【Developer Q&A 】2013/11/30

Source:http://ftr.wot-news.com/2013/11/30/30-11-2013/
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– the objects that currently don’t stop any shells (for example telephone poles and such) will not be affected by the soft object penetration mechanism
当前版本中不能挡炮弹的物体(栗如电线杆子什么的)是不会被新的可摧毁物体击穿机制所影响的

– right now, it’s not even theoretically considered to allow shells penetrate multiple easy-to-penetrate tanks in a row (with penetration loss) (SS: a player was asking whether it is considered for example for a Object 268 shell to penetrate several MS-1 tanks in a row, destroying them all)
根本没有考虑过让炮弹可以一次性击穿若干辆易于击穿的坦克(每穿透一辆之后穿深都会衰减),理论设想都没有(SS:有一名玩家问到开发者有没有考虑过引入让268工程可以一发炮弹一次性击毁好几辆MS-1这种机制)

– developers on the alleged “too many TD’s” issue: “The rumors about the TD domination are too much exaggerated. At this moment, there are less TD’s than HT’s (we are talking about top battle tiers) and there is roughly the same amount of TD’s as there is of mediums” and “In fact, the gameplay on TD’s is quite boring and monotonous, when compared to LT’s, MT’s and even HT’s. So players played a bit with the new accuracy and then went back to play on their favourite vehicles.”
开发团队对于所谓的“TD太多”的看法:“TD统治世界这种说法太夸张了。现在的TD数量比重坦数量要少(这里特指十级房),而且TD的数量和中坦的数量都差不多”;“事实上,TD的战斗形式和轻坦,中坦,重坦比起来是很单调且无聊的。所以玩家在精准度改动之后稍稍玩一玩TD,然后就回去玩他们最喜欢的坦克了。” 

– Jagdtiger 128mm L/61 gun and WT Panzer IV 128mm L/61 gun are two different weapons, that’s why they have different XP cost
猎虎的 128mm L/61炮和四号武器运载车的 128mm L/.61炮不同的,所以研发需要的经验数量也不同

– Aiming mechanism in WoT being unhistorical? “And why not, we don’t have a simulator after all”
WOT中的瞄准机制是非史实的?“为什么非要搞成史实的?我们这游戏又不是个模拟器。”

– penetrable buildings will come (when it’s done it’s done)
以后可以击穿建筑(when it’s done it’s done)

– it’s not to possible to shoot through holes in destroyed player tank wrecks (SS: wreck modules are very simplified and solid), but it’s possible this change will be implemented
现在无法将炮弹射过玩家坦克的残骸(SS:坦克残骸的模型都非常简单而且是实心的),但是未来,这个机制有可能会改变

– the mechanism to allow regular tanks to be turned into premium tanks will not be implemented
不会有将普通银币车转化为金币车的选项的

– the mechanism to allow regular tanks to use the crews for different tanks without penalties will not be implemented
不会有让玩家在不受到惩罚的情况下把一组乘员换到另一辆车上的机制的(除非重新训练)

– there are plans to introduce even more stuff than in-game world map (CW) and tournament mode
有计划要引入除了客户端内置的领土战界面以及锦标赛界面以外的东西

– there are plans for new medals (awards)
现在有了新的奖章的计划(成就)

– the nominal armor in tank data is always the maximum armor thickness of that respective armor side (SS: as in, if a frontal hull plate has a small strip of 150mm armor and the rest is 100mm, nominal thickness in tank sheet will be 150), the nominal thickness however doesn’t include things like spaced armor and mantlet
纸面装甲数据所标注的总写的是当前装甲面的装甲最厚值(SS:也就是说,如果车身正面的装甲有一小条是150mm,其余位置是100mm的话,纸面数据会是150mm),但是纸面厚度是不包括间隙装甲和炮盾之类的东西的

– the mechanism for penetrating destructable objects will work so that each object has its amount of hitpoints, at first, when impacting the object, a shell makes a check whether it destroyed the object or not (did more damage than the object has hitpoints) and when yes, only then the penetration check will take place. (SS: It’s thus possible that if an AP shell with high damage but low pen (below 25mm) will impact with such an object, the object will get destroyed, but the shell will not continue to fly through, despite being an AP round)
可摧毁物体的击穿机制是这样工作的,每个物体都有它自己的特定的HP值,首先,当炮弹与物体进行接触后,炮弹会先判断它是否摧毁了该物体(对物体的HP值造成了溢出的伤害),假如判定为是(摧毁的该物体)的话,剩下的则是穿深检查。(SS:那么也就是说一个AP弹的伤害足以击毁该物体,但是穿深过低(低于25mm)与一个物体发生了碰撞,物体会被摧毁,尽管它是一发AP弹,但是炮弹就无法继续飞行了) 

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