Source:http://thearmoredpatrol.com/2016/03/04/wows-qa-4th-march-2016/
来源↗
Credits: Carnozet
原作者:Carnozet
Q. I have a question about AA. Before patch 0.5.3., playing with a BB at tier 9-10 was manageable when it came to AA, now it’s all down to “who will be the first to sink Iowa, Montana, etc.” AA doesn’t work at all on a fully upgraded Montana. Isn’t there a problem regarding this matter and isn’t it severe?
问:我有个关于对空的问题要问。在0.5.3之前,玩9~10级的BB的时候对空还能说得过去,而现在的话就变成了“谁先能打沉衣阿华,蒙大拿之类的”。就算是完全体的蒙大拿的对空也不怎么管事了。你确定AA这方面真的没问题吗,这难道不是个很严重的问题吗?
A. We’re aware there are some balancing problems with some ships AA. We will introduce a number of fixes in the near future. Before that, we’ll change the base coefficient of AA. Stay tuned.
答:我们知道当前部分船只的对空有些平衡上的问题。我们近期会进行一系列的平衡。在这之前请静候佳音。
Q. 1. Will information on the chance to be set on fire be shown in game?
问:1.游戏中会不会显示被打着火的几率?
2. What’s up with DD’s. According to my observations, it’s the most popular class in the game, 10 DD’s in a battle is practically standard now. Moreover, DD’s have perhaps become the easiest class, since because of the current mechanics, they don’t have any natural predator except themselves.
2.驱逐舰们到底怎么了。据我观察现在驱逐舰是游戏中最热门的船型,现在每场战斗基本都能看到至少10个驱逐舰了。而且现在驱逐舰由于当下的机制导致玩起来也应该是最简单的,现在的话能够天生克制驱逐舰的只有驱逐舰本身。
A. 1. We plan to implement this information in addition to other improvements to the port. I can’t tell you in what update it will be introduced though.
答:我们有计划把这个和其他对母港的改进一并实装。但是我没法告诉你到底是哪个版本会实装这些改动。
2. There will soon be some changes that will fix the DD balance:
未来会有一些修复驱逐舰的平衡性的改动的:
- VMF cruisers
苏联巡洋舰 - Radar on high tier US and VMF ships
高级美国和苏联船上的雷达 - HAS rebalance – we plan to increase the distance of acquisition the higher the tier of the ship is.
水听的重平衡—我们的计划是随着船只等级提高的同时一并提高水听的探测距离
We’ll keep and eye on the situation after these changes have been implemented and, if needed, we’ll make more balance changes.
我们会在这些改动实装后继续观察游戏的情况,如果有需要的话我们则会进行进一步的平衡性改动
Q. 1. When will you implement voice chat? I don’t play team battles because of it. Playing in team battles or divisions without it makes no sense.
问:1.什么时候实装语音聊天啊?就因为没有这个我才不去玩组队战的。在跟朋友组队或者是组队战的时候没有语音聊天可有点说不过去啊
A. Can’t say yet.
答:现在不能说
2. Do you plan to change quick commands? Some commands have the same meaning and the voiced command isn’t always the same as the written command.
2.你们有计划对快速聊天指令做出改动吗?部分指令所表达的意思重复了,而且语音有的时候和聊天指令的意思也不一样。
A. No.
答:没有。
3. Fighters alt attack can destroy one’s own planes. What’s the logic behind this decision. So pilots close their eyes, pull the trigger and shoot at everything that moves or not?
3.舰战的ALT键攻击模式可以摧毁玩家自己的飞机。从逻辑角度来讲你们为什么要这么做?所以你们的意思是那些飞机上的飞行员就闭着眼瞎开火是吗?
A. The idea behind it is that it’s and attack over a certain area. And it should be used carefully.
答:我们这么做的初衷是让飞机可以攻击一片特定的区域。而且这个功能应该小心谨慎的使用。
4. What is the basis for detecting planes? If, for instance, I detect a BB with my planes, does that mean that he also detects my planes?
