非最终值,实际数值每日统计刷新,此表格为战力值的对照表格
作者归档:adri1
Storm on 0.8.6 part 2
Storm核对了下命中率数据,所有的车体(炸逼除外)都平均提高了5个点的命中率– devs are still thinking about removing the sniper mode reticle shake after shooting
dev任然考虑移除狙击瞄准模式下,开炮后抖动的情况 —不会关掉那个选项啊!
– the new tank being hit sounds have cca 50/50 feedback, about half of the players like it, half don’t
新的音效(击中时的)反馈过来,好坏参半.
– the “exploit” with shooting from behind two bushes will stay too, but the fix was already developed and will soon be implemented
那个啥,在2个艹堆子后面黑枪的效果不会变,但是修改已经开发完成很快就会实施了(我感觉我要崩溃了,这前后赶脚木有半毛线关系居然还有but)
– Superpershing nerf is still not decided 砍不砍超潘要看我们心情!空了吹!
– tests stats do not confirm the opinion of some players that arty was in fact buffed, both arty hitrate and damage went apparently down
测试服的数据显示,更新后的炸逼并没有某些玩家说的实际上buff了! 而是数据显示,炸逼的命中率和伤害都明显的下降了
– the new sounds of engines, shots etc. won’t come soon, but WG is working on it
新的花冻鸡,开炮音效还早着呢,!不过我们慢慢搞就是了
– it’s not easy for the developers to change the date of test server patches, as the test server patch publishing has huge inertia
对于dev来说, 更改测试服patch的变更日期是很难的! 因为测试服的patch发布是很早前就订下来的
– the changes in some vehicles’ camo factor are connected with unification of the camo factor counting metod on all the vehicles, based on their size – earlier, some vehicles had illogical camo factor, not corresponding to their size
一些车辆的伪装系数的变更是和所有车辆上的伪装系数计算方式统一的! 主要是按照大小–早期,一些车辆明明高富帅却有着不可思议的伪装系数!
– devs are discussing the implementation of another spall liner function: increase the saving throw of crewmembers and internal modules from arty HE shells by 20-30 percent
dev正在考虑给内裤增加额外的用途: 对炸逼he的炮弹,增加20%~30%对成员和零件的保护
– the game crashes in research tree have been fixed in 0.8.6
086将会修复游戏内看科技树会游戏崩溃的bug
– according to Storm, the French premium arty wasn’t nerfed
据Storm说, 高卢的金币炸逼不会额外nerf! –炒鸡攒啊
0.8.6的助攻奖励
瞄准概论——如何有效减少瞄准时间
这篇文章大概半个月前解析出瞄准的计算公式的时候就应该出来了。但是在忙新效率值的事情。
顺便打个广告,应该不出半个月。下周干7天,周末的时候应该会放出来查询demo的链接..
晕字玩家可以只看并记住红字部分。
言归正传
此文分为两节,由adri1@xvm撰写,adri1和魔法老婆婆一同分析,感谢falcon和xml组制作工具,也感谢我自己做了工具的demo..
第一节——为什么是面盆大的圈..
