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[新闻] 暴雪加州发布会,翻译完成(转载自NGACN.COM)

本主题由 380348587 于 2008-3-13 05:14 设置高亮

暴雪加州发布会,翻译完成(转载自NGACN.COM)

To me the Protoss felt by far the most finished of the three races. For the most part the race functions in the same way as it did in the original Starcraft. Individual units are relatively expensive and perform well in combat individually. The upgrade system is the same, and since we've covered most aspects of this race, I'll move on to what changes I saw in the build, and why they're interesting.

The Phoenix has been messed with, pure and simple. It's a bit slow for the type of unit that it has become, but that's an easy fix. It no longer hits ground units and has a nasty ATA attack.

- The Colossus has turned into one of the fiercest weapons in the Protoss arsenal. Against a Zerg player these units are absolutely deadly on the ground. With its new splash damage system, which fires a horizontal beam that affects all units in its path, a grouping of four or more Colossus is absolutely devastating to any ground units. During my entire play period, I was unable to find a suitable counter using just ground units with the Zerg race. The Roaches came the closest.

- The Nullifier is an extremely dangerous weapon right now, both early and late game. It's anti-gravity ability is absolutely amazing. Lifting up bunkers full of Marines, seiged tanks, supply depots, and other units is an absolutely devastating mechanic. While it sounds a bit cheesy and there are some visual problems with being able to see whether a building/unit is being lifted, the ability is very interesting. Let's hope it stays in the build because it has drastic consequences for more expensive late-tiered units, effectively removing units like the Ultralisk and Thor from battle.

The Protoss are very polished and feel ready as a race. They're very solid in the build and I was very confident using them in gameplay. Whether it's because of my experience with the race or balance issues, I felt the Protoss had a slight advantage over the other two races. Unbalanced units for the Protoss include the Colossus, Phoenix, and Nullifier.


神族玩后感:
神族是完成度最高的种族。单位昂贵,单兵作战能力强,升级系统和原来基本相同,总而言之,特色与原版相类。

凤凰现在很简单很纯洁,虽然飞起来有点慢。它不再可以对地攻击,但是对空伤害高得吓人。

巨像现在是神族武库中的绝世强者。对付虫族这家伙可算得绝杀。现在的AOE范围变成了水平一横排,四个或者更多巨像联手,可以蹂躏一切地面单位。我没找到虫族能和这个大家伙对抗的地面单位;唯一成功接近的单位是小强。

否决艇现在非常好用,无论早期还是晚期。反重力能力很强悍,把满是机枪兵的地堡、展开的攻城坦克、房子和别的什么的扔上天实在太有快感了。虽然视觉效果上还没有完全完成...它对后期高级的昂贵单位效果很明显,想象下把雷兽/雷神什么的吹飞的感觉吧。

神族完成度很高,整个种族很有协调感。个人感觉神族有一点点过强,过强的单位包括上述三个。

中文版权所有:Yogomove@NGA,转载请注明作者

[ 本帖最后由 380348587 于 2008-3-13 05:11 编辑 ]

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Terran

The Terran, to me, felt a bit stuck as far as gameplay goes. The race looks rather finished, is smooth, and have a number of options, but their infantry system feels a bit flimsy (although I didn't have much time to work with supplementing with the Ghost) and I tended to over rely on tanks, much as you would in StarCraft. I attribute this problem to my inability to adapt to their new system quickly, but it's a possible problem with their development. Another race that has been covered sufficiently over the last eight months, here's the units that I saw changes in:

- The Thor has switched roles a number of times since we first saw it in the Terran Gameplay video, but for now, he's taken on a role that doesn't overlap with the Seige Tank. At the moment he has a very potent anti-air attack that is absolutely devastating against Zerg fliers. It's an area of effect attack that deals massive damage. However, he's not very powerful against land units. And don't worry much about keeping up with those air units as his speed has drastically increased. He now moves at about the same pace as an unseiged tank.

- The Jackal is the brand new unit introduced to the Terran just a couple of weeks ago. This unit is absolutely devastating against any type of infantry, especially Zealots, Zerglings, and Marines. In fact, it's rather potent against all types of ground units simply because of its line of fire splash damage. The way units group in Starcraft 2 is very clustered. All units of a smaller size are very susceptible to splash attacks. The Jackal isn't overly quick, but it's mobile and acts as the perfect anti-infantry unit at tier 2 that the Terran were in need of.

- The Medic has been cut and replaced with the Medivac Dropship which essentially acts as a flying medic. It's a reduction in the number of infantry units that plague the Barracks, but I have to admit I was suprised when I started my first Medic/Marine build. No Medic??? The dropship allows for very potent mineral raids but its role seems unclear because a flying medic that can transport Marines almost makes the Reapers obsolete. As a testament to this, I didn't see a single Reaper in any actual gameplay.

