2016.5.6官方新闻——神射手
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level 9
杀人邮差 楼主
Today I want to talk about what is moving forward here in terms of the next perk (Sharpshooter) and its weapons as well as some major balance changes that are coming to Survival over the coming weeks (some of these may come out via Live Update, Quality of Life patches or wait for the next content update if we feel there will be issues bringing them forward via the other methods).
Starting with the Sharpshooter I have a render of the Tier 3 M14 EBR rifle to share with everyone today.
I would also like to confirm the Sharpshooter grenade, the Liquid Nitrogen Freeze Grenade, capable of stopping zeds in their tracks. A favorite of the sharpshooter looking for that perfect headshot opportunity, if it doesn’t present itself, make it!
I hope to have the Tier 4 railgun to show off shortly as well as some of these weapons in engine/game as we start to bring them online. We will be announcing the release date of the Sharpshooter perk at E3 so be sure to tune into our coverage there!
Switching tracks I want to talk about balance. Earlier this year I said that game balance was a priority for us as we headed into this year and that has resulted in 3 systemic changes that we hope to bring forward to the community in the near future.
AMMO:The first one that you are likely to see is a pass at weapon starting ammo capacity, total mag count and pricing. We’ve been working to bring perks and their weapon tiers more inline with each other in what their potential is. What does this mean? Many of the Tier 1 weapons will start with more mags when you initially spawn or acquire them. We are also looking at adding to the total capable mag count that players can pick up across several weapons.
To help balance this out with the economy as players move up the weapon tier they will start with less of the overall mag count and have to purchase those extra mags. As part of this there are some pricing changes for ammo to bring some of the potential damage and actual damage we see these weapons doing more inline with each other.
INCAPACITATION:Also move forward is a change to how our incapacitation system works. There are several ways to incap zeds: Stun, stumble, knockdown, poison, fire panic, etc. However currently these are a binary system, they either happen if the weapon has more incap potential to a zeds resistance to that incap. Overall as we’ve watched the game play out we feel it has hampered the ability for interesting gameplay due to on/off often either being too overpowered or never triggered enough as well as confusing to many players.
This system is being changed to a potential incap build up and fall off over time. This means that weapons and shots will stack up incap potential until they overcome a zeds resistance to that incap, and it will fall off if the damage stops or the incap triggers. This should allow us to build in more interesting combos between perks and players as well as more interesting ways for players to deal with threats that come their way.
RESISTANCE/WEAKNESS:As part of our effort to make Perks more balance as well as increase the interesting gameplay options and cooperation between players we are making changes to how zeds react to specific weaponry. This system will start at normal and grow as players rise through the difficulty ranks.
What this means that some weapons will be better at dealing with specific zed types instead of just generic “bullet” damage. With the goal that all perks can still deal with threats that come their way, but dealing un-aimed direct damage to them may not be the most optimal route. This one is still earlier in the prototyping phase so I do not have any specifics to talk about here yet but should have more to share moving forward.
Now to re-iterate what I said near the start, some of these items may not be able to make it out via Live Update or a Quality of Life Update and may need to wait for the next content patch. However once they are in we should be able to make changes to them via those two methods of updating moving forward.
2016年05月05日 17点05分 1
level 14
神射T4在2016年E3上公布,T社非常注重平衡,还要改。弹药也要改,貌似减少买子弹的花费。新闻有ZEDs失能剂我不太懂是什么??昏迷、跌倒,INCAP ZEDS击倒,中毒,火灾的恐慌除了这几个,还要增加。余下的东西,敬请期待[滑稽]
2016年05月05日 17点05分 2
t1武器初始弹药增加以降低第一波难度,t1以上武器初始弹药减少以强迫玩家花心思考虑弹药花费,无意义的改动[汗]
2016年05月06日 00点05分
今年e3什么时候啊.
2016年05月06日 01点05分
@唯美了的老鸟 2016年6月12日(中国这边要13号),如果时间不更改的话就是这天了
2016年05月06日 01点05分
@FIICREE·Z 目测扔了造成zeds慢动作,不一定能完全冻住吧[疑问]
2016年05月06日 01点05分
level 14
放出M14 EBR+液氮手雷,T4要在后面更新出[滑稽]
2016年05月05日 17点05分 3
level 9
杀人邮差 楼主
T3的M14EBR终于有acog瞄具了 这次定位确实是精确射手
手雷是液氮手雷 能停住怪物移动方便你爆头
轨道枪下次再说 E3上再告诉你们下次更新是啥时候(呸 还特么等E3?
接下来要调整弹药 控制 抗性和弱点
剩下就是一堆屁话 比如什么可能给某些T1加弹药啊 什么可能改成怼着僵尸一顿突突打到阀值就能突突躺下啊 什么改让武器针对某种怪物而不是单纯突突突啊之类的
2016年05月05日 17点05分 5
@FIICREE·Z 轨道枪已确认
2016年05月06日 02点05分
level 12
[滑稽]肉搏战要个屎的放大瞄具。。。。
2016年05月05日 17点05分 6
[滑稽]给我大T4来个20倍镜 我赌5毛我能打断小爬虫的腿毛
2016年05月05日 17点05分
2016年05月05日 18点05分
改成按鼠标中键切换为机械准具。[haha]
2016年05月05日 18点05分
@夜幕的角鸮 给你加个天文望远镜能打爆汗死左眼[滑稽]
2016年05月05日 23点05分
level 9
神射只有第一把枪没瞄具 遇到小白怎么办?T射的大天才们。。[阴险]
2016年05月05日 17点05分 7
[滑稽]T社:这就是平衡性,专门设计把神射手设计成弱垃圾怪
2016年05月05日 19点05分
level 13
t社一定会脑壳一亮[阴险]
2016年05月05日 19点05分 9
level 11
更个枪都要等俩月,t社这速度也是没谁了[真棒]
2016年05月05日 19点05分 10
level 10
为什么不让玩家自己配置枪的组件呢,比如像加红外线前握把瞄准镜之类的
2016年05月05日 20点05分 11
像PD2那样的枪匠系统[真棒][真棒][真棒]
2016年05月06日 15点05分
你能看见红外线[阴险]
2016年05月09日 04点05分
回复 ymt9710614 :层主是外星人
2016年05月12日 11点05分
level 12
我的内心豪无波动,甚至还想笑[滑稽]
2016年05月05日 23点05分 12
level 14
哈哈,跟我想的一样,击晕、击倒之类的判定要从单纯判定击晕、击倒力是否高于怪物相应抗性变为类似怪物猎人的累加眩晕度、失衡值了
2016年05月06日 00点05分 13
回复 美国大队sunny :你怎么说话的,食屎得了
2016年05月06日 22点05分
level 12
看来要愉快的刷级还得等下去[不高兴]
2016年05月06日 00点05分 14
level 10
好可以打14了等了好久
2016年05月06日 00点05分 15
level 5
看见标题有神射,就差点射了!
2016年05月06日 01点05分 16
level 11
m14还有雷射指示器吗[阴险]
2016年05月06日 01点05分 17
看图中没装雷射指示器,愉快的用十字准镜或者红点[滑稽]
2016年05月06日 01点05分
回复 TX你的益达 :不带雷射 只有光学瞄准..这样没有一代的手感了
2016年05月06日 01点05分
@唯美了的老鸟 一代那根激光,说实话,我情愿玩鸡苗
2016年05月06日 01点05分
回复 TX你的益达 :只是看的爽[怒]求生玩习惯了不带雷瑟不舒服..
2016年05月06日 01点05分
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