of an airfield, has been fixed. Now, when an airfield falls into enemy territory, it will be permanently destroyed as was originally planned. Bases which were previously considered bombing targets, which then fall behind the front line of the enemy, will now be automatically destroyed. The maximum amount of bases which act as bombing targets for each team has been increased from 1 to 2. The victory-points reward for completing mission tasks has been doubled. Additionally, completing a mission will now require the completion of 30 tasks. A new mission has been added for Enduring Confrontation which is dedicated to the civil war in China from 1946 to 1949. The following nations will participate in this mission: USSR vs USA. All mission types Airfield AAA are now less likely to concentrate their fire on a single target if several targets are available. They are also more likely to switch between targets. A bug which would cause AAA to shoot vertically after they had lost their target up until the end of the game session has been fixed. AAA when choosing a target will take into account if friendly aircraft (to AAA) are engaging and will not choose such a target. In the case of AAA already attacking enemy aircraft and friendly (to AAA) aircraft are approaching the engaged enemy, the AAA will continue to shoot the enemy aircraft for a short time, when they will then switch to another target. When there is only one target (enemy) in AAA range, then the AAA will continue to attack that enemy. Other A bug, which left aircraft controls responding while typing messages in chat or in a personal message has been fixed. A rare bug that prevented a replacement of the vehicle driver has been fixed. A bug, where in some cases the enemy ground vehicle wasn’t displayed at short distance has been fixed. Client stability has been improved. The War Thunder Team
『提问』有人买过微软纸牌的高级版吗 怎么这么贵?多了什么内容?
10-01◆〖讨论〗请问前几天的这篇问答有没有人翻译 就是这个,翻过精品区好像没找到 It's time for another round of Questions and Answers! Ground Forces Why does the blast effect of bombs, rockets and HE shells not take into account the armor plate’s angle? The shockwave is a thick air front. Just like any other wave, it flows over streamlined objects or objects set at a high angle with a minimum of resistance. Because of this error, bombs and rockets destroy tanks through the bottom when they hit 10 metres away from them, which is completely impossible since the shockwave should simply skirt around the bottom of the tank. It’s quite a difficult computing challenge to fully simulate the logic of explosive force while accounting for all its characteristics, so we use a simplified calculation. In 1.71, the destructive action of rockets is now calculated using the same rules that are also relevant for bombs. It is calculated more accurately with consideration for the explosive mass and the entire mass of the warhead, so the destructive action of rockets has been significantly reduced. As for bombs, to knock a tank out with a bomb from 10 metres away requires a rather heavier bomb of 500 kg and above. With aircraft in ground AB, right now, you get the ability to take off in an attacker in exchange for two frags. But when you press the button, you can get a dive bomber, a fighter bomber, or even a night fighter with a huge cannon instead of the attacker. Why has it been done this way? It’s preferable to get an attacker when choosing an attacker, since there are special features for fighters and bombers. If fighters and attackers with anti-tank guns do well in tank RB, it doesn’t mean that they’ll do just as well in tank AB. After destroying two enemy tanks, it’s somehow annoying to get a night fighter with a giant cannon instead of an attacker, because a night fighter’s cannon can destroy no ground vehicles. For a greater variety of tactics. Considering that, from patch 1.71, rockets match their real counterparts in terms of destructive force, high-calibre aircraft cannons give skilled players more opportunities because they’re more precise and have higher penetration. Will Japan have premium tanks like the M46 Tiger – for example, the ST-A2B, ST-A3 or ST-A4? There is a chance that it will. Hello! Many ground vehicles have a system installed in which gun rotation and aiming take place in 2 modes, fast and slow. This is most relevant when choosing a vertical lead at firing over long ranges. Will a function like this be implemented in the game? It has already been implemented. Mouse aiming in the game is much simpler than it is in real life, where it was done using the tank’s real control equipment. Previously, with the introduction of thermodynamics for aircraft, there were similar plans for ground vehicles too. Do you still plan to introduce the ability of overheating tank engines, modelling their ‘problems’ when damaged and so on? It would be good to somehow use the existing ability of damaging a radiator in battle. Maybe you already have some details about this? We don’t have any details at the moment, but we haven’t discarded those plans.
『讨论』今天是打工战士出生的日子,命运石之门有没有可能打折啊 『讨论』今天是打工战士出生的日子,命运石之门有没有可能打折啊
英系5.7怎么配车比较好? 百1肯定会带,另一辆带挑战者还是彗星?
全部五折了原来真的是bug
假如京紫暴死,京都有没有可能重新和角川合作? 我只是说假如,这样凉宫三,冰菓二,幸运星二之类的会不会不是有生之年系列了?
这是新天气吗?下雪天,感觉眼睛要瞎了
06-14◆〖讨论〗更新不仅实装了m46的300穿,还实装了 06-14◆〖讨论〗更新不仅实装了m46的300穿,还实装了
05-25* 〖讨论〗几个有意思的问答 海战是soon,给所有人开放意大利空军线是soon,afk的能回来让蜗牛很高兴?再就没啥了…
能哭爹系吗? 4.3的爹系根本没法玩,对面要不然巨无霸平推要不然德系,最近两天二十几句一局没赢,比英系还惨
05-17* 〖讨论〗新的德国记者是银币车 一级车?
05-05* 〖讨论〗胜利日打折开始了吗?
04-29* 〖讨论〗开vpn会被封吗? 虽然裸连也能玩,还是想开vpn,但是最近被封的账号好多,心里慌
04-06* 〖讨论〗好像并没有砍收益 只是服务器出了bug,把所有人的活跃度都变成0了导致收益减少
02-10* 〖讨论〗客户端貌似更新了,200多m
01.11╋〖讨论〗日更雷霆 昨天刚更新完,今天晚上又更新了
12-20◆〖讨论〗这个朝鲜是新图吗?
12-12◆〖讨论〗是出了新游戏吗?
11-18◆〖水贴〗请问登录页面找不到用steam账号登录按钮了是为啥… 如图…求告知
为什么p社要求删除steampy上的p社游戏的销量统计数据? 难道是卖的太少了?可是本来不就是小众游戏厂商?
这是真的吗?
晚上又比赛改到现在了?
扳平了……
小马哥补了多少坑了……
贝秃下课了? 贝秃保卫战宣告失败…
小狮子还有出头之日吗? 布叔实在是太强了
太激动了…这个逆转在吧里什么水平?
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