- The Marauder is another Terran unit that we haven't see much of yet. It's very effective against infantry and is essential to any successful Marine attack. Marines on their own aren't all that effective with the increased speed of the units in the game, and Marauders aren't good alone either. The combination of the two is rather deadly.

- The Nomad looks completely different. The old playskool design has been completely scrapped in favor of a new, sleek, almost Andromeda style design. It's very sleek, sexy, and I love it. Much better than what we saw previously out of the Nomad. It's turrets are very strong and can take a tank in attack mode on almost one on one (the tank has about 5 hp left).

The Terran have a long way to go in my opinion, but in terms of their build structure I think they're getting pretty close. The lack of an air support unit means they'll be relying heavily upon the Thor, but that could be a good thing. Another thing to note is that Terran players seemed to have real difficulty with attaining sufficient detection. I easily walked into a number of Terran bases with just a few Dark Templar and ended games very quickly. This is a common problem in SC1 as well, but the Sensor Tower is tough to remember and the Scanner upgrade for the Command Center is a bit confusing. What I will say is that they look much grittier. We suggested even more grit to the design team

人族

人族步兵让人不大舒服...我基本上是靠坦克推的。

雷神:雷神同学现在是超级强悍的对空单位,虫族空军的克星。他对空AOE,伤害还嗷嗷高...但是对地很肉脚。(译者注:这大约就是视频中一大堆自爆虫轻松解决几个雷神的原因,喵的人家根本不怎么打地面)而且他现在移动速度很不错,速度相当于坦克(没开攻城模式的),追人应该没问题。
豺狼:真正的步兵杀手。或者说,真正的陆军杀手。线杀伤实在是太强了,因为SC2中的编组队形都太密集了。豺狼的速度并没有非常快,但是作为T2反步兵单位的表现完全满足了人类的需要。
护士:被切掉了,现在是Medivac Dropship救护运输船作为飞行医疗队出现。兵营可建造单位多到成灾的情况终于有了点缓解,但是我准备开始建造标准的机枪+MM的时候,我惊到了:没有护士了???运输船可以支持强大的屠农战术,但是它的角色现在似乎还不清楚,因为能够运输机枪兵的医生可以说让双枪老大爷完全没饭吃了。其他游戏似乎也证明了这一点:实际游戏中我一个收割者都没看到。
劫掠者:这是我另一个实战中没怎么看到的单位。他对抗步兵单位非常有效,是任何马润速攻所必需携带的军中之胆。机枪兵对付游戏中已经提速的单位效果并不好,而单纯的劫掠者也并不强大,但是二者合作的效果绝对是致命的。

牧民:现在他看起来完全不一样了。原来的过家家外形完全被新的光滑性感的外表取代,这外形让我想到仙女,我钟意佢?戎暗哪撩窈靡话俦叮煌虮丁机枪塔现在几乎能单挑一辆没开攻城模式的坦克(坦克还剩5hp)。

人族还有很多修正工作要做,但是建筑已经很不错了,问题就在于空军支持的不足让他们不得不严重依赖雷神——虽然这不见得是坏事。另外一个问题就在于人族反隐能力确实不够强。我很多次在后期轻松地用几个暗堂潜入人族基地。这虽然在初代中也是一样的,但是感应塔很容易忘记造,需要在控制中心(主基)升级成监控塔的设定也很有点晕。现在这些建筑看上去都很有点旧;我们建议开发团队把它们做得更旧。

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Of course, everyone wants to hear about the story of the year. We've been waiting for this release for a very, very, very long time and I was extremely excited to find out that we'd be able to play this race in its full glory. While they're awesome, and I was exuberant about the changes, the Zerg are clearly very unfinished. They're fully functional, but compared to the other two races they're just not there. The buildings are very standard (all buildings were 3x3 blocks) and some of the units are unpolished.

I'm very excited about the new system of teching that involves the Queen and her newfound position as what is clearly the replacement of the Cerebrate. Your Queen is your lifeline as Zerg and you must protect her at all cost. She is the only way to create base defenses, but she's also very effective at it. No need to sacrifice units for your defenses, just utilize your Queen. She can build three types of buildings: a Sunken Cluster (fires high damage attack but has low HP), a Creep Tumor (extends area of creep), and Shriekers (detectors that extend the range of all Clusters within a certain radius to the entire radius covered by the Shrieker).

