level 13
wangfutianyi
楼主
美服官网正好看到了,简翻一下重点
New Terran Unit
Before we get into the changes for existing units, we’d like to first discuss the status of the new Terran unit. We’ve been experimenting with various ideas, from a new base defense structure, to an add-on that allows production facilities to change their type. At this time however, it seems we may move forward with a unit from the Starport. There are various ways we’ve been experimenting with this unit:
High damage, low rate of fire
Low damage, high rate of fire
Variable attack “modes” – High damage w/ low range & Low damage w/ high range.
Small radius area attack w/ high damage
And more…
In general, we believe that armies made from the Factory or Starport will be more capable as independent compositions in Legacy of the Void. Players will be able to commit to a tech-path specifically, and so we are also interested in splitting out the mech and air upgrades again. We believe that bringing back this choice is a potential improvement for the game.
We would also like to take a closer look at Terran bio play in Legacy of the Void. With the changes to bio and the many buffs to mech, it is possible that the advantage might be tilting too heavily towards mech armies right now. Ideally, we’d like to have a good mix of options by the time we ship the game.
人族新单位基本确定是VS出的了,具体攻击模式还有待商榷。机械化攻防考虑重新分开,还有目前机械化比生化过于强势需要调整
Now let’s move on to the changes we’re planning for the next balance patch.
Gameplay Changes
New Reaper grenade ability
This activated-ability will allow Reapers to launch a grenade that deals damage and knocks units in that area back. What we’re hoping for on this front is not necessarily to make Reapers a must have in every combat situation, but something that would allow micro with and against the Reaper to be more interesting early on, as well as something that could be a combat bonus in some situations.
死神获得手雷技能,具有击退效果
Mineral amounts changed from 100%/50% to 100%/60%
We discussed this a bit earlier this week and we feel that the pressure to expand might be too great in its current state. Our goal for Legacy of the Void is still to encourage more aggressive expansions, but we’d like to tune this a little bit in hopes of finding to the correct place.
晶矿从一半50%调为60%
Protoss: Warp-in duration reverted to Heart of the Swarm.
Our goals on this front were to weaken Protoss Warpgate all-ins and increase strategic decision making for where to use each warp in. The resource changes look to already be getting us into a good spot for the all-in case. Focusing on strategic use however, it currently feels too punishing for the Protoss. We’re finding that you’ll always want to pick the safer warp-in spot for your units. In changing this, we’ll create more interesting decisions for the other player on whether or not to go for the vulnerable units that are warping in, or to continue battling the units already on the field. Therefore, we’d like to see how this works out with just the increased damage and the warp-in time reverted back to its original value.
神族折跃时间改回和虫心,但依然受到加倍伤害
Adept
Adept’s weapon’s damage point changed from .4 to default (0.167)
We heard your feedback in that the Adept feels clunky to use, so we made some tweaks in this area.
使徒这个没看懂。。似乎是个机制上的微调?
Cyclone
Can no longer target air.
New upgrade: allows Cyclones to target air (fusion core requirement, researched from factory tech lab). 100/100 cost.
The Cyclone is currently too good at stopping early game harassment. This is the opposite of what we want in Legacy of the Void, as we want to see more harassment play happening on both sides. The idea here is to still have Cyclones as an option early on, but not so all-around to the point that most harassment openings can be prevented just by opening Cyclones. In the late game, when the upgrade is researched, we believe players’ bases would be spread out so much that even though the Cyclones themselves become well-rounded options, opponents fighting against them will have numerous harassment options and can more readily find vulnerable positions.
旋风初始不再能对空,需要聚变核心解锁后在VF挂件升级,100/100
Ravager
Weapon period changed from 0.8 to 1.6
Weapon range reduced from 6 to 4
There looks to be some Ravager early game all-ins that are very difficult to stop. While we don’t know with 100% certainty that this is actually a problem, we decided to tone down the Ravager anyway so that we can see more units being used on the Zerg side. We have many more strategies and units that need to be tested and hope this change brings these into play. We chose these specific changes to create a clear distinction between Ravagers and Roaches. In short, Roaches will be better units for cost efficiency, whereas Ravagers are meant to be built in strategic numbers when their ability can prove useful.
火蟑螂攻速砍一半,变为1.6,射程6砍为4
Swarm Host
Cost changed to 200/100/3
No longer requires to upgrade for flying locusts (flying locusts are enabled from the start)
Locust health down from 65 to 50
Swarm hosts can burrow move at 2 speed
We also talked about Swarm Host changes earlier this week. With the Swarm Host, we’d like to explore getting to a good place sooner than with most unit changes in Void. The main reason is that HotS could potentially use a different design of the Swarm Host. We’d like to use the beta as a rough testing ground to see how the unit can turn out in both games potentially. Our goal here was to do the cost/supply cost changes to make Swarm Hosts more accessible. Locust health has also been reduced so that the mass Swarm Host case isn’t so good, and the Swarm Host burrow move change should help them be more effective at harassment.
