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[转贴] 星际争霸II-官方Q&A问答集合[38楼更新到第34季]

本主题由 szsqh 于 2008-2-29 13:52 推荐主题
支持星际二

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Q&A28;Marauder劫掠者出世!;资源共享问题;虫族的最新消息;反重力!etc

(关于资源共享问题)现在确实存在于游戏中,但是我们很为此烦恼。我们还没做很多平衡性测试,但是设定组确实比暴雪控时发现了更多问题,因为凭借这个框架,我们能做很多不那么舒服的事情。

例如,对某些可以集中生产只用矿的单位(例如早期神族)并把气供给另外一名玩家来发展科技(此时的人族)并生产一些强大而重度依赖气的单位(此时的女妖),而这个时候其他队伍很难准备好对付这种进攻。

我们对资源共享保留意见,直到我们确实测试足够并可以用一些方案来使之确实平衡可行为止。但是,如果我们平衡不了,那么我们只有砍掉它。

我们正在努力完成虫族;一些虫族新单位太imba了。他们依然未完成;我们理解你们的焦急心态,但是我们最好的预告也只能是“很快就能看见”。(译者注:该死的soon...)

第二期Blizzcast已经完全录制完毕。

游戏博客:之前我提到了人族的新兵种Marauder劫掠者。这家伙长得像火焰兵,但是双持震荡手雷;其攻击使生物兵种(译者注:也即无甲)减速,但对装甲兵种又有伤害加成,而且也可以使用兴奋剂。作为机枪兵+护士组合的强大助力,他可以让冲锋的狂信者或者快速移动的虫族单位减速,从而给机枪足够的扫射时间。看着大队敌人龟爬前进然后被打了兴奋剂的机枪兵干掉真的是件快乐的事情。除此之外,因为劫掠者是在外接了Tech Lab科研室的兵营中建造,所以早期你就可以获得他的强大助力,来解决早期的弱小部队。

1.问:除了神族的Stalker蹑踪者之外,还有什么单位的技能是受冷却而非能量的限制的?
答:现在的蹑踪者技能CD为15秒,是少数不计能量只受冷却限制的技能之一,原因之一就是我们不希望看到大队蹑踪者前进的时候,一部分能闪烁到山丘上而另一部分不能。凤凰的过载和蹑踪者的闪烁最后究竟消耗能量抑或CD,还要通过平衡性测试来决定。

2.问:Thor雷神现在是什么状态?
答:雷神同学现在是专门的地对地单位,而对空则交给维京同学的变形处理。还有,现在维京由工厂而非空港建造。

3.问:凤凰的过载是否也像原版的幽能风暴和辐射那样可以攻击你看不见的单位?
答:是的,例如对隐形的Banshee女妖也有效果。开发团队双手支持这种软性克制。

4.问:游戏节奏变快了,能量回复是否也是?
答:能量回复的速度与原版SC完全相同。在调到最快速度的情况下,原版SC和SCII的游戏节奏感应该是一样的。

5.问:既然原力场已经从圣堂上拿走,那么他现在另一个技能会是什么?幻象又回来了吗?
答:幻象技能被砍掉了,我们现在给了他反重力能力。被反重力的目标建筑/部队会失去攻击和移动能力,同时成为空中目标。这个技能能用来处理挡路的人族房子,进攻的雷神,或者其他有威胁的目标。这个技能的设计让开发团队非常满意,因为玩家将会可以选择使用两种技能对付不同的战斗。这个技能还在平衡中,能量消耗、时间和是否是引导法术(圣堂在法术有效时间内不可移动)都还没决定。

6.问:有闲农提示吗?
答:有。
——传输结束——
另:反重力不能对主基使用。

反重力对小型单位不那么有用;小型单位多的时候用闪电清场,而大型单位就放他风筝,这就是为什么设计者对这个设定满意。现在反重力耗50能量。

用这玩艺放飞人类堵路房子会很有趣,因为堵路现在越来越容易了。但是我们需要时间来验证;现在我们正忙于开发虫族,没有很多时间来测试这些有意思的东西。

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Q&A29:强悍的地堡rush!新的牧民Nomad建筑

游戏博客:在本周的测试中,我付出了惨痛的代价,才发现了最新版本中一处开发团队未曾告知我的改动。我选了神族,标准的双传送门Gateway开局,然后侦查到了人族一个SCV正在我基地门口建造一座地堡Bunker。我当时想,没错,标准的地堡速攻嘛,小意思!随手造了两名狂战士Zealot攻击地堡。