虫族的消息,大家应该都等急了吧。
虫族很显然没有完成。虽然所有的功能都很有效,但是和其他两个种族相比,很显然还不够。建筑都是很标准顺的3×3,而且很多单位的美工也都没有细化。

我对新的虫后科技很感兴趣,她很显然取代了脑虫的地位。你的虫后就是你的命,身为虫族,必须不惜代价保护她。她是唯一可以建设基地防御工事的单位,但是她在这方面也很强悍。她可以建造三种单位:沉陷虫簇Sunken Cluster(高攻薄血),菌毯肿瘤Creep Tumor(扩张菌毯范围),尖啸者Shrieker(能反隐,扩张范围内虫簇的射程

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右上:Dusting Browder同志向我们展示虫族作战的OOXX.(译者注:原文如此  )
从上至下:沉陷虫簇Sunken Cluster,高攻薄皮;
尖啸者Shrieker,探测器,扩展沉陷虫簇射程,覆盖范围为图上两个圈;
虫族的尖啸者-虫簇防御体系
Samwise同学的速写刺蛇(口水加入咯)
巨像溅射攻击

[ 本帖最后由 380348587 于 2008-3-13 05:09 编辑 ]
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This new mechanic for the Zerg make them very unique and effective at certain stages of the game. However, this new style of defense was very tough to master correctly but it does seem potent when executed correctly. In the picture above, Dustin Browder explained how the Sunken Clusters and Shriekers interact to create a much larger field of fire and the buildings can be placed to create a very effective defense system.

The tech tree was a bit strange to me as the Hydralisk den was in tier 3 while the Roach den was at tier 2. It looks like it will take some getting used to, but it's clear that the Zerg are their own race and are very distinct. I think most Zerg players will come to love the changes once they've experienced the game.

Units and descriptions:

- The Roach has an extremely fast regeneration time. It is incredibly fast. So fast that one Zealot won't be able to kill a Roach on its own. Only when multiple Zealots are attacking one Roach will it be killed, simply because of the regeneration rate. This allows for an insane micro strategy that involves burrowing wounded Roaches to increase their vitality. They're very effective against a wide range of units, are low on the tech tree, and are very versatile. They also attack air and ground.

- The Hydralisk tears apart Roaches in large scale combat. While effective against most units, don't try using this unit against more than 2 or 3 Colossi. You will lose.

- The Lurker is virtually the same as it was in the first game but has a more potent attack. It's attack is still delayed and can be dodged.

- The Ultralisk is absolutely insane. It is a very intimidating unit, mostly in that it is absolutely gigantic. It is very intimidating to be charged by three or four of these monsters. Add in their ability to burrow, appear out of nowhere, and inflict massive damage with their new splash attack, and you have one ferocious beast. However, they're no match for Archons.

- The Queen has added multiple dimensions to the Zerg game. She creates all Zerg defenses, has the ability to level to different tiers of strength, and has a number of abilities. She can cause a swarm on any selected building that will attack enemy units in the area, she can also appear at any player building on the map almost instantly, she can turn a patch of Creep into a dangerous acid bog that damages enemy units, and she can lay all your defenses without using a single drone. She's very potent as a melee unit as well, but don't let her die or you'll have to re-level her from the beginning. She's not a hero, but I feel a bit of the Warcraft III element in her design. I also smell a lore parallel between her increased role and Kerrigan becoming the Queen of Blades.

- The Corruptor is a very powerful anti-air unit. It effectively causes enemy armadas to destroy themselves and then leaves them sitting dead in space. A very evil looking unit, they fit the Zerg and are a large improvement over the Devourer because it is effective against all air types.

- The Infestor looks like a blob in the screenshots, but seems to fit the race in actual gameplay. It's an interesting and deadly caster because it comes at Tier 2, which is unusual for the Zerg race (having a caster at that tier). It casts Infest, which takes over enemy buildings to produce infested units (this ability is also effective on Protoss buildings. Protoss buildings CAN be infested!), as well as Dark Swarm, which is now a grayish cloud of insects.

- The Swarm Guardian looks much like the original Zerg Guardian but attacks slightly differently. Every time this unit attacks it produces two small broodlings which both cause damage and distract enemy attention. A useful siege unit, but it seems to lack any real punch against serious base defenses.

- The Overlord is no longer a transport unit, or a detector, but can be upgraded to become an Overseer which has increased food capacity, detection ability, and the ability to generate creep. Because of this change in detection the Zerg are more susceptible to cloaked units than they ever were in the original.

-The Nydus Worm is actually a unit that is cloaked at all times. It jumps in and out of the soil much like the monster in the movie Tremors and can be moved anywhere on the map (except water). Since it is cloaked it is impossible to predict an impending attack without the use of a detector. For this reason the use of a Nydus Worm is very deadly as an entire Zerg Horde can pour into the middle of your base with under 5 seconds warning.

