明快且温厚的小鲤0n
坑我kw
撞向敵機!天皇萬歲!
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毛子不出個偵察機嗎 出點前進空中管制機也不錯
如何一邊戰雷一邊抓寶可夢? 一楼献给国家
世界戰爭模式來拉 World War, Battle Ratings & more, Pt. I As all our players know, we never adjust fixed vehicle characteristics to improve balance. All vehicles in the game are made to be as close as possible to their real life characteristics, to the extent it is possible with the level of detail of our physics model and the documents that we have. This approach has several advantages for players, including the chance to use the game as special interactive library and the opportunity to check ‘whether a whale is stronger than an elephant’, an opportunity to compare vehicles in battle that never faced each other in real life combat. If the players are justified in thinking that a particular vehicle was different in real life to the way that it is portrayed in the game, then the game will be changed to match, sooner or later (if the evidence they present is correct and reliable). We are constantly working on ensuring that the performance and special features of all vehicles are well detailed both in terms of the setup of individual vehicles as well as the overall model. Some of our recent additions include the introduction of advanced thermodynamics as well as improving the shell explosion model. Naturally, some allowances do have to be made as long as the game stays a game, but we still try to bring everything that you can experience in a 5-30 minute battle into the game. The main allowances are related to the crew and to vehicle repair, which affects in-game tactics in certain ways, but does not change what will happen to your opponent straight after you fire or the way they move into firing position. The balance of battles in the game is adjusted using the Battle Rating — a measure that affects who will oppose you in battle. There are many that believe that the developers consider vehicles with the same Battle Rating to have the same combat effectiveness, but it does not work that way at all. This rating only determines the possible opponents (this becomes obvious when you look at bombers and fighters). The basic premise of Battle Ratings is that they affect the tables of possible meetings in battle (see the related development blog). Before Battle Ratings were introduced, aircraft were balanced according to their ranks. There was approximately the same number of ranks as there are battle ratings now and they were used in exactly the same way to determine possible opponents (but in those faraway times the fork was much wider, with +\-5 ranks). The availability of different game modes with different types of tasks and special features required different tables to be used for each mode (i.e. their own Battle Ratings). Any changes to the width of the fork of the Battle Ratings that appear in battle and the Battle Ratings of the vehicles themselves are based on statistical data, analysis of player opinion and by considering which vehicles can meet in battle and the way it can affect the results of the battle (as opposed to thinking that because two vehicles are approximately equal, they should have the same BR—sometimes this is the case, but not every time). We often hear that the balance should be adjusted in some other way, that it should be ‘historical’ or based on technical characteristics. There is no such thing as historical balance in any way, shape or form—there were few battles that were fought on equal terms as strategists always try to have the greatest advantage even before the battle. Another consideration is that the two sides of most battles would have different objectives—the mission of one side might be to occupy a staging area, while the other side could be trying to inflict the maximum possible losses on the enemy, or to delay them until the reserves arrive. Vehicles were never created equal—most vehicle models were designed for a specific, non-ambiguous purpose. For example, fighter aircraft could be designed to fight bombers (in this case, with more powerful armament and greater speed), or to escort long range bombers (here they would have to be able to achieve long ranges and be able to operate effectively at the heights that