这是一张很小的地图,我的对手很快就派了一名机枪兵Marine和一名护士Medic进驻地堡,SCV则在外面飞快地维修地堡。我让一个狂战士攻击并追杀SCV,另一个攻击地堡。然后难以置信的一幕发生了:地堡里的护士居然可以治疗地堡外的SCV!很快第二个SCV出现并开始修理地堡,接着出现的是劫掠者Marauder,他不停地投掷手雷减速我的狂战士,让他追不上绕柱子,不,绕地堡跑的SCV。此时我头两名狂战士已经回到Khala之道的怀抱了,但是我已经又建造了四个。但是这两个SCV...根本就杀不掉嘛!我的狂战士被减速,眼看能抓到SCV他就跑了,摸不着或者不理他的时候却又在修理地堡,真的运气好捅了两刀,却马上被治疗到满血了...

不用说,原版中标准的地堡速攻现在已经不再标准了。人族现在有了回收Salvage技能,可以拆除人族建筑并回收100%资源,这大大地加强了本来就很强悍的地堡速攻流。除此之外,在地堡中加入不时打打冷枪,不对,是会狙击Sniping射程还超广的幽灵特工Ghost,使得地堡在攀科技到攻城坦克Siege Tank之前能够作为非常有效的攻击性建筑存在。谢谢你让我知道这一点,伙计:p GG

——Q&A 29——
1.问:人族现在有没有像原版的幻影战机Wraith和巨人机甲Goliath一样的很职业很娴熟很牛X的纯粹反空军单位?

答:曰否,否然也。暂时而言,人族在工厂Factory中建造的维京机甲Viking是他们主要的对空单位。维京机甲现在可以在地面模式同时攻击地面和空中,还能够变形成专门对空的飞机中的战斗机,同时获得更高的机动能力,以及协助屠农。

2.牧民Nomad的自动炮塔Auto Turret现在是像原版里的地堡一样随机攻击,还是像原版的导弹塔Missile Turret一样可以由玩家选择攻击目标?

答:自动炮塔能够直接被玩家控制,有如一个不可移动的单位。你也可以框选多个自动炮塔并集火攻击;如果你不指派目标,他们会自动攻击射程内最近的目标。

(译者注:爆料时间!视线集中哦!)

牧民的第二种建造技能名为无人布雷器Mine Drone(译者注:求更佳译名...),这位爷不大容易操控。这种布雷器不可移动,在由牧民建造后可以放置四颗地雷,然后迅速使布设的地雷与这个建筑本身一起隐形。类同于原版的蜘蛛雷Spider Mine,这些地雷会给没有带反隐单位就倒霉催的跑这儿过的敌人造成巨大的麻烦。这些地雷造成50伤害,对装甲单位造成额外50伤害;布雷器会在地雷爆炸后重新布设地雷,在此期间布雷器会暂时显形。和自动炮塔一样,这个建筑同样要消耗牧民的能量来建造,建造时间也极为短暂。

3.问:金甲虫被删掉了,既然它的攻城角色也移交给了死光战舰Warp Ray,那么它的AoE角色是否也移交了呢?

答:神族的巨像Colossus同学现在在攻击时造成面伤害,枪挑一条线(伪),棍扫一大片,那是沾死碰亡。和其他所有大规模杀伤性武器一样,巨像的热能射线尤其擅长人间蒸发不懂散兵线战术扎堆你侬我侬的M&M(机枪兵+护士)。

4.问:在公布的截图中看到了水的存在(译者注:原版星际中几乎不包括水,记得唯一的例外是工业星泡着疑似恐龙的巨大骨架的黑色死水;但是最近的截图却根本是纳格兰了),这会不会给做Mod的强者们利用水开发新创意的可能呢?

答:这应该是可能的,虽然大量的实验开发工作将由这些强者而不是我们的开发团队完成。玩家们确定一定以及肯定会开发出出色的Mod。

5.问:星际II的AI进展如何?

答:星际II的AI很显然会比母巢之战Brood War的要强悍,其中最明显的一点在于,电脑现在会做大量的侦查工作,并基于侦查结果决定战略战术;一旦侦查失败,电脑也会像普通玩家一样使用万金油打法,或者继续侦查。

——传输结束——

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Q&A30,地图制作系列:强悍无敌的地图编辑器!

