{"id":1598,"date":"2013-05-20T15:28:23","date_gmt":"2013-05-20T07:28:23","guid":{"rendered":"http:\/\/xvm.garphy.com\/?p=1598"},"modified":"2013-05-20T15:31:19","modified_gmt":"2013-05-20T07:31:19","slug":"0-8-6-changes-in-game-mechanics-%e6%9c%ba%e5%88%b6%e5%a4%a7%e6%94%b9%e7%bf%bb%e8%af%91%e6%9d%a5%e6%ba%90st%e5%ba%84%e7%a8%bc%e7%b2%be%e8%8b%b1","status":"publish","type":"post","link":"https:\/\/xvm.garphy.com\/?p=1598","title":{"rendered":"0.8.6 changes in game mechanics &#8211;\u673a\u5236\u5927\u6539,\u7ffb\u8bd1\u6765\u6e90ST:\u5e84\u7a3c\u7cbe\u82f1"},"content":{"rendered":"<p>\u539f\u6587: [<a href=\"http:\/\/ftr-wot.blogspot.cz\/2013\/05\/086-changes-in-game-mechanics.html\">http:\/\/ftr-wot.blogspot.cz\/2013\/05\/086-changes-in-game-mechanics.html<\/a>]<br \/>\n\u7ffb\u8bd1\u6765\u6e90: [<a href=\"http:\/\/www.stwaracademy.com\/thread-31385-1-1.html\">http:\/\/www.stwaracademy.com\/thread-31385-1-1.html<\/a>]<\/p>\n<p>\u6b64\u6587\u7531ST:\u5e84\u7a3c\u7cbe\u82f1\u53d1\u5e16, \u4e2d\u95f4\u7531&#8221;\u9a91\u732a\u770b\u86c7&#8221;, &#8220;\u9b54\u6cd5\u8001\u5a46\u5a46&#8221;-\u79d1\u5b66\u8001\u5a46\u5a46, \u7b49\u77e5\u540d\u4eba\u58eb\u8865\u5145<\/p>\n<p><strong><a href=\"http:\/\/ftr-wot.blogspot.cz\/2013\/05\/086-changes-in-game-mechanics.html\" target=\"_blank\">0.8.6 changes in game mechanics<\/a><\/strong><br \/>\n<em>SS: Okay, I was AFK yesterday so I have no idea where this came from, I can&#8217;t find the original post, but it was apparently written by _Quasar_ (EU forums dev) based on Storm&#8217;s info in advance and people, who weren&#8217;t supposed to see it saw it over the developer post tracker mechanism (lol, fail).\u00a0<\/em><\/p>\n<p><em>Anyway, thanks Trent and Ogogopogo, here goes:<\/em><\/p>\n<p><strong>Edit:<\/strong>\u00a0original source where I got it from &#8211;\u00a0<a href=\"http:\/\/forum.worldoftanks.eu\/index.php?\/topic\/247547-changes-in-game-mechanics-086\/\" target=\"_blank\">http:\/\/forum.worldoftanks.eu\/index.php?\/topic\/247547-changes-in-game-mechanics-086\/<\/a><br \/>\n\uff08\u4e0a\u9762\u662fSS\u5728\u89e3\u91ca\u6d88\u606f\u6765\u6e90\uff09<br \/>\n\uff08\u56e0\u4e3a\u89c9\u5f97\u4e00\u5b57\u5b57\u5168\u7ffb\u00a0<span style=\"text-decoration: line-through;\">\u5f88\u9ebb\u70e6<\/span>\u00a0\u5f88\u4e0d\u65b9\u4fbf\u9605\u8bfb\uff0c\u6240\u4ee5\u76ee\u524d\u662f\u628a\u51e0\u6bb5\u8bdd\u603b\u7ed3\u7ffb\u6210\u4e00\u6bb5\u84dd\u5b57\uff0c\u5982\u679c\u6709\u4e25\u91cd\u9519\u6f0f\u8bf7\u731b\u51fb\u5dee\u8bc4\u3002\uff09<\/p>\n<p>====\u6b63\u6587====<br \/>\n<!--more--><br \/>\nDear all,<\/p>\n<p>In this article, we will explain the major changes coming to the game mechanics that our producer, Michael Jivetc (Storm) has shared with us.<\/p>\n<p>Note: The statistical theory behind some of the explanations below has been simplified to make the article accessible to all. For those mathematicians in the audience &#8211; please do not judge us too severely.<\/p>\n<p><strong>Changes to gun accuracy<\/strong><br \/>\n<span style=\"color: red;\"><strong>\u70ae\u5f39\u6563\u5e03\u6807\u51c6\u4fee\u6539<\/strong><\/span>\uff1a<\/p>\n<p>In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0!