bombers fly, while powerful armament is not as important). There are other typical tasks—anti-aircraft defence, patrolling, reconnaissance, assault, coastal defence and night missions. All of these applications affect the technical characteristics of the vehicles. Their historical effectiveness was affected by both their characteristics compared to other vehicles and the number and specialization of possible opponents. Another significant factor that affected the popularity and effectiveness of vehicles was the ease of crew training, their predictability in the hands of the pilot and ease of servicing and repair. Any vehicles that had not been fully developed and were unreliable or overly complex were rarely the pilot’s favourites and it was rare for them to display their powerful sides. Land vehicles tasks could be even more varied: assault vehicles could penetrate well reinforced enemy positions; anti-tank vehicles would destroy enemy tanks (preferably at a long range), reconnaissance, infantry support, anti-aircraft, etc. The majority of ground vehicle models were also designed to support or attack infantry. In every situation, most vehicles could also be used against other vehicles—this flexibility is another positive aspect. However, every vehicle also had its main role and purpose. Quite often, the same vehicle model was re-purposed or modified to fulfil new objectives when they appeared as well as when it became obsolescent. Sometimes, vehicles were made to be used under the conditions of numerical or air superiority, sometimes only for defence and sometimes only as part of units that required support from another type of vehicle and other specific uses. Neither their years of service, the years they were designed and accepted for armament nor the battles in which various types of vehicles fought each other show that they were equal. Balancing by using technical characteristics is a tool that can only be used for duels, where none of the other objectives and tasks that make War Thunder stand out among other games are considered. These unique features allow us to create and use different vehicle classes and unite ground and aerial vehicles in one battle. The use of tables instead of Battle Ratings provides a possibility of using more precise settings (at least, it allows for different tables to be used for different countries) but also makes them harder to understand and interpret. It then becomes impossible to identify who you will ‘meet’ at a glance, as tables of changes during upgrades would take up many times more text than what is used for all the changelogs at the moment. This is why there is no reasonable alternative to our Battle Ratings and most players have acclimatised to the current system which leads us to discussing the road ahead. soooooooooon
坐看山口丁的城牆 這太機智了
[伏特加認證]毛子承認機場AAA太過兇殘拉 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fforum.warthunder.com%2Findex.php%3F%2Ftopic%2F282433-what-do-you-think-of-anti-aircraft-artillery%2F&urlrefer=769138c508e77e542bde265c4da3098c 在臉B上面宣傳的投票 毛子終於承認他的AAA做的跟導彈一樣厲害 快去投票讓機場AAA被削
對空88砲的AP彈是什麼時後才有配裝的啊? 之前看某人說在法國時88砲沒有配備AP彈 單純用延遲引信+HE就把法國姬的重坦打的不要不要的 扭一扭彈頭設定延遲就可以順利的在穿透後爆炸 真的有這事嗎? 而且他還說88砲一開始就配有砲兵用的測距儀,但是拿來對空用的 所以都是配給對空HE彈 一直到北非才有AP彈
B57引擎 刚刚是飞了一把坎培拉 看到发动机的进气口有一个小炸弹的小风扇 B57真的有这个小风扇吗?
出了个大新闻 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fftr.wot-news.com%2F2015%2F02%2F27%2Fhow-wargaming-sabotages-competition-war-thunder%2F&urlrefer=68810657b9fcf8950ca58d7b648fafa8 这柏克的主人是大名鼎鼎的SS,也就是山口丁的Q&A英文来源 在今年的2.27 SS发表了一篇关於WG公司对毛子所作的某些行动 行动代号为"G点" 详细情况就看有没有英语帝来翻译给大家 基本上内文主要就是在讲WG公司对毛子的论坛下了种种黑手
是谁在挖坟阿
寻人启事 有木有ESAF和赤城的人在吧上啊? 求QQ号码阿
毛子通膨啦! 卢布买金币价格大涨! VIP价格大涨!
11/1 毛子周年庆 好像有新消息 有直播吗?@伊拉克南瓜
明天就是巴黎游戏周了... 不过不知道还有没有人记得 毛子曾经说好的坦克舱内视角呢?
地上爬的虫子都忘了来自天空中的恐惧 没有嘲讽的意思,单纯给大家报个喜,陆空连动再开 今天陆空连动再开炸太爽了,大夥都忘了三不五时会出现在头顶的礼物 连AAA都在开火了照样挤在一块...不炸对不起自己 好像坦克都必须挤在一起才能取暖似的.....
能量空战入门 相信一定有很多新手每次发文关於空战机动的文章 都会看到能量用运、能量空战等等的字眼 不过这些字眼常常让新手厅都听不懂 今天就来对这些东西做个简单的简介
有木有赤城的绅士在贴吧啊? 咱的QQ被企鹅黑了 解不了怎麼半?
求教!秋水这小火箭怎麼玩啊? 听说吧务换人了?
吐槽!!某些游戏商实在太过分了!!!
隼怎麼了!? 为何狗不过I16 ? 狗不过Lagg3 ?! 还有那发动机断油是怎麼回事? 这贫弱的引擎出力是怎麼回事? 这次郑州我觉得我好像在开Ki10打毛子.....
前略,给天国的P82君...... 在野马升级的同时 他的挛生兄弟双野马不但没有跟上脚步,反而更加的倒退了! 我要新发动机! 我要更多的挂载! 我要在能空中发动引擎! 这家伙有个BUG 空中摁熄引擎后,只有左发动机发得起来,右发动机无法发动....