和开发团队的闲谈:Brett Woods负责回答这期的关于地图制作的问题。SC2在自定义地图设定方面的潜力,我们重复一万次都不够;我们十分希望为玩家群体提供足够强大的工具,来制作出漂亮的地图和Mod,为SC2增光添彩。


1)问:地图制作者是否可以修改游戏代码,来使玩家可以拦截导弹/反制魔法?(译者注:Counterspell万岁!Misdirection万岁!)

答:哪里要这么麻烦啊,亲爱的?地图的自定义设定中就可以写脚本来实现这些功能。

2)问:能不能为每个单位选择男女?(译者注:情人节余波么= =)

答:不,我们没有为每个单位分别设定男女版本的计划。

3)问:是否可以在游戏中让玩家选择并更换武器?

答:虽然我们现在暂时没有计划做一个专门的插件来实现这个功能,但是依托现在的高普适性技能系统,这应该很容易实现。

4)问:你们是否会把多张多玩家地图前后连接起来,从而使得“多玩家战役”的制作成为可能?

答:我们确实有类似的计划,将来的游戏会支持多玩家战役和前后连接的多玩家地图。

5)问:是否可以取消科技树?

答:科技树可以在自定义数据和/或脚本中彻底地修改,甚至完全重新设定。

6)问:能否使得“研究某项科技”或者“在特定地点使用特定技能”成为某个科技树分支的前置条件?举例而言,有无可能做到像“工厂需要兴奋剂作为前置”这种事情?

答:无错,这些都可以在地图编辑器中彻底修改或重新设定。

7)问:是否能通过脚本改变AI行为,例如开始研究、进行升级、在特定位置建造建筑或单位、从某个位置撤退之类的事情?

答:Bingo,我们对此会有强化AI脚本支持。

8)问:制作地图时是否能设定天气来改变地形,或是影响玩家的游戏过程?是否能够将类似的效果定位于某个区域,或是只能做到全局相同的改变?

答:天气效果还没有被完成(译者注:换言之有在做就是了);但是,就算天气条件在正常情况下不影响游戏过程,通过脚本依然可以做到你所需要的“天气对游戏进程的影响”
——传输结束——
深夜头脑不清醒...乱来请原谅...

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Q&A31:代替秃鹫的新食腐单位豺狼,以及大量消息

游戏博客:这一周我们玩了一局TVT;我发现了一种从工厂建造的新单位。这种新单位被称为豺狼,是一种像前作的秃鹫一样的快速单位,但是武器换成了轨道炮,可以同时对一条直线上的地面单位造成伤害。

我的对手则是标准的枪兵+MM,我用地堡堵路然后蹲家里攀科技,在工厂上挂了个反应炉,这样就可以用一个工厂同时出两个豺狼。

当我完成了六个豺狼,我把他们分成三个一组,向战场进发。第一组遇上了他的大部队,枪兵很自然的排成一条线开火;我的第二组豺狼则迂回到侧面,每一下集火就解决两三个单位。处理完这批15个单位只消耗了我两个豺狼;这给了我很明显的军事优势,并很快带我通向了胜利。

1.问:枪兵如何进入空降舱?

答:直接进入Shadow Ops暗部(就是幽灵特工的前提建筑)。幽灵特工定位的空降舱是从这个建筑中发射的。

2.问:幽灵特工是否能在地堡中定位核弹/空降舱?

答:人族除了SCV的修理以外所有技能都可以在地堡中使用。

3.问:Null Void否决空间究竟禁止哪些技能,反隐功能又是如何设定的?

答:需要能量的技能被禁止;主动隐形单位(如幽灵特工和女妖)被解除隐形;潜地单位现在也被显形,但是这点是否保留依然需要考虑平衡性。

4.问:部队经验和升级是否开启?

答:这种事情只可能在战役中出现,对战时无可能。

5.问:前代中的龙骑舞这样利用武器冷却时间跑路的微操方法,是否能够在本作中出现?