4.点亮飞机的基础是什么?比如说我通过飞机点亮了一艘战舰,那这是不是意味着他也会同时点亮我的飞机?
A. It is determined by the range at which planes are detected. It can be lower than ship detection range, in other words, planes can be spotted before they spot ships.
答:这个是根据飞机的被点亮距离决定的。但是飞机的被点亮距离可以比飞机点亮船只的距离要小,换句话说就是飞机有可能会在点亮船只之前就被船只所点亮。
5. Do you plan to do something about plane squadrons hugging the borders of the map making them nearly invisible?
5.你们有没有计划要对飞机老是顺着地图边走导致几乎没办法看到飞机的问题作出改动?
A. We’re currently looking into a couple of options: make such squadrons more visible on the minimap, or allow squadrons to fly a little bit farther than the map borders so they can use their alt attack normally.But those are only ideas for now and we don’t have any immediate solution.
答:我们现在在考虑击中选项:一是让这种顺着地图边走的飞机小队在小地图上更加显眼,或者是允许飞机小队能稍微飞出地图边界一点,这样的话就可以进行正常的攻击了。但是这些现在都只是想法而已,我们现在没有什么可以立马解决这个问题的方法。
6. When entering battle, players’ nicknames aren’t fully visible. When will you fix this?
6.在进入战斗的时候并不能看到玩家的全部昵称。你们什么时候修复这个?
A. Currently, this issue is not considered so important, so I can’t help you.
答:现在我们认为这个问题不是很重要,所以抱歉,我不知道。
7. Does the method of firing guns affect accuracy (full salvo or gradual fire)?
7.开火的方式会影响精准度吗(齐射或者是连续射击)?
A. It doesn’t affect dispersion and accuracy depends on the player. If he needs a ranging shot, then gradual fire is better.
答:并不会影响散布,而且精准度这件事是和玩家有关的。如果玩家需要对远距离的目标进行射击的话,连续射击会好一些。
8. Shokaku can equip acquisition module for 2M, which gives:
8.翔鹤的话可以花200W银币来装配一个目标捕获系统修改型1,加成是:
+50% guaranteed acquisition range. Does it increase the acquisition range of ships detected by my ship or by my planes?
+50%敌方战舰的绝对捕获范围。这到底是增加我船只本身的点亮范围还是我飞机的点亮范围?
A. +50% to guaranteed acquisition range from YOUR SHIP – disregarding land masses or smoke. We call it “x-ray”, and it has a 2km base range.
答:是对你的船只增加50%的点亮距离—而这个距离不会受到地形或者是烟雾的影响。我们都叫它“X光”,而且增加的距离至少会是2km。
+20% max acquisition range. Only my ship, right?
+20%最大捕获范围。也只适用于我的船,对吧?
A. +20% to the range from YOUR SHIP 3D models appear on your screen.
答:这个是会增加在你屏幕上从你的船只的位置看来其他船的3D模型的显示距离。(译注:增加小地图的虚线圈的半径)
+20% torpedo acquisition range. What range do planes detect torpedoes at? Is it farther than ships?
+20%鱼雷捕获范围。那飞机点亮鱼雷的距离是多少?点亮鱼雷的距离比船要远吗?
A. +20% to the range YOUR SHIP detects torpedoes.
答:这个是给你的船增加20%的鱼雷侦测范围的。
Thus, this module doesn’t work on planes. It is recommended to equip your CV with concealment module.
因此这个插件对于飞机是无效的。我们建议在航母上加装隐蔽系统修改型1。
9. When playing with a DD, if a CV puts planes above me, my torps get immediately detected. What is the distance needed between my DD and planes for my torpedoes not to be immediately detected?
9.在玩DD的时候,如果有CV把飞机放在了我头上,我的鱼雷会被瞬间点亮。那我的DD和敌方的飞机之间到底需要隔多少距离才能防止鱼雷被瞬间点亮?