<\/p>\n<p>For those who might be interested, here is the statistical theory behind the mechanic. In game, we currently use the normal distribution\u00a0\u00a0(Gauss (<a href=\"https:\/\/en.wikipedia.org\/wiki\/Normal_distribution\" target=\"_blank\">https:\/\/en.wikipedia.org\/wiki\/Normal_distribution<\/a>))\u00a0\u00a0to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple words, the limits for the most inaccurate gun would still be the limits of the aiming circle.<\/p>\n<p>Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle.<\/p>\n<p>There were good reasons which this limit was chosen back in 2010, but the game has developed since then and we are ready to move on.<\/p>\n<p>For Version 8.6, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That\u2019s nearly 4 times less than under the old model!<\/p>\n<p>We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.<\/p>\n<p><span style=\"color: royalblue;\">\u6e38\u620f\u91cc\u7684\u70ae\u5f39\u6563\u5e03\u4f7f\u7528\u6b63\u6001\u5206\u5e03\u6765\u8ba1\u7b97\uff0c8.5\u548c\u4ee5\u524d\u7684\u65e7\u8bbe\u5b9a\u662f 1.3 \u6807\u51c6\u5dee\uff0c8.6\u540e\u5c06\u4f1a\u6539\u4e3a 2 \u6807\u51c6\u5dee \uff08\u6211\u662f\u6570\u5b66\u76f2\uff0c\u6b63\u5f0f\u8bb2\u89e3\u8bf7\u770b10\u697c\u7684\u56de\u590d\uff09\uff0c\u8fd9\u4e4b\u95f4\u7684\u5206\u522b\u662f\uff1a\u65e7\u8bbe\u5b9a\u4e0b\u670919.4%\u7684\u70ae\u5f39\u4f1a\u843d\u5230\u7784\u51c6\u5708\u7684\u8fb9\u7f18\u533a\u57df\uff0c\u65b0\u8bbe\u5b9a\u4e0b\u53ea\u67094.6%\u7684\u70ae\u5f39\u4f1a\u843d\u5230\u8fb9\u7f18\u533a\u57df\u3002\u53e6\u5916\u6211\u4eec\u4e5f\u51b3\u5b9a\u4e0d\u518d\u641e\u90a3\u4e9b\u50cf\u5cf0\u503c\u822c\u51fa\u73b0\u7684\u8fb9\u7f18\u843d\u5f39\u5206\u5e03\uff0c\u800c\u662f\u8ba9\u70ae\u5f39\u4ece\u4e2d\u5fc3\u5230\u8fb9\u7f18\u7684\u5206\u5e03\u66f4\u5e73\u5747\uff0c\u4ee5\u540e\u51c6\u786e\u5730\u843d\u5230\u7784\u51c6\u5708\u8fb9\u4e0a\u7684\u70ae\u5f39\u5c06\u4f1a\u5927\u91cf\u51cf\u5c11\u3002<\/span><\/p>\n<p>How will it affect the gameplay?<\/p>\n<p>It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle \u2013 in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.<\/p>\n<p>These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you&#8217;ve already seen leaked information about Version 0.8.6 SPG characteristics, please do not worry. It&#8217;s not a nerf, just measures to avoid \u201cover-buff\u201d. The overall accuracy of SPGs will be pretty much the same, just more predictable.<\/p>\n<p><span style=\"color: royalblue;\">\u5bf9\u4e8e\u6e38\u620f\u4f53\u9a8c\u4e0a\u7684\u5f71\u54cd\uff1f<\/span><\/p>\n<p>\u8fd9\u6539\u52a8\u610f\u5473\u7740\u6240\u6709\u70ae\u7684\u7cbe\u5ea6\uff08\u9664\u4e86\u706b\u70ae\uff0c\u89c1\u4e0b\u6587\uff09\u5c06\u4f1a\u6781\u5927\u5730\u63d0\u9ad8\uff0c\u73a9\u5bb6\u4f1a\u7559\u610f\u5230\u70ae\u5f39\u98de\u5230\u7784\u51c6\u5708\u5916\u7f18\u7684\u60c5\u51b5\u5c06\u4f1a\u53d8\u5f97\u7f55\u89c1\u3002\u6211\u4eec\u7684\u8fd9\u4e2a\u4fee\u6539\u964d\u4f4e\u4e86\u968f\u673a\u56e0\u7d20\u9020\u6210\u7684\u5f71\u54cd\uff0c\u540c\u65f6\u4e5f\u76f8\u5e94\u5730\u63d0\u5347\u4e86\u73a9\u5bb6\u4e2a\u4eba\u6280\u672f\u7684\u4ef7\u503c\u3002<\/p>\n<p><span style=\"color: blue;\"><strong>\u8fd9\u9879\u6539\u52a8\u53ea\u4f1a\u5e94\u7528\u5230\u6e38\u620f\u91cc\u6240\u6709\u7684\u5766\u514b\u548cTD\u4e0a\u9762\uff0c\u706b\u70ae\uff08SPG\uff09\u4e0d\u4f1a\u4eab\u53d7\u8fd9\u9879\u6539\u52a8<\/strong><\/span>\u3002\u56e0\u4e3a\u8fdb\u4e00\u6b65\u63d0\u9ad8\u81ea\u8d70\u70ae\u7cbe\u5ea6\u5f88\u53ef\u80fd\u4f1a\u4e3a\u6e38\u620f\u4f53\u9a8c\u5e26\u6765\u592a\u5927\u7684\u6f5c\u5728\u635f\u5bb3\u3002<br \/>\n\u4f5c\u4e3a\u8fd9\u4e00\u505a\u6cd5\u7684\u8865\u507f\uff0c\u4f1a\u7a0d\u5fae\u63d0\u9ad8 \u201c\u70ae\u5f39\u6563\u5e03\u201d \u3002\uff08\u8fd9\u53e5\u548c\u4e0b\u9762\u90fd\u662f\u76f4\u63a5\u7ffb\u8bd1\uff0c\u8fde\u8d77\u6765\u7684\u610f\u601d\u5b58\u5728\u95ee\u9898\uff0c\u6211\u4e2a\u4eba\u7684\u7406\u89e3\u8bf7\u770b\u6700\u540e\u7684\u62ec\u53f7\uff09<br \/>\n\u5982\u679c\u4f60\u4eec\u5df2\u7ecf\u770b\u8fc78.6\u81ea\u8d70\u70ae\u4fee\u6539\u7684\u6cc4\u9732\u6d88\u606f\uff0c\u8bf7\u4e0d\u8981\u62c5\u5fc3\uff0c\u90a3\u4e9b\u6539\u52a8\u4e0d\u662f\u524a\u5f31\uff0c\u53ea\u662f\u4e3a\u4e86\u907f\u514d \u201c\u8fc7\u5206\u52a0\u5f3a\u201d\u3002\u81ea\u8d70\u70ae\u7684\u7cbe\u5ea6\u5b9e\u9645\u4e0a\u4f1a\u8ddf\u539f\u6765\u5dee\u4e0d\u591a\uff0c\u53ea\u662f \uff08\u70ae\u5f39\u843d\u70b9\uff09 \u4f1a\u66f4\u5bb9\u6613\u9884\u6d4b\u3002<br \/>\n\uff08\u8001\u5b9e\u8bf4\u8fd9\u6bb5\u7684\u540e\u9762\u4e24\u5927\u53e5\u539f\u6587\u8868\u8fbe\u5f97\u4e0d\u600e\u4e48\u597d\uff0c\u6211\u53ea\u80fd\u5c3d\u91cf\u76f4\u7ffb\uff0c\u6b22\u8fce\u8ba8\u8bba\uff09<br \/>\n\uff08\u6211\u7684\u4e2a\u4eba\u7406\u89e3\u662f\uff0c\u81ea\u8d70\u70ae\u4eec\u4e0d\u4f1a\u5f97\u5230\u5176\u4ed6\u8f66\u8f86\u90a3\u4e48\u597d\u7684\u6563\u5e03\u63d0\u5347\uff0c\u5b9e\u9645\u7684\u6563\u5e03\u6539\u52a8\u6bd4\u5176\u4ed6\u8f66\u8f86\u8981\u5dee\u4e9b\uff0c\u4f46\u4f9d\u7136\u6bd4\u65e7\u7684\u81ea\u8d70\u70ae\u6563\u5e03\u8981\u597d\uff0c\u56e0\u6b64\u867d\u71368.6\u81ea\u8d70\u70ae\u7cbe\u5ea6\u5927\u524a &#8212;\u3009\u7784\u51c6\u5708\u589e\u5927\u4e86\uff0c\u4f46\u56e0\u4e3a\u6563\u5e03\u6539\u5584\u4e86\uff0c\u6240\u4ee5\u70ae\u5f39\u843d\u70b9\u5206\u5e03\u4f1a\u66f4\u9760\u8fd1\u4e2d\u5fc3\uff0c\u56e0\u6b64\u6700\u540e\u624d\u4f1a\u8bf4\u7cbe\u5ea6\u8fd8\u662f\u4f1a\u8ddf\u539f\u6765\u5dee\u4e0d\u591a\u3002\uff09<\/p>\n<p>&nbsp;<\/p>\n<p>New mechanics for HEAT shells:<br \/>\n<span style=\"color: red;\"><strong>HEAT\u5f39\u57288.6\u7684\u65b0\u673a\u5236<\/strong><\/span>\uff1a<\/p>\n<p>Currently the way the mechanics work means that the effect of HEAT shells is barely different to normal Armour-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in Version 0.8.6 to make them more realistic:<\/p>\n<p><strong>\u2022 HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. (please note that every shell can have slightly different settings). The armour penetration after ricochet will remain the same.<br \/>\n\u2022 After penetration, a HEAT shell cannot ricochet inside the tank (as the shell is transformed into a continuous stream.)