答:一部分单位的攻击间隔和僵直时间会是相同的,这与War3中的大部分单位相同;一部分单位和前作一样,可以借微操利用武器冷却时间移动;一部分单位的攻击集中时间越久伤害越高。对不同的单位显然要使用不同的微操方法。

6.问:如果一个单位隐形或者潜地,是否能够由Sensor Tower感应塔感应出它在战争迷雾中的位置?(译者注:之前图中的红色小感叹号)

答:可以。现在感应塔是任何人组攻击/防御工事的必备单位。(译者注:导弹塔不反隐形了。)

问:如果有一大堆地堡,其中某个幽灵特工定位了一枚核弹,我要如何才能猜到哪个里面才是真身...现在的标志还是一个小红点吗?这不是太不明显了么...

答:这完全还在平衡之中;如果确实很难躲开核弹,那么这一点肯定会有改动的。

而且现在的小红点还是很好躲的...

问:豺狼现在能对空吗?如果可以,攻击模式会是单体还是群体呢?

答:暂时不能对空;人族会有自己的强力对空单位的。现在我们还在考虑什么样的单位能够符合这个定位(比如雷神)。


问:现在已经公布的单位间都区别很大,但是豺狼的攻击模式和前代的Lurker太像了,这是否是说Lurker被砍了或者彻底改变了?

答:豺狼的攻击是瞬发,而原版中Lurker的攻击是可以躲的...(译者注:看来那个三机枪兵躲Lurker的视频印象深刻呀)


问:人族现在有一大堆单位是AOE的...这是否意味着人族的定位就是AOE?

答:现在女妖的攻击已经改为单体,虽然只能对地和可以隐形这两点没有变。

确实,人族对地AOE很多,但是其中的大部分都需要微操。

问:(豺狼)能否在移动中开火?

答:现在需要停下来才能开火;但是是否击中的判定是在攻击的时候做出的,不像前代的Lurker一样有半秒的反应时间。(译者注:那个视频印象实在是太深刻了= =)

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星际争霸官方Q&A 第32期 文字部分翻译
There is lots to talk about in Batch 32 and I'll be answering questions through the day about these screeenshots so fire away I hope everyone enjoys them!

在这一期的Q&A中我们有很多话题可以谈论.我将会回答你们关于这些截图的各种问题,希望你们能满意!

Community ScreenCraft: In addition to our Q&A Map Maker Series, Gameplay Series, Lore Series, we are going to include our Community ScreenCraft Series, featuring screenshots crafted specifically to progress the dialogues and discussions we have currently going on in the community. To start us off, I have taken four screenshots which capture our latest discussions over the past month. Feel free to comment, give feedback, or ask questions in regards to these screenshots. When doing so, it will help to identify the screenshot you are referring to as Screenshot A or Screenshot B and etc. If you have you have additional screenshots you would like to see, that would also benefit our community discussions, please request them here: http://www.battle.net/forums/thr ... &s=new&#new
此网页不属于NGA网站,NGA不保证其安全性
继续访问 取消 不再提示我[ http://www.battle.net/forums/thr ... &s=new&#new ]

从这一期的Q&A开始,我们将加入不同于以往"地图编辑器系列,游戏背景知识系列"等专题内容的"截图系列".在这个系列中,我会挑选一些BN社区中正在讨论的热点话题,并截取一些出与它们相关的截图供大家参考.这一次我挑选了四张我们这几个月来正在讨论的热点内容的相关截图.请大家自由评论,给我们反馈,并提出你的问题.如果你想看到什么其它类型的截图,请访问我们的社区,并找到这个帖子参与讨论:http://www.battle.net/forums/thr ... &s=new&#new
此网页不属于NGA网站,NGA不保证其安全性
继续访问 取消 不再提示我[ http://www.battle.net/forums/thr ... &s=new&#new ]

Screenshot A: Blink Assault

In Blink Assault you can clearly see and feel the new sense of Terran grittiness. Team colors are a bit worn from battle and the metal texture in Terran units and building have been desaturated a bit. In this screenshot you can see Immortals take on the pounding of fortified Siege Tanks with their hardened shields, while the Stalkers blink up on the cliffs for the assault.

Screenshot B: A Lone Outpost

The Terran Army struggles to defend their lone outpost in the scrap yards, fending off a Protoss onslaught just long enough until the Battlecruisers arrive. Though even with their reinforcements, the battle is far from won, as the Protoss also arrive with their fleet of Carriers to counter.

Screenshot C: The Final Push

This screenshot depicts a large counter attack upon a Protoss base responsible for warping in several waves of attacks on Terran outposts. Dropped Siege Tanks bombard the area, while the Jackals torch up the surroundings with their area of effect line attack. Furthermore, the Marauders slow incoming Zealots as the Battlecruisers plasma weapons make short work of them.