A. Once detected, torpedoes stay spotted for their entire duration. Their detection range depends on their caliber and base speed. For CV’s, it’s generally better to drop torpedoes closer to your target as to give as few time to react as possible. Moreover, IJN CV’s can drop torps further away for more hits with the inverted spread. [I think the dev didn’t understand the question very well.]
答:当鱼雷被点亮后,鱼雷会在整个射程中一直保持被点亮的状态。鱼雷的点亮距离是根据口径和基础速度决定的。对于航母来说还是尽量靠近目标再投下鱼雷比较好,因为这样可以给他们更少的反应时间。还有就是日本的航母可以在远距离通过集束雷的方式来投下鱼雷以使更多鱼雷击中目标。[我觉得开发团队是没理解他的问题]
Q. When I equip speed flags on my Kiev, why doesn’t her speed change on the interface (still 42.5kn)?
问:我在基辅上装备速度信号旗(SM旗)时,界面上显示的极速好像没变啊(还是42.5节)?
A. We’re working on fixing this. If you want the speed to be updated, you need to logout.
答:我们已经在修复这个问题了。如果你想看到更新后的极速的话必须要登出才行。
Q. Could you please consider changing the conditions to earn Sierra Mike flag (+5% speed), maybe by making the time between the double kill longer? It’s quite important for IJN DD’s and it’s far harder to get than the Kraken award.
问:你们能不能考虑改动一下获得SM旗(+5%极速)的条件,比如说把“一炮双响”的两艘船的击杀时间间隔调高?因为让日本的DD拿到这个成就比拿海怪还要难。
A. We don’t plan to change it for now.
答:现在没计划要改动。
Q. Could you please buff/rework/improve the best BB of the war, Iowa?
问:求你们Buff/重制/改进下二战时期最强战舰衣阿华好吗?
A. We may indirectly buff them when we tune AA. But that is all we might change in the near future.
答:我们也许会在调整对空的时候间接的Buff一下她。但是近期这就是我们计划要进行的全部改动了。
Q. For historical battles, could you allow – like you did with tanks – only certain tiers to participate (only tiers that have the ships which took part in such battles).
问:历史战的话,你们能不能—就像坦克世界那样—只让特定等级进入战斗(只有在该场历史战斗中实际战斗过的船只的等级才能进入)
A. We haven’t started development on historical battles yet.
答:我们还没开始开发历史战。
Q. My question is about Iowa’s AA armaments. It’s no secret that they should be identical to Montana’s. After all, Montana was meant to be a slower Iowa with better main guns and better. So why does Iowa has dual bofors when in reality she had none, only quad bofors?
问:我的问题是关于衣阿华的对空火炮的。众所皆知,衣阿华的对空火炮应该和蒙大拿的一样。因为蒙大拿就是个主炮更好而且跑的更慢的衣阿华。那为什么衣阿华有只有双联波佛斯,而现实生活中她的四联波佛斯却没出现?
A. We plan to give US ships – and some others too – Quad Bofors back where they are needed. Historical AA disposition will also come back on some ships, such as Atago. It’ll be implemented in one of the next major updates.
答:我们有计划在必要的时候把四联波佛斯还给美国船—和其他的一部分船。部分船只的对空火炮也会还原到历史的等级上,比如爱宕。这个改动会在接下来的一次大型更新中实装。
Q. What happens to captain xp when he reaches the 19th skill point? Does he stop gaining any xp?
问:舰长的经验在舰长获得第19个技能点以后会怎么样?他是不是不会再获得经验了?
A. He continues to gain xp, but that’s all. Until the next captain skills development is released, all xp gained is kept on our servers.
答:他还是会获得经验的,但是除此以外就没了。直到我们搞定下一批舰长技能之前,所有满级舰长所获取的经验值都会被存放在我们的服务器上。
Q. Will you add new port styles? I’d like Murmansk port.
问:你们会加入新的母港吗?我挺希望看到摩尔曼斯克的母港的。
A. New ports will be gradually released on certain events.
答:我们会在某些活动的时候逐步放出新的母港的。
Q.