<br \/>\n\u2022 After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance<br \/>\n\u2022 After penetration, the force with which the HEAT shell continues to travel through the armour will take into account the angle of impact between the armour and penetration spot<\/strong><\/p>\n<p><strong><span style=\"color: royalblue;\">&#8211; HEAT\u5f39\u4f1a\u5728\u89d2\u5ea6\u5927\u4e8e80\u5ea6\u7684\u65f6\u5019\u53d1\u751f\u8df3\u5f39\uff08\u4ee5\u5f80\u6e38\u620f\u91cc\u7684HEAT\u662f\u4e0d\u4f1a\u8df3\u5f39\u7684\uff09\uff0c\u8df3\u5f39\u4ee5\u540e\u4e0d\u4f1a\u635f\u5931\u7a7f\u6df1\u3002\uff08AP\u5f39\u4f1a\u635f\u5931\u7a7f\u6df1\uff09<br \/>\n&#8211; \u51fb\u7a7f\u540e\uff0cHEAT\u5f39\u4e0d\u4f1a\u5728\u5766\u514b\u5185\u90e8\u8df3\u5f39 \u3002\uff08\u6216\u8005\u8bf4\u6298\u5c04\uff0c\u56e0\u4e3aAP\u51fb\u7a7f\u540e\u6709\u53ef\u80fd\u8fd8\u4f1a\u6539\u53d8\u884c\u8fdb\u8def\u7ebf\uff0c\u6240\u4ee5\u6709\u65f6\u73a9\u5bb6\u4f1a\u5728\u8be1\u5f02\u7684\u51fb\u7a7f\u4f4d\u7f6e\u6253\u574f\u8be1\u5f02\u7684\u96f6\u4ef6\uff09<br \/>\n&#8211; \u51fb\u7a7f\u540e\uff0cHEAT\u5f39\uff08\u5c04\u6d41\uff09\u6bcf\u591a\u524d\u8fdb10\u5398\u7c73\u7684\u8ddd\u79bb\u4f1a\u635f\u59315%\u7684\u7a7f\u6df1\u503c\u3002\uff08\u4e5f\u5c31\u662f\u8bf4\uff0c\u95f4\u9699\u88c5\u7532\u79bb\u8f66\u8f86\u4e3b\u88c5\u7532\u8d8a\u8fdc\u6216\u8005\u5c65\u5e26\u8d8a\u5bbd\uff0cHEAT\u5f39\u7a7f\u6df1\u88ab\u524a\u5f31\u5f97\u8d8a\u5389\u5bb3\uff09<br \/>\n&#8211; \u51fb\u7a7f\u540e\uff0cHEAT\u5f39\u7684\u7a7f\u6df1\u8ba1\u7b97\uff0c\u4f1a\u628a\u88c5\u7532\u548c\u7a7f\u900f\u70b9\u4e4b\u95f4\u7684\u89d2\u5ea6\u8ba1\u7b97\u8fdb\u53bb\u3002\uff08\u8fd9\u5e94\u8be5\u4e5f\u662f\u6307\u51fb\u7a7f\u95f4\u9699\u88c5\u7532\u540e\u662f\u5426\u80fd\u51fb\u7a7f\u4e3b\u88c5\u7532\u7684\u8ba1\u7b97\uff09<\/span><br \/>\n<\/strong><br \/>\nOverall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armour penetration values when it meets spaced armor (Maus drivers will love this change).<\/p>\n<p>Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.<\/p>\n<p><span style=\"color: royalblue;\">\u603b\u4f53\u4e0a\uff0c\u8fd9\u4e9b\u6539\u52a8\u610f\u5473\u7740HEAT\u5f39\u73b0\u5728\u4f1a\u8df3\u5f39\u800c\u4e0d\u662f\u51fb\u7a7f\u65e0\u4f24\u5bb3\uff0c\u8fd8\u6709\u9762\u5bf9\u95f4\u9699\u88c5\u7532\u7684\u65f6\u5019\u7a7f\u6df1\u4f1a\u51cf\u4f4e\u4e0d\u5c11\u3002\uff08\u53e6\u5916\uff0c\u5c65\u5e26\u4e5f\u662f\u4f5c\u4e3a\u95f4\u9699\u88c5\u7532\u8ba1\u7b97\u7684\u3002\uff09<\/span><br \/>\n<strong><\/strong><\/p>\n<p>New mechanics for camouflage:<br \/>\n<span style=\"color: red;\"><strong>\u9690\u853d\u673a\u5236\u7684\u6539\u52a8<\/strong><\/span>\uff1a<\/p>\n<p>Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero.<\/p>\n<p>We have decided to change this.\u00a0<strong>From now on, the values for vehicles and camo devices will be cumulative.\u00a0\u00a0This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD&#8217;s will receive the highest bonus).<\/strong><\/p>\n<p>To avoid side-effects with having nearly invisible TD&#8217;s, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.<\/p>\n<p><span style=\"color: royalblue;\">\u76ee\u524d\u7684\u6d82\u88c5\u548c\u4f2a\u88c5\u7f51\u63d0\u4f9b\u7684\u5956\u52b1\u9690\u853d\u503c\u662f\u4e58\u6cd5\u8ba1\u7b97\uff0c\u6240\u4ee5\u5bf9\u4e8e\u90a3\u4e9b\u672c\u8eab\u9690\u853d\u503c\u5f88\u4f4e\u7684\u8f66\u8f86\u51e0\u4e4e\u6ca1\u6709\u6548\u679c\u3002<br \/>\n\u6240\u4ee5\u6211\u4eec\u51b3\u5b9a\u57288.6\u628a\u6d82\u88c5\u548c\u4f2a\u88c5\u7f51\u7684\u9690\u853d\u503c\u6539\u4e3a\u52a0\u6cd5\u8ba1\u7b97\uff0c\u8fd9\u4e24\u4e2a\u4e1c\u897f\u4f1a\u63d0\u4f9b\u56fa\u5b9a\u7684\u9690\u853d\u503c\u63d0\u5347\uff0c\u4f46\u4e0d\u540c\u79cd\u7c7b\u7684\u8f66\u8f86\u4ece\u4e2d\u83b7\u5f97\u7684\u9690\u853d\u503c\u63d0\u5347\u8fd8\u662f\u6709\u5dee\u522b\u3002\uff08\u4f8b\u5982TD\u4eec\u4ece\u6d82\u88c5\u548c\u7f51\u5f97\u5230\u7684\u9690\u853d\u503c\u6700\u9ad8\uff09<\/span><\/p>\n<p>\u53e6\u5916\u4e3a\u4e86\u907f\u514d\u51fa\u73b0 \u201c\u51e0\u4e4e\u9690\u5f62\u7684TD\u201d\uff0c\u6211\u4eec\u4e5f\u51b3\u5b9a\u964d\u4f4e\u8349\u4e1b\u548c\u5012\u4e0b\u6811\u6728\u6240\u63d0\u4f9b\u7684\u9690\u853d\u503c\u52a0\u6210\u3002<\/p>\n<p><strong>Changes to amount of credits and experience points received for battles:<\/strong><br \/>\n<span style=\"color: red;\"><strong>\u5bf9\u4e8e\u6218\u6597\u4e2d\u94f6\u5e01\u4e0e\u7ecf\u9a8c\u6536\u76ca\u7684\u6539\u52a8<\/strong><\/span>\uff1a<\/p>\n<p>Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle &#8211; TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks.<\/p>\n<p>In Version 0.8.6, we will remove these penalties.\u00a0<strong>This means that TDs and SPGs will receive much more XP per battle<\/strong><\/p>\n<p><span style=\"color: royalblue;\">\u76ee\u524dTD\u548c\u81ea\u8d70\u70ae\u6bcf\u573a\u83b7\u5f97\u7684\u7ecf\u9a8c\u503c\u6709\u60e9\u7f5a\uff0c\u6bd4\u8d77\u4e00\u822c\u5766\u514b\u6765\uff0cTD\u7ecf\u9a8c\u5c1133%\uff0c\u81ea\u8d70\u70ae\u7ecf\u9a8c\u5c1150%\u3002<br \/>\n\u4e8e\u662f\u6211\u4eec\u51b3\u5b9a\u57288.6\u91cc\u5e9f\u9664\u8fd9\u4e9b\u7ecf\u9a8c\u60e9\u7f5a\uff0c\u6240\u4ee5TD\u548c\u81ea\u8d70\u70ae\u4eec\u80fd\u591f\u83b7\u5f97\u6bd4\u73b0\u5728\u66f4\u591a\u7684\u7ecf\u9a8c\u4e86\u3002<\/span><\/p>\n<p>We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.<\/p>\n<p><span style=\"color: royalblue;\">\u6211\u4eec\u4e5f\u4f1a\u589e\u52a0\u4e00\u9879\u52a9\u653b\u5956\u52b1\u7ed9\u90a3\u4e9b\u8d1f\u8d23\u65ad\u654c\u4eba\u5c65\u5e26\u7684\u961f\u53cb \u2014\u2014 \u5982\u679c\u4f60\u65ad\u4e86\u654c\u4eba\u7684\u5c65\u5e26\uff0c\u7136\u540e\u4f60\u7684\u961f\u53cb\u51fb\u4f24\u751a\u81f3\u51fb\u6bc1\u4e86\u8fd9\u4e2a\u88ab\u65ad\u5c65\u5e26\u7684\u76ee\u6807\uff0c\u4f60\u53ef\u4ee5\u7531\u6b64\u83b7\u5f97\u4e00\u4efd\u94f6\u5e01\u548c\u7ecf\u9a8c\u7684\u989d\u5916\u5956\u52b1\u3002\u8fd9\u4e2a\u5956\u52b1\u673a\u5236\u4e0e\u76ee\u524d\u70b9\u4eae\u654c\u4eba\u8ba9\u961f\u53cb\u653b\u51fb\u7684\u5956\u52b1\u673a\u5236\u7c7b\u4f3c\u3002<\/span>\uff08\u5c31\u662f\u8bf4\u5956\u52b1\u53d6\u51b3\u4e8e\u961f\u53cb\u5bf9\u65ad\u5c65\u5e26\u76ee\u6807\u7684\u4f24\u5bb3\uff0c\u4e5f\u6709\u53ef\u80fd\u4e24\u4e2a\u4eba\u5404\u65ad\u4e00\u8fb9\u5c65\u5e26\uff0c\u9700\u8981\u5e73\u5206\u5956\u52b1\uff1f\uff09<\/p>\n<p><strong>Changes to gun accuracy\u2014\u2014\u7cbe\u5ea6\u7684\u6539\u52a8<\/strong>.<\/p>\n<p>[<span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0!<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u6211\u89c9\u5f97\u8fd9\u5e94\u8be5\u7b97\u662f\u81ea\u62538.0\u4ee5\u6765\u610f\u4e49\u6700\u6df1\u8fdc\u7684\u6539\u52a8\u4e86. y\/ B0 [&#8221; T&#8217; B% L7 o<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>For those who might be interested, here is the statistical theory behind the mechanic. In game, we currently use the normal\u00a0\u00a0<\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>distribution to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple words, the limits for the most inaccurate gun would still be the limits of the aiming circle.