wot中有多种影响扩圈的因素,他们相互之间是独立的。
因素包括车辆前后移动,车辆转弯,炮塔旋转和开炮。
前三个因素的算法基本上是
速度*系数
也就是说
a:车辆前后移动的扩圈因子=移动速度*移动扩圈系数
b:车辆转弯的扩圈因子=转弯速度*转弯扩圈系数
c:炮塔旋转的扩圈因子=炮塔旋转速度*炮塔旋转扩圈系数
d:开炮的因子有两种,单发炮的系数和连发炮的系数(adri1注:连发炮指机枪类)
然后我们有了四种因子。
最终的扩圈系数=[(a^2+b^2+c^2+d^2)*垂稳系数^2+1]^0.5*理论最小圈系数
(adri1注:理论最小圈系数基于纸面数据和乘员熟练度以及影响乘员熟练度的所有因素)
第一节完
第二节——圈是怎么变小的
影响瞄准时间的有以下因素
扩圈系数,纸面瞄准时间
我们都知道,圈随着时间越来越小。
变小的速度使用以下规律
当前扩圈=起始扩圈*e^(-实际缩圈经过时间/纸面瞄准时间)
这是图,纵坐标是圈大小,横坐标是时间,每格0.1秒

可以看到,随时间流逝,缩圈的速度越来越慢,直到圈大小等于理论最小圈时停止。
第二节完
第三节——蹦出来的第三节是因为我猜你们看不懂。
所以知道了基础知识后,我们怎么让圈尽量小点呢。
adri1@xvm总结的经验:
一、条件许可的情况下,尽量不要同时激活多个系数。
比如说a,b,c三个系数,如果你同时使三个系数生效,你的圈就变成a+b+c的大小。
如果你能控制某个系数不生效,或者让他们分别生效。那么你的圈就只会变成a,b,c中最大的数的大小
常见的有以下手段:
1.按住鼠标右键锁定炮管,避免炮塔转动因素。【魔法老婆婆在1楼认为:有时候自动锁定敌人(等圈小到接近射击需求后解除自动瞄准,再手动瞄准微调),比右键锁炮口好使】
2.不要到最后再转弯,尽量提前转好。至少能尽早完成转弯和移动之一,不要拖到最后再完成。
二、如果想要圈小,尽量降低速度
你以为转弯快是优势? 大错特错了吧。
因为扩圈是瞬间的,而炮塔旋转,车辆旋转这种事情是无法控制速度的,所以一旦有了旋转操作,在这一项上你就得到了最大值。这也是为什么像su-8这样的车转弯后的圈很小。
降低你的速度:
1.你可以尝试不要把油门踩死,1档能有效减小前进的圈大小。
2.火炮是能控制炮塔旋转速度的,如果不是很远不要一下划拉过去,慢慢的过去反而加快了开炮时间,尤其是0.8.6那龟爬的瞄准速度和脸盆大的瞄准系数。
3.愚蠢的毛子没有提供让车转慢的方法。
啊,好像就这些了,老婆婆快来提醒我。
0.8.6 test impressions
【1楼有译文,请猛拽滚动条观看】
Hey everyone,
it’s kinda pointless to post here the test server vehicle stats (the data are out on various places anyway), so instead a few impressions for those, who don’t play on test server and don’t intend to. Please, feel free to comment, whether you agree with me or not. Keep in mind that these aresubjective feelings of mine, not facts.
The comments are written from the POV of a non-arty player, who prefers mediums and heavies (tested vehicles: T110E5, Maus, Panzer IV)
– probably the most important part of the patch: the arties. While it’s hard to say how many arties will be “left” on public server, I have a really bad feeling that this patch didn’t fix the old arty issues (but created new ones). In other words, there are a LOT of arties around on top tiers. Now, arty has a chance to be top vehicle of the team (for some reason it happens very often, but maybe it was my bad luck).
– my impression is that in hightier (T9-T10) battles, arties weren’t nerfed too much when it comes their ability to make heavy tank’s day very very miserable. I assume that the accuracy nerf somehow helped the fast medium vehicles such as the Batchat or Leopard, but subjectively, T110 doesn’t have its job any easier and despite increased durability from the new heavy spall liner (subjectively, it doesn’t work at all, because it doesn’t help with the real arty problem – module damage and chain detracks, maybe the damage recieved is better, but I didn’t spot that really). I can imagine even harder accuracy nerfs for toptier arties in the future – as I said, very little changed. Either way, top artillery does influence the battle perhaps more than it should. If your team has arty retards and the other team doesn’t, you WILL lose.
– speaking of the new XL spall liner, it’s not very effective. Maus still gets pounded to dust.
– midtier arties (from the POV of medium/heavy player) feel a bit OP actually due to their limited MM spread. I had several oneshots done on my Panzer IV. On mid tiers, slow = dead. I can imagine this will frustrate new players heavily. But maybe it’s the fact they are being tested, so there are so many.