The Zerg are very interesting to play and certainly have a long way to go, but I think overall they're on the right track. They have a very distinct racial "flavor" and are clearly separate from that of Terran and Protoss. While some will probably be worried by the Queen's emergence as a "hero," I assure you that she is not. She is not overly powerful in any way and is more of a unit to be protected at all costs than a unit to be thrown into battle. She's simply extremely useful. The new aspects of Zerg gameplay are a positive rather than a negative to the game.

新机制使得虫族在特定的时期十分强悍;虽然这种防御机制比较难掌握,但是一旦正确地执行,威力将十分强大。上面那张图上,Dustin同学演示了如何创建一个非常强大的防御系统。

科技树看起来有些古怪,刺蛇变成了T3生物,而蟑螂却是T2...这花了我一些时间来习惯,但是很明显,虫族和其他两个种族十分不同。我感觉,虫族玩家有足够经验后,会爱上这种设定的。

蟑螂:回血真他喵快。真他喵快。快到狂战士杀蟑螂根本单挑不能...必须多个狂战士集中攻击一个才能KO,就因为恢复速度太快了。这使得疯狂微操变得可行:春节的深夜,我埋下了一只重伤的蟑螂;大年初二还没到,一只完好无损的蟑螂就跳了出来...

刺蛇:大军团作战的时候,刺蛇杀蟑螂有如切菜。虽然很强,不要试图用刺蛇对付两架以上的巨像:你会死得很难看。

潜地兽:这位爷和原版中基本相同,但是攻击更强了。好吧,攻击延迟依然可以利用,依然可以躲...

雷兽:快要发疯...看到他就足以让敌人心惊胆战了,这主要是因为雷兽实在太大了。三四只一起冲锋的时候真的是千军辟易...再加上现在他们能钻地了,真正是藏于九地之下动于九天之上...新的面伤害实在是太强了,这就是你所要的巨无霸,你的比斯巨兽。好吧,他们还是打不过执政官...

女王:她让虫族的战术大大地多元化了。她建造所有的虫族防御工事,有科技支持以后能够花钱升级,而且有很多技能。她能让建筑物攻击敌人;她能够瞬间传送到自己的任意远的建筑旁边;她可以把一片菌毯变成有毒的沼泽,伤害上面的敌人;她还能不消耗任何工蜂建造所有的虫族防御建筑。她作为近战单位也非常强,但是别让她死了——死了你就得全部重新升级。她不是英雄,但是很有点War3味道。我也闻到了她的背景设定与Kerrigan成为刀锋女皇的故事相似的味道。

腐蚀者:这是很强大的对空单位。他可以有效地让敌军的大规模部队自相攻击,然后在身后留下一堆动弹不得的空军。看起来很邪恶,而且对空能力全面,很适合“吞噬者升级版”这一角色。

感染者:这家伙看上去就像一个球,但是在游戏中非常有“虫感”。这是一种有趣而且致命的施法生物,致命是因为他仅仅是T2生物,虫族这么早就有施法者很不寻常。他能够施放“感染”,控制敌人的建筑并生产被感染的单位(神族建筑一样会被感染!);黑暗之雾Dark Swarm也还存在,现在这个法术的外贸是一团小虫子组成的灰云。

虫群卫士Swarm Guardian:很像原版的Guardian,但是攻击模式有那么点不一样,每次攻击都产生两个小Broodling虫,分散一点敌人的注意力。是有效的攻城单位,但是针对结实的城防的时候似乎不大有效。

领主:不再能运输或者反隐,但是可以升级成Overseer巡查使,升级后增加人口上限,视野(能够反隐),以及产生菌毯。因为这个变化,虫族较原版而言对隐形单位的防御能力大大下降。

坑道虫:其实他一直潜水隐身。他会跳出或者潜回土壤中,就像电影Tremor中的一样,而且能在地图上移动到任何地方(水中除外)。因为是隐形单位,想要不用反隐设施而预测他带来的攻势是不可能的。因此坑道虫非常危险——从基地外潜入基地中,你最多能有五秒钟反应时间。

虫族很有趣,也肯定还有大量开发工作要做,但是很显然开发路子对头了。他们有很明显的种族“味道”,很明显地和人族或神族区别开来。有些人可能还在怀疑虫后是否会像英雄,我可以保证这不会发生。她并没有imba,而且更像是需要全力保护的单位,而不是可以投入战斗的单位。因为她太有用了。虫族的新特征对游戏来说利大于弊。

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