【WOWS Q&A】2017/01/18

Source:https://thearmoredpatrol.com/2017/01/18/wows-qa-28th-january-2017/
来源↗

Source: Reddit, Sub_Octavian
来源:Reddit的Sub_Octavian

Q: Are there any mods that you guys are considering adding to the base game? The ones I appreciate the most are ship names on the minimap and ship names next to player names in chat. A:Yes there are, including ship names on minimap. Watch the news!
问:你们现在有计划把部分mod功能正式加入到游戏内吗?比如说小地图的船名以及在聊天框中玩家名字旁边显示船名之类的。
答:有,包括小地图船名这些。请关注新闻。

Q: Any updates on replay functionality?
问:录像功能有什么新消息吗?

A: It is not low priority – it is planned and even worked on. But it won’t come very soon, as we aim at quite rich functionality of replays.
答:优先度并不是很低—计划在做了,而且以前也搞过。但是近期之内是不会出了,因为我们的目标是让录像提供更多的功能。

Q: Question regarding Radar mechanics.
问:关于雷达机制的问题。

A: With the exception of Missouri, Radar is purely cruiser option. We don’t want to add cruiser – DD counter. That would be cruiser nerf, which is currently not desirable.
答:除了密苏里,雷达应该是只提供给巡洋舰的。我们并不需要给巡洋舰的死对头们——驱逐舰加雷达。这样其实是对巡洋舰的nerf,而这并不是我们想要的。

Q: Question regarding performance of German destroyers.
问:关于德驱的性能问题。

A: It is too early to make conclusions, but our preliminary opinion: they are fine. Not as peculiar as RN CLs. Not as straight-powerful as KM BBs. This is a fine line, seems more or less balanced, but perhaps it lacks “wow!!!”. We will continue observing it. The stats on mid and high tier are not settled yet.
答:现在下结论还太早,但是现在看来是这样的:没有问题。不像英巡一样特殊,也不像德战那样给人一种我就是强的感觉。这条线没问题,看起来也挺平衡的,但是可能少了点“WOW”的感觉。我们会继续观察。现在中高阶的数据还没有稳定下来。

Q 1: Does Adrenaline Rush reduce loading time by 0.1% for each 1% hp missing or is it 0.2%? PTS2 had it at 0.2%
问1:破釜沉舟的技能是每少1%的HP就提高0.1%的装填速度还是0.2%啊?二测是说0.2%。

A 1: 0.2%. Typo here
答1:0.2%。我们打错了。

Q 2: Does Adrenaline Rush affect ALL armament of the ship? Such as Secondaries, Torpedoes and AA as well as Primary battery? If not, exactly what armament gets affected by it?
Q2:破釜沉舟是会影响到所有的武器吗?比如说副炮,鱼雷和AA?如果不是的话,那哪些武器会被影响?

A 2: Torpedoes and Primary for now. No AA. No Secondaries (we plan to add secondaries soon, though).
答:现在只影响主炮和鱼雷。不影响AA和副炮(但是计划是近期也会实装对副炮的加强)

Q 3: Adrenaline Rush bonuses only care about missing HP, right? So if I heal with Repair Party, I will be losing some of the Adrenaline Rush bonuses?
问3:破釜沉舟看的是损失的血量对吧?如果我用修理小组回血的话是不是会失去一部分加成?

A 3: Correct.
答3:对的。

Q: Question (rather complaint) regarding Bastion mode.
问:关于棱堡模式的问题(或者说是抱怨)。

A: Bastion chance is currently reduced, and in 0.6.1 the mode will be tweaked. We would like to make it more enjoyable instead of removing it.
答:现在进入棱堡模式的几率调低了,我们会在0.6.1中对这个模式进行改进。我们的想法是把它变得让大家玩的开心,而不是移除这个模式。

Q 1: The destroyer damage build is somewhat weaker than pre-patch (e.g. DE power level reduction) and survivability has been indirectly nerfed through the implementation of new tools (e.g. RPF) to hunt DDs. Is there a plan to offset this power level reduction elsewhere?
问1:现在驱逐舰的输出向加点好像比补丁实装之前要弱一些(纵火加成下降)而且生存性能由于新的工具的引入(电波定位)也间接的被削弱了。现在有计划抵消这个火力方面的下降吗?