– armor buff – it works. Spaced armor now eats HEAT like candy. This is especially visible on E-100 and Maus – earlier, you could load up gold and shoot it wherever, now sides will eat it and front will ding. If we count out arty, Maus is now a pretty awesome tank to drive. IS-6 is a total monster now, it dings like hell at eats HEAT shells too, IS-7 feels buffed too this way, T110 – no buff, feels even more fragile than usual. As for tanks with heavily sloped frontal armor (Chinese especially…) – remember the pre-nerf T-54 frontal armor? Yea…
– accuracy buff – works. Guns are more accurate now. This is bad news for tanks with glaring weakspots (again, T110 with its tumor turret, but also KV-5), they do get hit more often. Sniping on longer distances is a joy, shells fly where they are supposed to (funnily enough, it feels easier to derp-snipe with KV-2 too, which probably wasn’t an intended consequence)
storm关于0.8.6测试的qa
以下译文由1楼【团灭】提供。
On the developer blog, Storm asked the Russian players, how they like the 0.8.6 test. Here’s an excerpt from Storm’s comments under the article.
在开发者的博客上,Storm问了下毛子玩家对于8.6测试服的感受。以下是在文章下面Storm的回复的一部分。
– apparently, the new dynamic camera works like it should, players were complaining about it getting “stuck” behind object, players complain about it a lot (SS: funny, I didn’t have any such problems – do any of you?)
– 显然新的动态视角一切正常,玩家们曾经在抱怨它会卡在某些物体的后面,而且不止一个人这么说。(SS:唔,我好像没这个问题……你呢?)【译者:有!问题大大的有!!】
-dynamic camera moving after each shot is being discussed within WG, apparently it’s an atmospheric decision
– 动态视角在每次开火后会移动下是在WG内部讨论好的,很显然这个设定很带感。【译者:带感个球啊……试用手感极差】
– combat tasks within the game will come, but later (whatever that is)
– 游戏内置的日常任务会回来的,不过应该还要有段时间。
– LeFH French premium arty will possibly be removed from the shop
– 法国的金币火炮很有可能会被从商店中移除
– when HEAT ricochets and hits something else after the ricochet, it will penetrate as usual。
– 当HEAT跳蛋之后,它还是会继续飞行并且还是会穿透的【译者:通过虎爷正面跳掉之后把旁边的火炮搞死?】
– Storm states that KV-5 will be especially tough in 0.8.6
– Storm说,KV-5在0.8.6这个版本里会比以往还要硬
– apparently, the idea of tank spotting being tied to how many spotting points are visible won’t happen – it would complicate already hard-to-understand mechanics even further
– 很显然,通过坦克上的观测点的数量来决定是否被亮是不会实现的,他会把现有的机制搞的更加复杂并且更难以理解。
– the graphic bug where something caused violet rectangles to appear will be fixed in next test round:
Just a thought: I don’t blame Storm and SerB trolling and being rude anymore. Look what some Russian players are writing to them (and this is by far not the only rude comment):
Translation: Why the fuck didn’t you nerf the laser HEAT shells on tier 10 TD’s? Fucking 450mm! HEATs continue to punch thru the fucking Maus! (literally: sow thru the fucking Maus like thru a piece of rag)
SS:这只是个想法……我再也不会对Storm和SerB的嘴炮指手画脚了。看看以下这个俄国玩家的留言吧(这还不是唯一一条):
你们TM的为什么不去看一下10级TD那个像激光枪一样的HEAT子弹啊我艹?我QNMLGBD的450MM穿深!(268:我中枪了……)HEAT现在照样能打穿鼠爷!(字面意思就是:穿鼠爷就跟穿破布一样简单……)
New features of the first test of the version 8.6
0.8.6测试服更新说明 , [目测和超测更新说明一样
Changes in SPGs:
USSR SPG line has been reworked:
- New SPGs added: SU-122А (Tier V), SU-14-1 (Tier VII)
- Now the tree will look like this:
- Tier II SU-18
- Tier III SU-26
- Tier IV SU-5
- Tier V SU-122A (new vehicle)
- Tier VI SU-8 (moved from Tier V)
- Tier VII SU-51 (moved from Tier VI) ====== Tier VII SU-14-1 (new vehicle)
- Tier VIII SU-14 (moved from Tier VI)
- Tier IX Obj. 212 (moved from Tier VII)
- Tier X Obj. 261 (moved from Tier VIII)