04-10【杂谈】WT优越党已无法秀优越 因为他们的代理更优越 喜大普奔
坑爹的击落判定 最近击落判定有够坑爹的 好几次把对方操到冒黑烟失速坠机 居然不算我的头? 这到底是哪招阿 尼玛我全真的击落都被这坑爹系统给吃掉了
现在击坠计算是不是有问题啊 最近有时把对方蹭了好几枪 逼到失速后自己坠毁居然不算我的头? 貌似怪怪的
毛子坑爹阿 大家快买机组经验-.- 新版的维修等级4>5要920 旧版的12>16只要700上下
绝望啊!我对毛子的节操绝望了 甚麼新飞机新经济都不重要了 重点是画面阿 新版本的光影模组在搞啥 为何以前的低画质高品质没了? 现在是妥妥的低画质低品质阿 顺带一提 补偿啥的,通通没有 就把你的free exp带入某个换算公式后转成新版的free exp 机体多出来的经验就算了 国家经验居然没补偿... 新版free exp也需要金应去换....
毛子是不是想卖点低级金币机啊? 现在想来 毛子这次的升级 最大的优势就是那些冷门的低级金币机 毕竟要升上下一级的飞机除了单线解完 另外还要满足同阶有4台所所飞机的条件 如果这时有一台金币机那就省了一台的功夫 甚至可以单线直接解到喷射机 感觉会有不少人为了跳前期的坑机而直接买低级金币机
刚刚看了Dev的新资料... 我去 有La 174阿 这货不是超越MIG15的昂贵喷气? 看来慈父神话受到挑战了 不过都还是慈父属性啦....
根据某些不可靠的消息来源.... 据说下次改版经验系统会有变动? 貌似是把国家经验拆成每条线? In either the next patch, or one shortly after that, the 'tech' Tiers won't be nation-wide any more, but per tree. I.E.: You'll need to fly bombers to unlock the next bomber in the tree, and you need to fly fighters to unlock fighters, etc.How terrible! 希望不要变成这样= = 我们就祈祷直到毛子放出正式的消息吧
貌似日本下一版UFO依旧阿 刚刚看了直播 先不提加挂了炸弹的蛋22乙 加挂了炸弹的蛋52乙型不但有13mm的机鼻枪 99MK2的弹药基数也提高到了单门125发 另外紫电改也提高了一等,大概是不会被砍了 新飞机的部分 B7A整个就处於逆天状态... 99MK2两门,弹药基数一门500 重点是等级5...和Ju87 D5同样的逆天... 而且以日本机的性能这机动性能差到哪里去... 疾风方面则是ki-84 I 甲(13)乙(14)丙(15) 他没有展示甲和乙的数据 不过丙有两门30mm,一门有110发的弹药 但是直播中他用白板弹药打了流星老半天连个重伤都没喷... 不知道是不是毛子又在弹药里头加了一推伏特加... 疾风在展示中好像有著不输隼的机动性 大概可以把毛子的新机La9(23mm*4)和I185(20mm*3)打成翔吧...
全真内的UFO 今天心血来潮试飞一下ki-43 尼玛这货真是太恐怖了 妥妥的UFO阿,蛋蛋连边都摸不上 起降性能、机动啥就不说了 这货呢在平飞时就算速度400,机头也会自然下压 扫射地面目标很顺手 视野也非常全向,没蛋蛋那些格子 把头抬起来一点基本上无死角 俯冲速度飙到600操控一样非常顺手 不论滚转还是啥的 而且飞行相关的仪表都在瞄准器下方 就算是在瞄准中喵一眼仪表也非常方便 而且最恐怖的是它的加速性 开个100%没两秒钟就400 这低速加速性比蛋蛋还好上一筹 妥妥的瞬间甩脱蛋蛋的追击 还有他的著舰性能不输蛋蛋,大约110著舰 不过低速时有时会往左边掉一下,但不是很大 从试飞模式那台55km的航母起飞基本上就是瞬间的事情 我都还没平衡好扭矩他就飞起来了... 飞出甲板一看,时速150.... 绕著航母转一圈,速度稳定在230 要说缺点的话 就他那500备蛋的坑爹HO103 火力实在是不昨样的...
测试服又更了? 今天一开 又更了300MB 有人知道更了哪些东西吗?
尼玛~~~~AI已经突破天际了 今天我开心地开著我大G8出门打猎 高高兴兴地打了4台飞机+一点地面目标后 准备在一圈来把炸弹丢光 结果正待我对其车队之时,AI I-15跑来蹭我两枪 没想到我就听到"燃料库!燃料库!" 跳到尾枪手视角一看,尼玛我的二号引擎起火了!! 赶紧跳回驾驶视角要调配平 根本调不回来啊.... 然后就进回旋,坠地了... 对面的家伙来很开心地发来贺电"you died just like s*it" 还好另一台G8N替我凌迟了那家伙 话说现在AI真的很威猛 今天在轰炸时用轰炸视角投弹 居然发现车子不但会走S,而且还会倒退!... 还好我带250kg的,不然50的要怎麼炸这种妖魔....
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