<\/span><\/span><\/span><span style=\"color: #ff0000;\"><br \/>\n\u9996\u5148\u662f\u5927\u5bb6\u53ef\u80fd\u611f\u5174\u8da3\u7684\uff0c\u6211\u4eec\u5148\u8bf4\u8bf4\u7cbe\u5ea6\u673a\u5236\u80cc\u540e\u7684\u7edf\u8ba1\u5b66\u7406\u8bba\u3002\u5728\u6e38\u620f\u4e2d\uff0c\u6211\u4eec\u4f7f\u7528\u6b63\u6001\u5206\u5e03\u6765\u8ba1\u7b97\u70ae\u5f39\u6563\u5e03\u3002\u7136\u800c\uff0c\u70ae\u5f39\u6563\u5e03\u662f\u5b58\u5728\u6781\u9650\u7684\u2014\u2014\u4e5f\u5c31\u662f\u7784\u51c6\u73af\u7684\u8fb9\u7f18\uff0c\u6362\u53e5\u8bdd\u8bf4\uff0c\u5c31\u7b97\u662f\u6700\u4e0d\u7cbe\u51c6\u7684\u70ae\u4e5f\u5b58\u5728\u4e00\u4e2a\u6563\u5e03\u6781\u9650<\/span>!<br \/>\n<span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Currently, in Version 8.5, we have 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle.<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u73b0\u5728\u2014\u2014\u4e5f\u5c31\u662f8.5\u7248\u4e2d\uff0c\u70ae\u5f39\u6563\u5e03\u7684\u6781\u9650\u662f1.3\u03c3\uff08\u8fd9\u4e2a\u6211\u4e0d\u591a\u89e3\u91ca\u4e86\uff09\u2014\u2014\u2014\u2014\u4e5f\u5c31\u662f\u8bf4\uff0c\u6bcf\u6b21\u5c04\u51fb\u65f6\uff0c\u70ae\u5f39\u51fa\u73b0\u5728\u7784\u51c6\u73af\u8fb9\u7f18\u7684\u6982\u7387\u4e3a19.4%<\/span><\/p>\n<p><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>For Version 8.6, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That\u2019s nearly 4 times less than under the old model!<\/span><\/span><\/span>2<br \/>\n<span style=\"color: #ff0000;\">\u800c\u57288.6\u4e2d\uff0c\u6211\u4eec\u51b3\u5b9a\u4fee\u6539\u7cbe\u5ea6\u8ba1\u7b97\u662f\u7684\u6563\u5e03\u6a21\u578b\uff0c\u6563\u5e03\u6781\u9650\u53d8\u4e3a2\u03c3\u2014\u2014\u4e5f\u5c31\u662f\u8bf4\uff0c\u6bcf\u6b21\u5c04\u51fb\u65f6\uff0c\u70ae\u5f39\u51fa\u73b0\u5728\u7784\u51c6\u73af\u8fb9\u7f18\u7684\u6982\u7387\u4ec5\u4e3a4.6%\u3002\u51e0\u4e4e\u662f\u73b0\u6709\u6a21\u578b\u76841\/4!!!<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u540c\u65f6\uff0c\u6211\u4eec\u51b3\u5b9a\uff0c\u53d6\u6d88\u6563\u5e03\u8fb9\u7f18\u4e2d\u7684\u67d0\u4e9b\u7279\u6b8a\u70b9\uff08Spkie\u610f\u4e3a\u201c\u957f\u9489\u201d\uff0c\u59d1\u4e14\u8fd9\u4e48\u7ffb\u8bd1\uff09\uff0c\u6362\u53e5\u8bdd\u8bf4\uff0c\u4ece\u4e2d\u5fc3\u5230\u8fb9\u7f18\uff0c\u70ae\u5f39\u7684\u6563\u5e03\u90fd\u662f\u5747\u7b49\u7684\u3002\u8fd9\u610f\u5473\u6574\u4e2a\u7784\u51c6\u73af\u4e2d\u7684\u51e0\u4e2a\u7279\u6b8a\u70ae\u5f39\u843d\u70b9\u4f1a\u51cf\u5c11\u2014\u2014\u2014\u2014\u4e5f\u5c31\u662f\u8bf4\uff0c\u70ae\u5f39\u5c06\u7b49\u53ef\u80fd\u7684\u5728\u7784\u51c6\u73af\u4e2d\u6563\u5e03<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>How will it affect the gameplay?<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u90a3\u4e48\uff0c\u8fd9\u5bf9\u6211\u4eec\u64b8\u70ae\u6709\u4f55\u5f71\u54cd\uff1f<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle \u2013 in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u8fd9\u8bf4\u660e\uff0c\u6240\u6709\u70ae\u7684\u7cbe\u5ea6\u5c06\u4f1a\u63d0\u9ad8\u3002\u73a9\u5bb6\u5c06\u4f1a\u53d1\u73b0\u2014\u2014\u2014\u2014\u70ae\u5f39\u98de\u5230\u5708\u8fb9\u4e0a\u7684\u6982\u7387\u964d\u4f4e\u4e86\u2014\u2014\u4e8b\u5b9e\u4e0a\uff0c\u201c\u70ae\u5f39\u98de\u5230\u8fb9\u4e0a\u201d\u6210\u4e86\u5c0f\u6982\u7387\u4e8b\u4ef6\u3002\u6bdb\u5b50\u5728\u51cf\u5c11\u968f\u673a\u53c2\u6570\u5bf9\u6e38\u620f\u6027\u7684\u5f71\u54cd\uff0c\u4e5f\u5c31\u662f\u8bf4\uff0c\u73a9\u5bb6\u6280\u672f\u7684\u4ef7\u503c\u5c06\u4f1a\u63d0\u5347\/<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you&#8217;ve