Screenshot D: Anti-Gravity Back Door

As requested by the community, I have taken a screenshot showing a Dark Templar squad secretly infiltrating the Terrans front lines with the help of the Nullifier and its Anti-Gravity ability (previous moved from the High Templar). The Terrans wont know what hit them until it is too late.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches, especially the new sections like the ScreenCraft section we've added.


以上内容略.参考[ http://bbs.ngacn.com./read.php?tid=1541359&fpage=1 ]


---StarCraft II Q&A Batch 32: ScreenCraft Series ---

1. Will allies be able to use each others transport/teleportation methods? Marines in Overlords, Zealots in Nydus Worms, etc.. ? (sc2blog.com)

在游戏过程中,盟友之间可以互相使用对方的运输/传送手段么?比如Overload运输Marine,Zealot通过Nydus Worms等等.

Many of these questions are still being debated within the development team and the final decisions will ultimately be determined through balance. Nonetheless, classic abilities, such as heal by the Terrans, will be usable on allies regardless of faction.

很多类似于这些的问题都还在我们开发团队内部激烈的辩论着.这些内容还在等待着平衡性的修订.不过那些传统的技能(SC1中的技能)---比如Terran的治疗,还是可以在盟友之间作用的.

2. Does the Anti Gravity spell work for your own units? In other words, can you use it to lift up buildings to protect them from an early wave of Zergling? (TheWarCenter.com)

反重力这个技能可以在自己的单位上面使用么?我的意思是说,是否可以用这个技能升起自己的建筑,从而在Zergling的Rush面前保护自己的建筑物?

Yes, the Anti Gravity ability can be casted on friendly units and buildings. Also, the Anti Gravity ability has been added to the Nullifier, as the ability has proven much more effective in the earlier parts of the game. Nonetheless, this is still being tested and is subject to change.

当然可以。反重力技能可以用在任何的友军单位或者建筑上。另外这个技能已经给了Nullifier,从而可以使这个技能在游戏早期拥有更多的效用.但是,这个技能仍在处于测试中,有可能在未来被修改.

3. What happens to units who are under a flying building when it falls down? Can you build a building under the building that are flying? and if that is the case, what happens to that building that it is landing on? Get.Yourgun (gosugamers.net)

如果一个正在天空中的建筑坠落到地面上,那么它下方的单位会怎么样?我们可以在一个正在天空中的建筑物下方建造建筑物么?如果可以,那么当那个建筑坠落下来的时候,会发生什么?

This is actually a notable design challenge the development team is currently facing with the Anti Gravity ability. Currently, players are not allowed to build buildings under the floating object. When the object does land, it will land on top of whatever unit is under it. For example, if a Supply Depot is lifted up by Anti Gravity and it lands on a Marine when the ability duration is over, it will indeed land on the Marine (but will not cause damage). The Marine can then move out from under that building in the direction of that players choosing. The details around Anti Gravity are still very much in testing. As this is a new ability, many of the details are not finalized.

这对开发团队手中的反重力技能来说的确是个值得注意的问题.目前的状况是这样的:玩家不可以在飞行的建筑物下方建造建筑物.当建筑下落时,它会降落在它下方单位的头顶上---不管是什么单位.形象地说,当一个被释放了反重力的Supply Depot下落时,会降落在一个Marine的头顶上(但是不会造成伤害).这位可怜的Marine可以被玩家操纵移动离开.关于反重力技能的细节还有太多的东西要测试.作为一个新技能,很多细节都还没有确定下来.

4. In StarCraft many glitches and near-bugs were discovered with the years passing. Many of them are used regularly and changed the game (Mutalisk stack, patrol-attacking, mineral hopping, Lurker hold, etc). This is and was even more true for other games (bunny hopping in quake or through-floors dmg, etc) and it became part of the identity of the game that people knew about those glitches, learned and mastered them. They became important aspects of the game.
Will any of these bugs make an appearance in StarCraft II, but as intentional features?
- Chosi (Teamliquid.net)

很久以来,星际争霸中有过很多的介于bug和利用游戏缺陷之间的小技巧,这中间很多的技巧都被广泛应用---比如飞龙的堆叠,P键甩尾,穿矿,固定Lurker等等.这些技巧甚至在其他的游戏中也很常见---比如Quake3里面的火箭跳,穿墙炮等等.这些东西已经变成了区别新手和老鸟的准则之一,同时也是游戏中很重要的组成部分.
那么,星际争霸2中会出现类似于这些的"技巧"么?

