Source:http://ftr.wot-news.com/2014/02/19/19-2-2014/
来源↗
– when creating a new tier 8 vehicle (or rebalancing an old one), it is balanced for general use, not for team battles
当在创造新的8级车的时候(或者在平衡旧的8级车的时候),平衡标准是它的常规用途,并不是7/42
– various new graphic effects will not be added to the old render (SS: the old render is not developed anymore in any way)
不会把一些新的画面特效加入旧的渲染效果中的(SS:旧的渲染效果已经不再被开发了)
– Wargaming doesn’t want multiple “copy” maps (like Summer/Winter Himmelsdorf), SerB states that they will rather try to implement these variants with one map somehow (SS: as in, one map, more texture packs or so)
WG并不想让一张地图的“复制品”出现太多次(就像夏天/冬天版的锡城),SerB表示他们会试图把这些地图的变种版合并成一张放在游戏内(SS:也就是说,只有一张地图,但是有复数的材质包)
– there is a possibility that the M47 Patton with L7 alternative hull (!) will be implemented
用L7可选车身的M47巴顿有可能会出现在游戏中
– BMP and BMD vehicles do not fit into WoT
BMP和BMD步兵战斗车塞不进游戏中
(译注:两辆车均为苏军装甲运兵车,最初一辆下线在1968年。武器配备为73 mm 2A28滑膛炮以及反坦克导弹。以上内容摘录自此页面。)
– apparently, no “mastery” badge rewards are planned (SS: but nothing specifically confirmed or denied)
现在没有要给“M章”做出奖励的计划(SS:但是这里没有明确肯定或否认)
– the reason FV215b (183)’s gun is designated as 183mm, even though its caliber is listed as 182mm: “Different nominal and actual caliber are in British case very common”
FV215b(183)的主炮标注是183mm,但是实际口径却是182mm:“在英国车上这种标注口径和实际口径不符的情况很正常”
– detracking will not be split into “detracked by breaking the track” and “detracked by having a roadwheel destroyed” (SS: for the purposes of possible movement while detracked)
履带断裂不会被分成“因为履带本身断掉了所以判定为履带断裂”和“因为负重轮坏掉了所以判定为履带断裂”的(SS:这个问题是关于坦克在履带断裂的情况下还能够移动的情况所提出的)(没错,Storm以前说过,他看到过文献证明坦克在履带断裂之后还能继续开——译注)
– currently, in the suspension model, each side has 4 contact points per side per tank (SS: as in, when calculating movement, 4 points on each side are there to make sure the suspension doesn’t “run flat” and it looks good). When the independent suspension gets introduced, this number will apparently rise to 5 – also, these points won’t have to be spread evenly, for example, when a vehicle has irregular roadwheels spread, like the T-54, these points will reflect the roadwheel positions
现在的悬挂模型在每辆坦克的每一侧都有4个接触点(SS:也就是说,当计算坦克的移动时,在每一侧的4个点是为了防止悬挂出现“平地飘”的情况,而且保证画面效果)。当独立悬挂被加入游戏后,这个数字就会变成5—而且这些接触点不一定需要均匀的分布在悬挂上。举个栗子,当车辆的负重轮的分布不均匀时,栗如T-54什么的,这些点的位置就会反映这些负重轮的位置。
– T-55 Model 1958 is not in the game, because it’s too OP
T-55 1958年版没出现在游戏中的原因是过于OP
– AMX 13 Model 1952 is in the game as AMX 13/75
AMX 13 1952年版在游戏中是以AMX13/75的形式出现的
And from Overlord:
以及Overlord的一些内容
– E25 is not OP
E-25并不是很OP
– FOV actually does influence FPS (SS: this was confirmed by Storm too, the wider the FOV, the more power it needs for the same performance)
视野的确会影响帧数(SS:Storm肯定了这种说法,视野越宽,就需要更多的资源来达到和以前同样的帧数)
可以考虑把FOV 翻译成“视角” 表示可视角度的意思
恩,有道理……
采用全称,可视角度。