A 1: The choice is here not only for DD captains. We wanted to make BB builds more specific with Aux guns, AA and Survival as main directions. General purpose builds are still viable, but we expect them to be less efficient. We would like to see more diversity in BB gameplay with these changes.
答:并不是只有驱逐舰的舰长才有这个需要。我们想让BB的加点以副炮,AA以及生存性能作为主要方向。当然了通用加点现在依然可行,但是我们的期望是让通用加点实用性下降。我们希望看到的是通过这些改动能够增加BB游戏体验中的多样性。

Q 2: On a related note, as someone who enjoys DDs, CL/CAs, and BBs, I’m a little nervous about the direction of BBs right now. Is there any thought about the power level of BBs and what might be necessary to bring CL/CAs back to the fore a bit?
问2:还有,我很喜欢开除了航母以外的船,但是我觉得现在BB们正在走的路有点小担心。你们对于BB的强度是怎么认为的,而且你们认为要怎么做才能把巡洋舰们重新拉回到舞台上?

A 2: We’re nervous about BB population growth, too. I have to say, I reviewed this last week. The growth is slowing down (which is good), but not that fast, so It is hard to tell right now whether we will see some healthy (for the meta) decline a bit later. Actually, we hope 0.6.0 will contribute here in a positive way. We also have some options in testing, if this tendency does not change.
答2:我们对于BB数量上涨也感到有点小担心。我上周的时候看过数据。现在数量上涨的势头有所下降(是好事),但是下降的速度并不是很快。所以现在对于战舰的数量会不会在一定时间以后下降还很难说。我们希望0.6.0能对这个情况造成一些正面的影响。如果数量上涨的趋势依然没有遏制的话,我们现在还有一些正在测试中的解决方案。

Q 1: Question regarding changes to Expert loader
问1:关于专业装填手

A 1: We did not change anything here, it worked as it did before. I guess there is typo, because “will now work” clearly implies that something changed.
答1:没改啊,和以前一样的。我估计是哪里手滑打错了,因为“现在会正常运作”意味着肯定是哪里做了什么改动。

Q 2: Question about Emergency Takeoff being rather expensive.
问2:紧急起飞所需要的点数过多。

A 2: The penalty applies only when you’re on fire. If you are not on fire, you have standard cooldown. And without this skill, you won’t be able to launch anything while on fire anyways. It is useful if you play in close formation and often take damage.
答2:惩罚只有在你着火的时候才会生效。如果不着火的话,整备时间还是正常的。而且如果你没有这个技能的话在着火的时候连飞机都放不出来。如果你经常跟人家肉搏而且总是受伤的话,这个技能很有用。

Q 3: Inertia Fuse for HE Shells: Does the 50% penalty during retraining only affect the better penetration of the HE shells or does it also affect the reduced chance for fire?
问3:钝感引信的问题:在重训期间的50%的惩罚是只会影响到穿深加成还是说会同意影响到点火几率?

A 3: Only the better penetration (it should, I will double check that tomorrow)
答3:理论上是只影响穿深加成(我明天再看看吧)。

Q 4: Inertia Fuse for HE Shells: Will you add an explanaition in the game how caliber vs armor works, so people can actually make a choice with that knowledge in mind?
问4:顿感引信其二:能不能在游戏中加入一个口径与装甲之间的解释说明,所以大家可以在有一定知识背景的基础上进行选择?

A 4: Hopefully, we will do it sometime.
答4:希望以后能做。

Q 5: Dogfighting Expert: Why is it still saying that it improves average damage vs planes of different tier when we have mirror matchmaking for CVs for more than a year now?
问5:狗斗:为什么现在技能上还说能够增加不同等级间飞机造成的伤害,现在CV等级对等都快一年多了啊?