Yes, certain unit characteristics like the firing on the move dynamic of the Mutalisk, as well as stackable flyers will be in StarCraft II. Some of these characteristics may not feel completely the same, as it is a bit tougher to get flying units to stack, it will still be possible. Although it is important to note that not all of these characteristics will be making it back to StarCraft II, there will be plenty of opportunities for players to find new ways to use the units of StarCraft II in creative ways similar to the original.

是的.飞龙的堆叠在星际争霸2中会出现.(其余的都是废话,我们知道这一条就足够了)

5. What are the duties of the Blizzard eSports team, and how much will they be responsible for promoting Starcraft II as and eSport?(starfeeder.com)

暴雪的电子竞技小组有什么职责?他们对将星际争霸2推广为电子竞技项目要做些什么呢?

The eSports team is responsible for developing Blizzards presence in the increasingly popular eSports scene. Their duties include the planning and operation of Blizzard tournaments around the world in places such as Asia, Europe and the United States. They also provide third-party support for the eSports leagues that host both online and live events using Blizzard titles. Additionally, they help provide balance feedback to our development teams based on interaction with professional gamers and response from the eSports community. They will have an integral role in promoting StarCraft II as an eSports as they have done for the previous Blizzard titles.

这个电子竞技小组是暴雪公司为了应对日益流行的电子竞技项目而设立的.他们的职责包括计划并组织暴雪在全世界的游戏比赛---这包括亚洲,欧洲和美国部分.同时,他们也为暴雪名义下的线上线下比赛提供第三方的支持.此外,他们还会在与职业选手交流以及吸取社区回馈内容之后,帮助开发团队进行平衡性的修正.他们将在促进星际争霸2成为电子竞技项目这个目标中发挥重要的作用.

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Q&A 第33期

星际争霸2 Q&A 第33期


截图欣赏:

幽能之怒




标准的正面强攻,侧面偷袭...

为了反制现在多如狗的各族施法者,幽灵特工现在可以侦测到30码内所有的有能量的单位(译者注:30码大约是好几个屏幕的宽度...好像是这样的,参照机枪兵未升级的射程是4,升级了是5;攻城坦克的攻城模式是12...)。这个被动技能和遥感塔Sensor Tower的类似,可以显示战争迷雾中的单位。这同样也可以反制对手试图用幽灵特工偷袭的计划。

1.问:维京机甲的升级类型是车辆还是舰船?

答:舰船,因为现在维京又变成从星港Starport中建造了。

2.问:小狗对豺狼能有什么作为吗?

答:这需要一定的微操,分散小狗;豺狼的血量也从125变成了75,速度有了一点点提升,这使得它被小狗近身的时候会变得更弱。

3.问:如果一个神族建筑在建造单位的时候停电了,我是说水晶塔被拔了,建造的单位会暂停还是继续?(译者注:白痴问题)

答:无论单位还是科技,在停电的时候都会暂停,直到水晶塔重新覆盖这个建筑。

4.问:有了坑道虫,领主的腹囊升级还存在吗?猛犸会有运载能力吗?(译者注:问题一个比一个白痴)

答:腹囊科技已经被移除。猛犸不会有运载能力。
5. 问:在星际2中可以自定义快捷键吗?是否所有的快捷键都可以自定义?或者像魔兽3一样仅部分快捷键可自定义?
答:我们正在考虑这一功能。究竟能否自定义全部快捷键,目前还没有确定。但是,在目前的试玩过程中,我们已经发现了不少因自定义热键发生冲突而导致的问题,因为在目前的版本中键盘上可供用户自定义的多余的键已经很少了。


英文原文:


Over the past week since the Zerg announcement, we've had many requests for an EPIC battle screenshot, thus I'm happy to present our 'Psi Onslaught' to the community for this latest ScreenCraft batch.

Make sure to make your screenshot requests for our future ScreenCraft batches here:

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=628588&p=1&#post628588



Also, we are always in need of good questions to guide the latest in StarCraft II discussions. Add your questions to our community questions request thread:

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=475993&p=1&#post475993



Chat with Devs: After the Zerg release, I have been asking Dustin what types of changes are being made to the other factions during this process, and one of the most interesting ones that have been added has to do with the Terran Ghost. In order for the Terrans to counter the various new casters that have been introduced to all sides in StarCraft II, the Ghost can now detect units with energy in a 30 yard radius. This passive ability works similarly to the Sensor Tower, revealing their location even within the fog of war. This ability could also no doubt open up some interesting assassination type single player missions as well with the Ghost.

