【WOWS Q&A】2016/03/05

Source:http://thearmoredpatrol.com/2016/03/05/wows-qa-5th-march-2016/
来源↗

Our Russian contact says:
毛服的线人表示:

-New premiums are USS Arizona and HMS Campbeltown.
新的金币船会是美国的亚利桑那号战舰(BB-39)和英国的”坎贝尔城“号驱逐舰(原美国威克斯级 DD-131 ”布坎南“号)。
-On April 1 will be fun event with “very pocket battleships”: Botishkaf USSR, Pokeboat IGN, Das Boot KM and Bottlesheep USN.
愚人节的活动是这些“超袖珍战舰”:苏联的“Botishkaf”(请求苏联语支援),IJN的口袋战舰(Pokemon + Boat = Poke boat),Das Boot KM(Das Boot是德国的一部电影,国内翻译为“从海底出击”),和USN的Bottlessheep(Bottleship,下图中的东西)
 gDSC01714

And the usual stuff from Carnotzet:
以下是Carnotzet那边的消息
[Here’s a funny one]Q. I have an idea. Why don’t you give CV’s and BB’s a new consumable “fire team”? It would work like this: when activated, during let’s say 2min, chance of being set on fire is reduced by half and only one fire at most could be started on your ship. In my opinion, it would make the game easier for BB’s and CV’s and would make them equal to other classes. Because at the moment, if your CV is set on fire, you’re a sitting duck. When they meet cruisers, BB’s have to play on their (cruisers) terms.
[本条娱乐向]。我有个想法啊。为什么你们不给CV和BB加入一个新的消耗品“火情控制”?大概是这样的:当启用的时候,持续时间假设是2分钟,你被打着火的概率会被降低到一半,然后船上只会同时有最多一处火焰。我认为这样的话BB和CV玩起来会更加简单,和其他船型比起来也更加的平等。因为现在的话如果航母被打着火的话你是什么办法都没有的。当BB对上巡洋舰的时候,BB必须玩的和巡洋舰一样才行。
A. Thank you for the offer but I’m afraid we will not implement it.
答:感谢你的建议,但是我们估计做不出。CV’s are supposed to be helpless when under fire since they can attack and spot with planes while being safely hidden.
航母的话在着火的情况下本来就应该是没什么应对的办法的,因为他们可以在不被发现的情况下通过飞机来进行攻击。

Regarding BB-CA/CL…I wouldn’t say that cruisers play on their terms. If they want to “play on their terms” and turn broadside to fire a full salvo, they can be heavily damaged if not oneshot. Of course they can maneuver, stay at range and pepper BB’s with shells, and maybe break some modules or start a fire, but let’s not forget that BB’s can repair high amount of damage and are quite sturdy in general.
关于这个BB-CA/CL的问题嘛……我不能说现在要让BB玩的和巡洋舰一样。如果巡洋舰“真的想玩的话”然后把整个船身转过来一轮齐射的话,要么会被大破要么就会被一波干沉。当然巡洋舰也可以靠机动在远处慢慢点BB,打坏一两个模块或者点了一两个火什么的,但是请记住BB可以回复很多的血量,而且一般来说BB还是很坚挺的。

———–

[The following question doesn’t make much sense without any context but I found the answer rather interesting, that’s why I included it]
[以下的问题在不看上下文的情况下是没法很好理解的,但是我觉得这些回答都很有意思,这就是为什么收录了进来]

Q. In another topic, you showed us some stats.
问:在其他帖子中你展现了一些数据

Where do you get these numbers from?
你的数据是哪来的?

