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《星际争霸2》第44批FAQ 小狗变智能化

小编:简简单单时间:2010-07-28 15:25:40   来源:游戏堡整理

 与开发者的交流:我注意到在我们最近的展示活动中,许多试玩虫子的玩家都造了好几个地皮扩展瘤,指望它们能当防御塔或者能变成防御塔,结果这就导致了一番为啥地皮瘤不能变防御塔了的质疑,呃,这里我们跟还不知道的玩家说一下:地皮瘤是个可以显著扩展烂地皮的建筑,使得你可以使用像地刺rush之类的战术

  Dustin讲了两点为啥不让再用地皮瘤变防御的理由

1)如果那样,因为防御可以动了,你就可以满地图随便乱铺地皮

2)如果那样,当你的地皮生成器爬起来跑掉时,你的建筑可能一下就落在干地上了。

  所以,当开发团队希望给予虫子们移动的防御时,他们就决定把地皮瘤和虫子防御武器的功能分开了,同时,也给予了地皮瘤埋地的功能和十分便宜的造价。

  和往常一样,如果你喜欢我们的Q&A就请拍拍手- -

……星际2 Q&A 44……

  1)录像功能中能否包括更多的玩家数据统计?比如APM,热键使用次数之类的。
  录像中会包括很多新的信息,包括更精确的状态追踪,以及其它和电竞相关的特性。

  2)T族现在看起来在机动性方面比较劣势(和传送,隧道虫之类的相比),你们是否有让空降仓回归或者加入其他运输手段的计划?
  事实上,T族有了许多单位和技能使得他们拥有比sc1更好的机动能力,收割者和维京机甲就是新单位的好例子,它们大大提升了T族的突袭能力。此外,运输船的医疗功能会鼓励你建造比较多的运输船,这也提升了整个部队的机动力。回收也是一个有助于迁移和重建T族基地的好技能。最后,T依然是唯一可以让基地建筑飞走的种族,你现在还可以把scv塞到主基地里了,这对于快速扩张可是很有利的。

  3)在新的高地设定下,如果没有视野,部队就无法攻击到更高地形上的敌人,虫子和人类都有在游戏初期看到高地上单位的能力(虫子用气球,人类飞建筑),但是神族的第一个飞行单位是相位棱镜,这样,神族玩家在某些地图上是不是会很吃亏呢?
  在最新的sc2版本里,神族不再需要观测所才能造叮当了,现在建好机器工厂就可以直接造叮当,神族玩家可以更早获得良好的战场视野了。 我们当然还看到在某些地图上,T族可以在早期采用堵路口战术来对付P族,我们正尝试改变这种局面,此外,我们觉得如果把叮当放在科技树那么高的位置,对P是残忍了点。


  4)单位是否会和sc1一样有高画质的视频头像秀?
  单位形象当然会有比实战画面精致得多的窗口秀,类似sc1和魔兽3,但不是简单的视频片段,而是根据游戏情形实时生成的,在最近的blizzcast上我们会展示一些单位形象的范例,Dustin和Sammy也会谈一谈创造一个单位的过程。

  5)让低科技单位在高科技阶段依然勥是很重要的,所以你们设计了各种技能升级,比如叉叉的冲锋,但是现在叉叉有了冲锋可是狗狗还是只有和以前一样四条腿蹦蹦,智力也没有啥提升,你们是否有计划给狗狗一点爱呢?
  在新的引擎下,狗狗有更优异的寻路能力,这使得它们的移动效率大增,现在狗狗包围单位也更容易,并且更好点中了,一次也可以框不止12个了,狗狗的个头比sc1里还小了一点点,又可以进化成毒虫,轻松炸翻狂战士。最后,狂战士的护盾值还被扣了10点呢!

