【WOWS Q&A】2017/06/15

Source:https://thearmoredpatrol.com/2017/06/15/wows-qa-15th-june-2017/
来源↗

Thanks to Babykim, EU
感谢欧服的Babykim

Here a few bits of information from the announcement of version 0.6.7 on RU, mainly by SubOctavian.
以下是从毛服公开0.6.7时获得的一些信息,主要来源是SubOctavian

Note that patch notes for 0.6.7 are yet to be published.
0.6.7的补丁信息依然没有公布

1. New AP bombs will be available from 7 tier. No changes to the HE bombs are planned.
1. 新的AP航弹是7级以上才有的,对于HE炸弹没有要改动的计划

2. For the time being, the new map (Russian name “Counterstrike”) will be for ranked games only.
2. 现在的话那张新地图(毛子称之为“反击”)现在是天梯战限定的

Possible changes:
可能会进行的改动:

3. Setups of American carriers will be made more balanced and thus universally useful (in a few patches).
3. 美航的飞控会变得更加平衡,让美航的泛用性更好(会在接下来的几个补丁中实装)

4. Buffs of Ognevoi, Tashkent and Grozovoi (perhaps even in 0.6.7).
4. 会Buff前哨,塔什干和雷暴(很有可能会在0.6.7中实装)

The reworked game effects will come out this year, as promised.
游戏中各种特效的重制会在今年年内就实装。

Sub_Octavian posted an article about shell dispersion to explain how it works:
Sub_Octavian发了一篇关于炮弹散布的文章以解释这个概念:

Each time you fire a salvo, there is dispersion area being built. It is influenced and NOT influenced by many things! What does matter?
每次在玩家进行齐射时,游戏会即时的创建一个散布区。这个散布区会受到很多东西的影响,但是很多东西也不会影响它。影响的参数是:

Dispersion parameters. Basically, dispersion of a given salvo has the following parameters: horizontal and vertical dispersion (together, they determine dispersion ellipse), and sigma count. Sigma count basically determines the density of a salvo towards ellipse center.
散布系数。每一次齐射的散布都拥有以下参数:水平和垂直散布(这两个系数会决定散布区的大小)以及Sigma系数。Sigma系数基本就是决定齐射时会落到椭圆形中间的炮弹的密度。

Vertical and horizontal dispersion always grow with range.
垂直和水平散布系数会随着距离变大而变大。

Dispersion ellipse is initially projected on your aiming plane, not on water. Shells are set to pass through it – see the picture with initial ellipse and real ellipse. In game that means that ships with better ballistics will have longer real ellipses – flatter shell trajectories result in real ellipse stretching more. MAD PAINT SKILLZ ENGAGED: http://i.imgur.com/loisY4g.jpg (in this example I assume you are targeting exactly at water line – of course you can aim higher or lower, changing your initial ellipse position on the plane and changing real ellipse as a result.
散布区最开始是在你瞄准的那个平面上设立的,而不是直接创建在水面上。炮弹的设定是会穿过平面上的散布区(三考下图)。在游戏中这意味着弹道更好的船的散布区会更长—更平的弹道意味着真正的散布区会变得更加长。(图中假设玩家瞄准的是水线—当然你可以瞄高或者瞄低,这样会对你的初始散布区有影响,从而影响你的真实散布区)

There are three stances of dispersion ellipse parameters (well, there are more technically, but only three are used). Between them, dispersion changes are lineal. The stances are: minimal dispersion (closest shooting distance), close dispersion (set around 4 km) and maximum dispersion. You can see horizontal dispersion for maximum range in Port, by the way.
散布区的系数是分三个阶段的(当然其实是有更多,但是只用到了三个)。在这三个阶段之间的散布变化是线性的。这三个阶段分别是:最小散布(最近开火距离),近距离(4km左右)和最大散布。在母港中可以看到最大开火距离下的水平散布值。

For each stance, there are two parameters: horizontal dispersion and relation between horizontal and vertical dispersion. Relation may be used in balancing. For example Fuso is better at long range shooting than New Mexico – check out my super-10-salvos-per-second-shooting: http://i.imgur.com/jUXw6eF.jpg
每个阶段还分两个参数:水平散布,以及水平和垂直散布之间的关系。这个关系可能会在平衡时进行考虑。比如说扶桑在远距离上的炮击能力就要比新墨西哥要好—请看下图:

Target lock is a must. There is absolutely no point in shooting without target lock, if you are able to acquire it. Apart from adding aiming plane to locked target, it greatly improves your horizontal dispersion (like, twice lower!).
一定要锁定你的目标。如果你能够锁定目标的时候却选择不去锁定就开始炮击是毫无意义的。锁定除了能够给你的目标增加一个瞄准平面时,它还会极大的影响你的水平散布(会低两倍的样子)

By the way, aiming plane is needed due to line of sight issues – e.g. you may be targeting ship superstructure, but without adjusted aim the game may as well think you are targeting the mountain behind: http://i.imgur.com/GDXKxbx.jpg
另外由于视野的原因,瞄准平面是必要的—比如说你可能在瞄准上层建筑,但是在没有调整你的瞄准的情况下游戏可能认为你在瞄准后面的山头:

So aiming plane (target lock) is your friend and allows you to shoot with black trajectories (good), not with red (bad): http://i.imgur.com/vLgcbIv.jpg
所以瞄准平面(锁定目标)是百利而无一害的,可以让你的弹道变成黑色(好的)而不是红色的(差的)

The dispersion debuff without target lock is added primarily to protect “anti-dispersion” camo and related upgrades / captain skills from being bypassed by mods.
在没有锁定时的散布debuff的用意是保护那些“增加散布”的迷彩以及相关插件/舰长技能不受到mod的影响。

Camo / concealment upgrade debuffs and upgrade buffs are applied to horizontal dispersion at maximum range. The effects multiply, so shooting at camo target (x1.04) with Aiming mod 1 (x0.93) results in x0,96 to maximum range horizontal dispersion. Gameplay-wise that means these effects are growing with range and have almost no influence on CQC.
迷彩/隐蔽插件的散布debuff和各种插件的buff是影响最大距离下的水平散布的。而且效果是相乘的,所以在加装了瞄准插件1型的情况下(*0.93)射击一个有迷彩的目标(*1.04)的结果是你的最远距离下的水平散布系数变成了原有的0.96倍。从游戏方面来说就是这些效果会随着距离的上升而变得明显,在贴身肉搏的情况下几乎没有影响。

Your sigma count matters – while not influencing dispersion ellipse in any way, it influences the density if your salvos. Shells are being placed by Gaussian distribution, and sigma count affects it. The parameter may be tweaked per ship, but it is not very diverse. The base is 2.0. The more = the better. It is used in balancing. For example, Fuso has huge salvos, so it is set with 1.5, and BBs tend to have lower sigma count in general. T9-10 cruisers were systematically and gently buffed lately by giving them 2.05.
Sigma系数也同样重要—虽然Sigma不会对散布区产生任何影响,但是它会影响你齐射的密度。炮弹的落点都是由高斯分布决定的,而Sigma系数会影响分部的结果。Sigma系数可能会针对某艘船只单独进行调整,但是区别也不会很大。基础的Sigma系数都是2.0.越大越好。在平衡时也会改动这个参数。扶桑的齐射投射量很大,所以Sigma只有1.5,而且BB们的Sigma系数都比较低。9~10级巡洋舰们近期通过把Sigma系数上调至2.05的方式进行了少量Buff。

Now, just to be sure, these things DO NOT influence your dispersion in any way:
另外,以下这些东西不会在任何方面影响你的散布:

  1. Your maneuver and speed.
    你的机动以及船只当前速度
  2. Quantity of turrets firing a salvo.
    进行炮击的炮塔数量
  3. Any game modifications.
    任何mod

Yes, this mechanics is complex. It was a challenge to design and implement, it is a challenge to describe and explain, but mostly, you don’t need to bother about it. It is here, and it works, allowing you to aim your guns and have fun. I hope I was able to highlight several nuances that matter.
这个机制很复杂,而且在设计和实装时都很具有挑战性,而且描述和解释时也很蛋疼,但是其实不用想太多。这套系统已经在游戏中了,而且一切正常,可以让大家唰的瞄准然后BIU的开火最后就BOOM。我希望我已经解释了会影响散布的几个细节的部分。

Good luck and fair seas!”
祝武运昌盛

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