A. I gave some approximate numbers, it was a long time ago and I don’t recall exactly all the numbers. However, back then we could assess the situation by studying players’ economic behaviours: how many ships do they keep, how quickly do they change ships, etc.
答:那些都只是一个预估的数据,而且是很长时间之前的事情了,我记不得具体点数字了。然而在之前我们可以通过研究玩家的经济行为来对当前的状况作出一个估计:玩家有多少船,他们换船的速度有多快等等

We came to the following conclusions: most players “pass” through ships to get to some ship they actually keep and they do not own a lot of ships. Therefore, their main problem was the “dead weight” attached to the modules they did not need anymore after selling a ship. It was possible to quickly fix this problem, and so we did. Players received a lot of silvers as compensation to the upgrades (hull, engine, etc.) bought before selling ships. To be exact, they were fully reimbursed.
我们的结论是:大部分玩家都迅速的“跳过了”他们不想要的船,然后保留了一些他们喜欢的船,所以船的总数不多,所以对于这些玩家来说他们的主要问题是在卖掉一艘船以后剩下的那些“没什么屁用”的模块。但是对我们来说这个问题很好解决,所以我们就解决了这个问题。玩家们获得了在卖船之前所购入的模块(船体,发动机等等)的银币花费。更具体来说其实是全额返还了。

Now, we’re looking into particular cases and intend to improve minor things. For instance, we’re thinking about allowing players to sell upgrades independently from ships.
现在的话我们在考虑具体的事例来增强这些小方面。举个栗子,我们在考虑要不要可以让玩家在每艘船上单独卖掉这些模块。

Q. 1. When will you implement Admiral Hipper’s atlantic hull?
问:1.什么时候实装希佩尔海军上将的大西洋船身?

A. Hull will be implemented. Let’s just wait and not ask this question anymore.
答:会有的,别再问了,等吧。

2. Will there ever be flooding caused by shells hitting under the waterline?
2.你们到底会不会做出在水线下被击中后会导致进水的这个设定?

A. Unlikely. Flooding caused by BB shells hitting under the waterline was already implemented in the game, in the alpha. After the damage model optimisation and the distinction between each type of shells (each his own; AP does great damage, HE starts fires, torps cause flooding), we scrapped this particularity of AP shells.We don’t want to put it back since we think the game would not benefit from it.
答:没什么可能。在Alpha阶段的时候其实是有过战舰的炮弹可以在击中敌方水线以下的部位时导致漏水的这个设定的。但是在我们优化了伤害模型以及分化了每种弹药的特性以后(AP伤害高,HE会导致起火,鱼雷会导致进水),我们就把这个特色从AP的特色中去除了。我们不想再重新加入这个机制的原因是我们认为这么做不会对游戏带来任何好处。

Q. Please explain the interaction between Acquisition mod.1 and HAS.
问:请解释下水听和目标捕获系统修改型1之间的关系好吗。

A. I already answered this question before but I’ll repeat myself:
答:我以前早就回答过这个问题了,我这里重复一次:

  • Acquisition mod. doesn’t affect HAS.
    目标捕获系统修改型1并不会影响水听。
  • Vigilance skill affects HAS.
    战场直觉这个技能会影响到水听。

This topic isn’t simple. I’m writing a news on detection and its various aspects. Hopefully, you’ll wait for it.
这个话题并不是几句话就能说清楚的。我在写一份关于点亮系统的新文章和它的各个方面。你再等等。

Q. Why isn’t this Kuma hull implemented in the game?
这个球磨的船身为什么没实装到游戏里面?

[Image link is broken but it seems to be Kuma’s 1944 hull, it may be this one]
[图的外链爆炸了,但是好像是在说球磨的1944年的船身,估计是这个]

BR-ModelArt06

A. Because of technical reasons (haven’t found the time yet). However, we’re considering adding this hull to the game.
答:由于技术上的原因啦(还没找到时间弄)。然而我们在考虑要不要把这个船身加进游戏。

【WOWS Q&A】2016/03/05》上有8个想法

  1. 语音倒数完会有两次开始的声音和二战旗子还原出来是好几个旗子的合体的问题的只有我一个么…

  2. 之前推荐的几款插件现在已经看到了,谢谢开发者和XVM相关人员!再推荐几个值得上架的插件:各种语言的语音包、巨响图标 小白图标(强烈推荐,理由是看起来简单明了,多玩盒子里有这个插件但出于某种原因盒子里的插件很杂也很不稳定而且缺乏专业人员测试)。好吧,我能想到的先这些,在此感谢你们了!

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