A 5: On low tier there can be 2 CVs per team, so it still works there.
答:低级房的话还是可能会出现每队两个航母的情况的,所以这技能在那时候有用。

Q 6: Expert Rear Gunner: Why on earth was the point cost increased / doubled? Do you actually think it’s worth spending two skillpoints, even if the enemy Carrier captain did not know about strafing?
问6:专业尾部机枪手:这个技能到底他妈是为什么才把技能点需求翻倍了?你们觉得在对面航母玩家都不会扫射的情况下就浪费亮点技能点在这上面很值得咯?

A 6: You would be surprised, but lots of players don’t use strafing because they haven’t mastered it yet.
答6:我跟你讲,很多玩家因为还没有熟练掌握扫射,根本都不去用的。

Q 7: Evasive Maneuver Just to clarify: The moment I hit the ‘F’ button the planes will activate that skill? So if I choose to send them near my carrier manually without hitting that button, they will retain their normal behaviour (read: keep their speed and HP)?
问7:规避动作:我就问问,是不是我按了F的那一瞬间这些飞机就会启用这个技能了?所以我手动把飞机们放在我的航母附近的话,是不是飞机都还是一切正常(速度和血量都没有变化)?

A 7: Yes.
答7:对。

Q 8: Regarding the new captain XP curve, why did you make it harder for newer captains to advance in ranks while make it easier for higher ranked captains to advance in ranks? I would have assumed that you’d want to make it a tad easier for captains with less points, so they are not as much at a disatvantage versus players with more captain skills.
问8:关于新的舰长经验曲线,你们为什么把低等级的舰长成长速度放缓,而高级的加快了?我估计是你们想让那些低等级的舰长升级能稍微快一些,所以在面对那些有更多技能的舰长的时候没有那么多的劣势。

A 8: We do care about new players, but even with that, previous XP curve was way too unbalanced. You got new points like crazy in the first ranks, and then it got too tiresome.
答:我们是考虑到新玩家啦,但是就算这样的话,以前那个经验曲线也十分不平衡。在前期技能点数来的很快,后期就慢的不行。

Q 9: “Air Groups Modification 2” upgrade will now increase fighter ammunition count by 50%. Combine that with Dogfight expert and I can see US CVs with AS loadouts where the fighters will have to rearm very rarely. Is this intentional?
问9:“飞控改修2型”会增加舰战的50%载弹量。这个东西配合狗斗的话我觉得空优美航的舰战都不用怎么回去补充弹药了。这个是有意为之的吗?

A 9: Yes.
答9:是。

Q 1: HEAP – Are we gonna see the penetration stats of different ships and shell types in future? So with HEAP, some Battleships might citadel cruisers like Edinburgh, etc. with HE right?
问1:钝感引信—以后能不能看到不同船只以及不同弹药种类的穿深数据?比如说用了钝感引信之后,部分战舰可以在爱丁堡这样的巡洋舰上用HE打出装甲区了。

A 1: Hopefully it will be added to port information! As for now, HE peneatration is 1/6 of caliber, with the only exception is KM BB main caliber – there, it is 1/4. So HEAP is going to make sense for Akizuki (+penetrating DD plating), 127-130 mm guns (+penetrating mid tier BB plating and high tier Cruiser plating) and 150-180 mm guns (+penetrating high tier BB plating). It is almost useless on BBs (I would try it on KM BB for aux gun penetration, but this sacrifice of fire chance..I don’t know, really).
答1:希望以后能加入到母港信息中。现在的话,HE穿深是口径的1/6,除了德战那边—是主炮的1/4。所以秋月这样的(可以击穿DD),各类127~130mm炮(可以击穿中级战舰以及高级巡洋舰)以及150~180mm炮(可以击穿高级战舰)点钝感引信是对的。在战舰身上几乎是没有用的(虽然可以用在德战身上以提高副炮的击穿几率,但是又会牺牲掉点火几率。呃……我也不知道啦。)