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>>星际争霸2 专区

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Chat with Devs: Something I noticed during our recent shows at Games Convention in Leipzig and PAX in Seattle is that many new players trying out the game who played Zerg built several creep tumors, thinking they were either defenses or going to morph into defenses. This eventually lead into a conversation with Dustin about why Creep Tumors no longer morph into base defenses. For those who dont know, a Creep Tumor is a building which expands creep around it significantly. Building this building is an excellent way to cover additional ground with creep, allowing for many new strategies, including aggressive Spine Crawler pushes (the mobile Sunken Colony).

Dustin brought up two scenarios to why Creep Tumors no longer morph into other Zerg defenses:

1) You would be able to creep across the map by moving your creep-spawning base defenses.

2) It would be easier to accidentally end up with buildings off of creep because the creep-generator moved away.

Thus, since the development team definitely wanted to give Zerg mobile defenses, they decided to split the roles of the Creep Tumor and the other Zerg defenses. This also allows for the team to make these Creep Tumors burrowed and very cheap in the latest build.

As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!

---StarCraft II Q&A Batch 44---

1) Is it possible for replays to contain more in depth player statistics such as average clicks per minute, number of hotkeys used, etc.. ? (starcraft2.com.au)

Replays will have much more info available in them that will include more detailed stat tracking, as well as other useful eSports related features.

2) Terrans currently appear to be at a disadvantage in terms of troop mobility, (as compared to 'Warp-in' and 'Nydus Worm') are there any plans to bring back the, 'drop-pod' or other new transport mechanic? (sclegacy.com)

Actually, the Terrans have many units and mechanics that empower them with more mobility than the original StarCraft. The Reaper and Viking is a good example of new units that extend the Terrans raiding capabilities. Furthermore, Medivac Dropships offer more incentive to build lots of Dropships, which translate to more mobility for their entire army. Salvage is also another mechanic that helps in terms of rebuilding and moving a Terran base to new locations. Lastly, the Terrans are still the only side that can pick up and move their whole entire base, as well as being able to load SCVs in their Command Center now, allowing for quicker fast expanding strategies.

3) With the new high ground mechanic in place, an army can't fight units that are on higher ground anymore until they get a spotter up the ledge. Both Zerg and Terran have the possibility to spot units on high ground with Overlords and floating buildings right from the start of the game, but the first Protoss unit to fly up there would be the Phase Prism. Could it be that Protoss players have a significant disadvantage on some maps because of this?(GameReplays.org)

In the latest builds of StarCraft II, the Protoss no longer need an Observatory to build Observers. Observers will be able to be built straight from the Robotics Facility, allowing earlier eyes on the battlefield.

We definitely saw that especially on certain maps, Terrans were able to block their choke point early, taking away much of the scouting portion of the game from Protoss, and are trying out this new solution for it. Additionally, we felt that Observers were too a crucial to the Protoss army to have them that far up the tech tree.

4) Will the Unit Portraits in SC2 be pre-rendered high quality video clips like in SC1 ? willygundersen (Battle.net)

The unit portraits will be shown in much higher quality than the actual units on the screen, similar to the original StarCraft and Warcraft III. They will not be video clips, but will be animations rendered in game. There will be several examples of their unit portraits in the next BlizzCast, where we have Dustin and Sammy discussing the process of creating a unit.

5) We all know how important it is that tier 1 units be effective at later tiers, which has prompted different unit abilities like the Zealots Charge. But it seems that the Protoss have a leg up in that they have Charge while the Zerglings have only their traditional speed boost without any AI enhancements. Is anything being planned for the Zergling? (starcraft2forum.org)

Due to the new game engine, Zerglings have much better pathing in StarCraft II, meaning they move much more efficiently. Zerglings are able to both surround enemy units easier and are more easily selectable as well, being able to control more than 12 at a time. Furthermore, Zerglings are also slightly smaller than their original StarCraft counterparts, and able to be morphed into Banelings, which are extremely effective against Zealots. Lastly, Zealots have also had their shield hit points reduced by 10, as compared to the original StarCraft Zealots.

---End of Transmission---


 

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