问:
1. Do you plan to decrease permanent camo cost (to WoT values, for instance)?
1.你们有计划降低永久涂装的费用吗(比如降低到WOT的等级)?
A. No plans to.
答:没计划。
2. I’d like to see on the after-battle stats the path I sailed during the battle. Do you plan to add something like that?
2.我挺想在战斗后的数据界面看到我整场战斗中的航行轨迹的。考虑一下呗?
A. It’s an interesting concept, but not a priority. We have more urgent tasks regarding the interface, and the other aspects of the game.
答:这是个很有趣的概念,但是并不具有什么优先级。我们在关于界面以及游戏的其他方面上有更加紧急的任务需要处理。
Q. At the start of a battle, we can’t turn the rudder. Is it intended or an oversight?
问:在战斗开始的时候没办法转船舵到底是故意为之的还是你们的疏忽?
A. It’s intended.
答:故意的。
Q. There is a captain skill and an upgrade giving longer torpedo acquisition. How do they stack?
问:现在有一个可以增加鱼雷捕获距离的舰长技能和配件。这两个是怎么叠加的?
A. Multiplicatively.
答:乘算。
Q. Do you plan to add accelerated captain training?
问:你们有计划加入舰长的加速训练吗?
A. No, we don’t plan to change this for now.
答:不,暂时没计划。
Q. Doubloons and silvers are also shown in the flag window (when equipping flags). Is it intended or do you plan to allow flags to be bought in the future?
问:在装备信号旗的时候会显示银币和金币,这个到底是你们故意搞出来的还是说我们以后可以购买信号旗?
A. Plans for the future. We first planned to allow flags to be bought in game. But it’s currently on hold.
答:以后可以买。我们最开始的时候是打算让玩家可以在游戏内购买信号旗的。但是现在这个想法被搁置了。
Q. Why did you decrease silvers and xp earned in team battles? Is it to force people to buy premium accounts? And when you allow tier 9 ships into team battles, most players will lose money. How do you intend to make it so that people can play in team battles at tier 9 without losing much money?
问:你们为什么降低了组队战中的银币和经验获取数量?这是不是逼着玩家去买VIP?你们在组队战中允许9级船出现的时候,大部分玩家就已经会开始亏钱了。你们到底想怎么搞才能让玩家用9级船参与组队战的同时还不会亏太多钱?
A. There aren’t any coefficient that are lower in team battles.
答:组队战中我们并没有降低任何的系数(经验/银币系数)
I looked at the economic stats for team battles (from 27 Feb. to 3 March). Without premium accounts, players on tier 8 ships end up with a net income, even though it’s not high. I understand we have to take into account they probably bought consumables which puts them at a loss. On the other hand, we’ve always said that a premium account at tier 7-8 ensures a good margin.
我查看了一下组队战的经济数据(2/27~3/3)。在没有VIP的情况下,开8级船的玩家是有正收入的,虽然收入的数量不是很高。我理解我们需要考虑玩家有可能购买了消耗品,这样的话玩家其实就是在亏钱了。但是另一方面来说我们一直都在说有VIP的情况下玩7~8级是可以有钱赚的。
With the margin earned with a premium account, players can buy a full set of consumables and still end up with a net income, or not lose or gain anything.
在开了VIP以后赚的钱是可以买一整套消耗品的同时还有富余的,或者至少不会亏钱。
The situation in team battles is identical to what’s happening in random battles. But in team battles, premium consumables are naturally more important. For now, we’re happy with the situation in team battles at tier 8.
组队战的情况和随机战的情况是差不多的。但是在组队战中金币消耗品的重要性提高了。我们现在对于8级的组队战的情况表示满意。
Regarding tier 9, we’re thinking about it. We’ll have more materials to base ourselves upon when we unlock them in team battles.
关于9级的话我们还在考虑。我们还需要更多的材料才能决定什么时候去开放9级的组队战。
053的实际改动效果感觉与开发者的初衷又有偏差了。
航母按照预期的那样被削弱了,但是驱逐舰又崛起了。
平衡看起来是个很困难的工作(基于目前的游戏机制)。