宿主造价变回200/100,3人口,可以2速度埋地移动。自带飞行虫子不再需要升级,小虫子生命值从65降为50
2015年04月27日 20点04分
1
New Terran Unit
Before we get into the changes for existing units, we’d like to first discuss the status of the new Terran unit. We’ve been experimenting with various ideas, from a new base defense structure, to an add-on that allows production facilities to change their type. At this time however, it seems we may move forward with a unit from the Starport. There are various ways we’ve been experimenting with this unit:
High damage, low rate of fire
Low damage, high rate of fire
Variable attack “modes” – High damage w/ low range & Low damage w/ high range.
Small radius area attack w/ high damage
And more…
In general, we believe that armies made from the Factory or Starport will be more capable as independent compositions in Legacy of the Void. Players will be able to commit to a tech-path specifically, and so we are also interested in splitting out the mech and air upgrades again. We believe that bringing back this choice is a potential improvement for the game.
We would also like to take a closer look at Terran bio play in Legacy of the Void. With the changes to bio and the many buffs to mech, it is possible that the advantage might be tilting too heavily towards mech armies right now. Ideally, we’d like to have a good mix of options by the time we ship the game.
人族新单位基本确定是VS出的了,具体攻击模式还有待商榷。机械化攻防考虑重新分开,还有目前机械化比生化过于强势需要调整
Now let’s move on to the changes we’re planning for the next balance patch.
Gameplay Changes
New Reaper grenade ability
This activated-ability will allow Reapers to launch a grenade that deals damage and knocks units in that area back. What we’re hoping for on this front is not necessarily to make Reapers a must have in every combat situation, but something that would allow micro with and against the Reaper to be more interesting early on, as well as something that could be a combat bonus in some situations.
死神获得手雷技能,具有击退效果
Mineral amounts changed from 100%/50% to 100%/60%
We discussed this a bit earlier this week and we feel that the pressure to expand might be too great in its current state. Our goal for Legacy of the Void is still to encourage more aggressive expansions, but we’d like to tune this a little bit in hopes of finding to the correct place.
晶矿从一半50%调为60%
Protoss: Warp-in duration reverted to Heart of the Swarm.
Our goals on this front were to weaken Protoss Warpgate all-ins and increase strategic decision making for where to use each warp in. The resource changes look to already be getting us into a good spot for the all-in case. Focusing on strategic use however, it currently feels too punishing for the Protoss. We’re finding that you’ll always want to pick the safer warp-in spot for your units. In changing this, we’ll create more interesting decisions for the other player on whether or not to go for the vulnerable units that are warping in, or to continue battling the units already on the field. Therefore, we’d like to see how this works out with just the increased damage and the warp-in time reverted back to its original value.
神族折跃时间改回和虫心,但依然受到加倍伤害
Adept
Adept’s weapon’s damage point changed from .4 to default (0.167)
We heard your feedback in that the Adept feels clunky to use, so we made some tweaks in this area.
使徒这个没看懂。。似乎是个机制上的微调?
Cyclone
Can no longer target air.
New upgrade: allows Cyclones to target air (fusion core requirement, researched from factory tech lab). 100/100 cost.
The Cyclone is currently too good at stopping early game harassment. This is the opposite of what we want in Legacy of the Void, as we want to see more harassment play happening on both sides. The idea here is to still have Cyclones as an option early on, but not so all-around to the point that most harassment openings can be prevented just by opening Cyclones. In the late game, when the upgrade is researched, we believe players’ bases would be spread out so much that even though the Cyclones themselves become well-rounded options, opponents fighting against them will have numerous harassment options and can more readily find vulnerable positions.
旋风初始不再能对空,需要聚变核心解锁后在VF挂件升级,100/100
Ravager
Weapon period changed from 0.8 to 1.6
Weapon range reduced from 6 to 4
There looks to be some Ravager early game all-ins that are very difficult to stop. While we don’t know with 100% certainty that this is actually a problem, we decided to tone down the Ravager anyway so that we can see more units being used on the Zerg side. We have many more strategies and units that need to be tested and hope this change brings these into play. We chose these specific changes to create a clear distinction between Ravagers and Roaches. In short, Roaches will be better units for cost efficiency, whereas Ravagers are meant to be built in strategic numbers when their ability can prove useful.
火蟑螂攻速砍一半,变为1.6,射程6砍为4
Swarm Host
Cost changed to 200/100/3
No longer requires to upgrade for flying locusts (flying locusts are enabled from the start)
Locust health down from 65 to 50
Swarm hosts can burrow move at 2 speed
We also talked about Swarm Host changes earlier this week. With the Swarm Host, we’d like to explore getting to a good place sooner than with most unit changes in Void. The main reason is that HotS could potentially use a different design of the Swarm Host. We’d like to use the beta as a rough testing ground to see how the unit can turn out in both games potentially. Our goal here was to do the cost/supply cost changes to make Swarm Hosts more accessible. Locust health has also been reduced so that the mass Swarm Host case isn’t so good, and the Swarm Host burrow move change should help them be more effective at harassment.
宿主造价变回200/100,3人口,可以2速度埋地移动。自带飞行虫子不再需要升级,小虫子生命值从65降为50