ScreenCraft: Psi Onslaught

http://www.starcraft2.com/screenshot.xml?s=76



As requested by the community, the Protoss have brought their heavy hitters in this psi onslaught upon a developing Zerg base. In retaliation, the Zerg counter with a ravaging pack of Ultralisks and Zerglings upon the advancing Templar army. While the epic battle begins, the Protoss player cleverly sneaks a group of Stalkers to raid the Zergs economy as well.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches, especially the new sections like the ScreenCraft section we've added.

---StarCraft II Q&A Batch 33: ScreenCraft---

1. What upgrade type (assuming these are returning) is the Viking using? Vehicle or ship? (Or perhaps infantry?) (TheWarCenter.com)

The Viking is built from the Starport again and will use ship armor rather than vehicle armor.

2. What will Zerglings be able to do against new Jackal? (www.starcraftcz.com)

Attacking Jackals efficiently with Zerglings will take a bit of micromanagement, making sure that Zerglings are spread out or attacking from different directions. The Jackals hit points have also been reduced from 125 to 75 with a slight increase to their speed. This will make them more vulnerable to Zerglings if you can get them close to surround the Jackals.

3. If a unit is being produced at a Protoss building while it becomes unpowered, does it continue production or pause until re-powered? (Battle.net) Blazur

If a Protoss building becomes unpowered, all production including research at that building will pause until re-powered.

4. In lieu of the Nydus Worm, will the Zerg Overlord maintain its "Ventral Sacs" upgrade? Will the Ultralisk have any sort of unit carrying capacity? (starcraft.org)

Currently, the Overlord's original Ventral Sacs ability has been taken out. With the introduction of the Nydus Worm, the Zerg will have more than enough mobility to keep their enemies on their toes. On that note, the Ultralisk will not be able to carry units.

5. To what degree will StarCraft II allow for remapping - limited remapping a la Warcraft III, or complete remapping of key bindings?
- Excalibur_Z (teamliquid.net)

We are planning to support key-mapping for StarCraft II. The extent of the ability for remapping keys is still to be determined. Even in current experimentations, we have found that there are often many issues with conflicting key bindings as there are very few open unmapped keys to be swapped in and out.

---End of Transmission---

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Q&A34

So now that all three races are out of the bag, you may have thought you've seen it all- nope! The Dev Team is still working very hard to add even more innovation and clever balance affecting design changes that will indeed polish out the gameplay of StarCraft II that much more.

Also, if you haven't already, be a part of StarCraft history by participating in our "I <3 SC" event! Your picture will be added to a wall of StarCraft fans! It is fast and easy to join up! Info here:

http://blizzard.com/us/inblizz/contests/ilovesc/
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[ http://blizzard.com/us/inblizz/contests/ilovesc/ ]

Chat with the Devs: As of recent, the Dev Team has added a new ability to the Protoss Carrier that will give it a little more Umph! versus Zerg Corruptor attacks or Viking raids. In the past, the Carrier simply had a large swarm of Interceptor fighters which you had to build from scratch. Carriers now come built with 4 Interceptors already loaded (which is also the max number of Interceptors currently). They also have the new ability to have Escorts built for a temporary power boost to focus fire. Strike Fighter Escorts cost resources to build and last only 45 seconds, but add a decent amount of firepower to a Carriers attack. A Carrier can have a maximum of 4 Escorts. Escorts are given attack orders to focus-fire on whatever the Carrier is attacking and they can be destroyed independently of the Carrier or each other. The cost for these Escorts will be significant enough to where players will not want to just have the max number all of the time, as that would bleed your economy needlessly. Thus, players will have to pick and choose their battles in where they want the full force of the Protoss fleet present.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 34---

1. An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so? (sclegacy.com)

All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)

Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.

3. The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic? (starcraft2.4players.de)

The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.

4. There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well? (starcraft2.4players.de)

The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.

5. Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity? (Battle.net) PCBANGFT

Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.

6. What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)? (battle.net) Dagguh

The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesnt produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.