Q 2: Are you planning to bring an alternative line to IJN Torpedo boats? There are plenty ships with gunpower at DD class atm, i think what makes DDs interesting is torpeedos.
问2:有计划给日本出一条鱼雷船线吗?现在炮驱已经很多了,但是我觉得让驱逐舰真正变得有意思的东西还是鱼雷。

A 2: There will be other torpedo-capable DDs in the game, but currently, we consider both USN and KM DDs to be quite torpedo-capable, too. The most powerful torpedoes are likely to stay for IJN.
答2:以后会有其他主鱼雷的驱逐舰的,现在的话我们认为美国和德驱的鱼雷潜力也不错。至于威力最大的鱼雷估计还是会留给日本。

Q: Overall, are you guys happy with the current meta at all tiers, or would you like to push it in a specific direction or another?
问:你们对于现在游戏的生态圈满意吗,还是说你们想把它调整到某一种特定的形态上?

A: We would like to limit or reduce the population of BBs on some regions/tiers. We also would like to fix CVs overall (sealclubbing on low tiers, very hard and challenging on high tiers). These are global challenges. Other than that, it is the matter of fine-tuning specific ships.
答:我们想要限制,或者说降低部分服务器/等级上的BB的数量。我们也想对航母们进行一次大的修正(低级是屠幼,高级玩起来很困难,也很具有挑战性)。这些都是全方面的挑战。除此之外的话就是对部分船只进行调整了。

Q: Question regarding the state of stealth torpedo boats.
问:关于隐身鱼雷船们的情况。

A: As for torpedo boats, we don’t consider them to be in a very weak state, as you said. The problem is that their state changed. Over months, stealth torpedo gameplay was transformed. Some players used to launch powerful and fast torpedoes over large ranges, easily, being undetected. With several balance changes we motivated them to be in closer contact and to endanger themselves, especially with radars and HAS around (or remain torp spammers, but with inefficient long torpedoes). IJN DD line split also brought more gun gameplay, so these ships are not 100% pure stealthy torpedoboats they used to be. Thus, such playstyle became more challenging. This is harsh for players, as they have to adapt and play differently. But now, we feel stealth torpedo gameplay is more balanced.
答:鱼雷艇的话,如你所说,并不弱。问题在于它们的情况变了。在过去的几个月中,隐身鱼雷这种玩法变了。部分玩家以前习惯在远距离上放出快速并且威力巨大的鱼雷,而且还不会被发现。之后通过一些平衡性的调整,我们鼓励他们在近距离交战,并且把自己置于一个危险的境地之中,而这种情况在雷达和水听出现之后更为明显(或者说继续在远距离上扔鱼雷,但是效果不好)。日驱分线也带来了更多的炮驱的选择性,所以说这些船其实并不是以前那种纯的隐身鱼雷船了。因此这种游戏体验(隐身鱼雷)变得更加具有挑战性了。这对于玩家们来说很残酷,因为他们需要适应并且采取新的游戏方式。但是现在的话我们觉得隐身鱼雷这中游戏方式更加的平衡了。

Q: What was the rationale behind giving (effectively all T5+ fighters) +50% ammo with AGM2? Poor performance of AS players? I am very concerned as this encourages clicking.
问:你们是怎么决定通过飞控2型给(所有5级以上的舰战)增加50%的弹药的?是因为空优玩家们的数据不行吗?我认为这样改只会增加玩家无脑把飞机点到敌人飞机编队上的行为。

Also, this will make strike Ranger and Lex extremely hard to play (judging from ASIA server’s fighter control preference).
还有这样的话进攻型的突击者和列克星敦就很难玩了(从亚服的舰战控制偏好来看)。

A: Buffing USN CVs, mostly. Especially the less skillful part of player base.
答:用意是Buff一下美国航母。尤其是为了那些操作水平不高的玩家。

I am fully aware of general attitude of many skilled CV players towards AS gameplay, though. I hope the situation will get better for everyone after general CV improvements.
我知道那些水平较高的航母玩家对于空优这种游戏形式的看法。我希望在航母重做之后情况会有所改观。

发表回复

您的电子邮箱地址不会被公开。 必填项已用*标注