---End of Transmission---



三族都已经发布了,你们大约以为你们已经什么都知道了吧——口胡,都与我败呀!You are NOT prepared!开发团队还在辛勤地干活,除了平衡,他们还有大量的创意正在具现化(以及被砍掉),而这些创意都会大大地强化和改变SC2的游戏体验。

开发团队如是说:现在神族航母加入了一些新元素,想要用虫族腐蚀者或者人族维京轻松搞定他们的人要有麻烦了。以前航母有一大堆Interceptor截击机(俗称小飞机)要造;但是现在他们出厂的时候机库里就有四架截击机(这也是航母现在的机库最大容量),而且有了新技能:可以建造Strike Fighter Escort攻击机(译者注:其实僚机这个名字也可以接受就是了)。这些攻击机需要消耗资源建造,最多四架,而且只有45秒的存活时间——但是他们可以造成大量伤害。攻击机的自动集火目标与航母相同,但是也可以向他们分别下达不同的攻击命令。建造攻击机的消耗会足够高,这样玩家就不会想要一直保证航母身上总有攻击机——这根本是给经济放血...这样一来,玩家就必须选择他们想要决战的时间和地点,以及是否需要让神族舰队火力全开。

1.问:三族是否有合适的单位来进攻有严密防御工事的小岛?

答:所有种族都会有长射程空军。虫族有虫群卫士;人族有大和火炮;神族有航母(航母也有了新技能)。不过一切都还在测试中。

2.问:感染者现在让所有论坛众着迷,我们都对能够钻地并移动的单位很有兴趣。问题是,他们可以感染虫族建筑吗?被感染的机枪兵现在是否像录像中那样飞速产生?他们的出现是需要手动造出来的,还是自己跳出来的?是否需要资源?

答:感染者同学还在开发和调试中...现在版本中他还不能感染虫族建筑,但是这一点我们还在讨论中。被感染的机枪兵出现的速度和频率我们还在调节中,有时候快,有时候慢。最后版本中他们多半会是自动跳出来的,而且不消耗资源。

3.问:Medivac急救运输机是一个很有趣的单位,但是现在消息还不很多。我们想知道,他现在是什么等级的单位,用什么方式治疗,能否同时治疗多个单位,治疗速度和护士相比是快是慢?

答:急救运输机现在在Starport太空港建造。治疗和护士相似。我们会增加动画,显示急救运输机布设自动医疗机来治疗友军生物单位的过程。现在版本中他是单体治疗的。治疗速度也在调节中,平衡嘛。

4.问:现在对小强同学有很多不同的描述和说法,各方面的信息自相矛盾。现在小强同学是近战还是远程,或者是混合攻击?而且最重要的一点,是否能对空?

小强是远程单位。(译者注:喵的咧!)不久以前他还是近战单位,就像我们之前展出的版本一样,有一对大爪子;但是现在他变成远程单位了。我们说:“要有光。”于是他就灿烂了;事就这样成了。我们正在调试这个灿烂而强悍的单位,目前他只能对地——但是以后是否能对空就不好说了。

5.问:虫族腐蚀者是否能腐蚀飞行的人族建筑、神族巨像、虫族飞龙甚至其他腐蚀者?反重力吹飞的呢?

答:无错,空中的任何单位都可以!被反重力吹起来的单位如果被腐蚀,落下之后会坐在地上一动不动。被腐蚀单位只能攻击空军;这些坐地单位在空军飞过的时候也会攻击。

6.问:为什么巨像的扫射攻击现在变成了平行AOE?平衡原因,还是因为视觉效果?能否在地图编辑器中切换两种效果?

答:平行AOE为玩家的微操提供了更有趣的模式。扫射是很帅,但是事实上并不产生任何新的游戏体验(译者注:口胡!)现在的视觉效果还是临时的,我们依然在调试图像和工作机理——直到满意为止。

——传输结束——

The escorts for the Protoss Carrier in its current state, hits both ground and air. Furthermore, they take about 1 second to warp in to battle alongside your Carrier after you make the order to summon them.

航母的攻击机现在可以对空对地攻击。建造耗时为一秒。

Building Interceptors can be toggled to 'auto-build' or be set to manual build. Like the original StarCraft, the Interceptors will cost resources to build (when you lose any from the original 4).

航母的截击机可以调成“自动建造”,或者选择手动建造。现在截击机和原版星际一样需要资源来建造(如果你损失了出厂附赠的那些的话)。

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