already seen leaked information about Version 0.8.6 SPG characteristics, please do not worry. It&#8217;s not a nerf, just measures to avoid \u201cover-buff\u201d. The overall accuracy of SPGs will be pretty much the same, just more predictable.<\/span><\/span><\/span>, D1 t1 p6 O&amp; k8 i3 g* Y: s<br \/>\n<span style=\"color: #ff0000;\">\u4ee5\u4e0a\u53d8\u52a8\u5bf9\u6240\u6709\u5766\u514b\uff0cTD\u90fd\u9002\u7528\u3002\u4f46\u662f\u706b\u70ae\u5e76\u4e0d\u4eab\u53d7\u8fd9\u9879\u5f85\u9047\u2014\u2014\u56e0\u4e3a\u8fd9\u4f1a\u635f\u5bb3\u6e38\u620f\u6027\u3002\u8fd9\u9879\u6539\u52a8\u5c06\u4f1a\u901a\u8fc7\u7565\u5fae\u63d0\u9ad8\u70ae\u5f39\u6563\u5e03\u6765\u5f97\u5230\u8865\u507f\u3002\u76f8\u6bd4\u5404\u4f4d\u770b\u8fc7\u8d85\u6d4b\u670d\u7684\u706b\u70ae\u8d44\u6599\u4e86\u5427\uff0c\u522b\u62c5\u5fc3\uff0c\u8fd9\u662f\u4e0d\u662fNerf\uff0c\u6bdb\u5b50\u53ea\u662f\u4e3a\u4e86\u9632\u6b62\u6240\u8c13\u7684\u2018\u8fc7\u5ea6Buff\u201c\uff0c\u6240\u6709\u7684\u706b\u70ae\u7cbe\u5ea6\u548c\u539f\u6765\u5dee\u4e0d\u591a\uff0c\u53ea\u662f\u70ae\u5f39\u6563\u5e03\u6ca1\u6709\u539f\u6765\u90a3\u4e48\u8be1\u5f02\u4e86<\/span><\/p>\n<p><strong>New mechanics for HEAT shells:\u2014\u2014\u2014\u2014Heat\u7684\u65b0\u8fd0\u4f5c\u673a\u5236<\/strong><br \/>\n<span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Currently the way the mechanics work means that the effect of HEAT shells is barely different to normal Armour-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in Version 0.8.6 to make them more realistic:<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u73b0\u6709\u7684Heat\u8fd0\u4f5c\u673a\u5236\u548c\u666e\u901aAp\u76f8\u5dee\u4e0d\u5927\u3002\u4e3a\u4e86\u63d0\u9ad8\u4e8c\u8005\u4e4b\u95f4\u7684\u533a\u522b\uff0c\u964d\u4f4eHeat\u5bf9\u6e38\u620f\u6027\u7684\u5f71\u54cd\u3002\u6211\u4eec\u51b3\u5b9a\u4fee\u6539Heat\u7684\u8fd0\u4f5c\u673a\u5236\uff0c\u8ba9\u4ed6\u53d8\u5f97\u66f4\u771f\u5b9e\u4e00\u4e9b\u3002<br \/>\n<\/span><strong>\u2022 HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. . The armour penetration after ricochet will remain the same.<\/strong><br \/>\n<strong><span style=\"color: #ff0000;\">\u00a0\u00a0\u5982\u679c\u5165\u5c04\u89d2\u5927\u4e8e80\u5ea6\u7684\u8bdd\uff0cHeat\u5c06\u4f1a\u8df3\u5f39\uff0c\u4e0d\u8fc7\u8df3\u5f39\u5e76\u4e0d\u5f71\u54cdHeat\u7684\u7a7f\u6df1\uff08\u8fd9\u70b9\u548cAp\u4e0d\u540c\uff09<br \/>\n) ?\/ A- W( W, ^. J# K<\/span>\u2022 After penetration, a HEAT shell cannot ricochet inside the tank\u00a0\u00a0<\/strong>\/ f# c8 h&amp; @) ~9 _5 w- k<br \/>\n<strong><span style=\"color: #ff0000;\">\u00a0 \u00a0Heat\u5728\u7a7f\u900f\u88c5\u7532\u4e4b\u540e\uff0c\u91d1\u5c5e\u6e85\u5c04\u6d41\u5e76\u4e0d\u4f1a\u5728\u8f66\u4f53\u5185\u8df3\u5f39<br \/>\n<\/span>\u2022 After penetration, the HEAT shell will lose 5% of armour penetration force for each 10cm of travelling distance<\/strong>5<br \/>\n<strong><span style=\"color: #ff0000;\">\u00a0 \u00a0Heat\u7a7f\u900f\u88c5\u7532\u4e4b\u540e\uff0c\u91d1\u5c5e\u6e85\u5c04\u6d41\u6bcf\u524d\u8fdb10CM\uff0c\u964d\u4f4e5%\u7a7f\u6df1-<br \/>\n<\/span>\u2022 After penetration, the force with which the HEAT shell continues to travel through the armour will take into account the angle of impact between the armour and penetration spot\u00a0<\/strong><br \/>\n<span style=\"color: #ff0000;\">\u00a0 \u00a0\u00a0<strong>Heat\u7a7f\u900f\u88c5\u7532\u4e4b\u540e\uff0c\u7cfb\u7edf\u8ba1\u7b97\u91d1\u5c5e\u6e85\u5c04\u6d41\u7684\u7a7f\u900f\u529b\u65f6\uff0c\u4f1a\u5c06\u88c5\u7532\u548c\u7a7f\u900f\u70b9\u4e4b\u95f4\u7684\u5939\u89d2\u5e26\u6765\u7684\u5f71\u54cd\u8ba1\u7b97\u5728\u5185<\/strong>\u00a0y\u00a0\u00a0O<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Overall, these changes mean that HEAT shells wil<\/span><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>l now have ricochets instead of penetrations with 0 damage and less armour penetration values when it meets spaced armor (Maus drivers will love this change)<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u603b\u800c\u8a00\u4e4b\uff0c\u8fd9\u610f\u5473\u7740Heat\u4e5f\u4f1a\u8df3\u5f39\uff0c\u800c\u4e0d\u662f\u4ec0\u4e48\u51fb\u7a7f\u4e0d\u6389\u8840\uff0c\u800c\u4e14\u78b0\u4e0a\u95f4\u9699\u88c5\u7532\u65f6\uff0cHeat\u7684\u6548\u679c\u5c06\u4f1a\u5927\u5927\u6298\u6263\uff08\u8001\u9f20\u9a7e\u9a76\u5458\u4e00\u5b9a\u7231\u6b7b\u8fd9\u4e2a\u53d8\u5316\u4e86\uff09<span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>.<\/span><\/span><br \/>\n<\/span><br \/>\n<span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Note: The tracks of a vehicle will also count as spaced armour for HEAT shells.<\/span><\/span><\/span><br \/>\nl<span style=\"color: #ff0000;\">\u8fd8\u6709\uff0c\u7528Heat\u6253\u5c65\u5e26\u5c31\u76f8\u5f53\u4e8e\u7528Heat\u6253\u95f4\u9699\u88c5\u7532<\/span><br \/>\n<strong>New mechanics for camouflage:\u65b0\u4f2a\u88c5\u673a\u5236<\/strong><\/p>\n<p><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u76ee\u524d\uff0c\u7cfb\u7edf\u5728\u8ba1\u7b97\u9690\u853d\u65f6\uff0c\u91d1\u5e01\u6d82\u88c5\u548c\u4f2a\u88c5\u7f51\u4ec5\u4ec5\u53ea\u662f\u4e00\u4e2a\u7cfb\u6570\u3002\u6240\u4ee5\u8bf4\uff0c\u5982\u679c\u4e00\u8f86\u8f66\u7684\u57fa\u672c\u9690\u853d\u6027\u7279\u522b\u5dee\u7684\u8bdd\uff0c\u90a3\u4f2a\u88c5\u7f51\u548c\u6d82\u88c5\u5e26\u6765\u7684\u90a3\u70b9\u52a0\u6210\u5e76\u4e0d\u591a!<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>We have decided to change this.\u00a0<\/span><\/span><\/span><strong>From now on, the values for vehicles and camo devices will be cumulative.\u00a0\u00a0This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle (for example, TD&#8217;s will receive the highest bonus).<\/strong><br \/>\n<span style=\"color: #ff0000;\">\u4e0d\u8fc7\uff0c\u6211\u4eec\u6253\u7b97\u6539\u53d8\u8fd9\u4e00\u5207\uff0c\u4ece8.6\u5f00\u59cb\uff0c\u8f66\u8f86\u7684\u9690\u853d\u503c\u662f\u7d2f\u52a0\u7684\uff0c\u4e5f\u5c31\u662f\u8bf4\uff0c\u4f2a\u88c5\u7f51\uff0c\u6d82\u88c5\u5c06\u4f1a\u63d0\u4f9b\u4fee\u6b63\u52a0\u6210\u2014\u2014\u2014\u8fd9\u53d6\u51b3\u4e8e\u4f60\u5f00\u7684\u662f\u4ec0\u4e48\u8f66\uff08\u6bd4\u5982TD\u5c31\u4f1a\u6709\u6700\u9ad8\u7684\u52a0\u6210\uff09\uff08\u4f30\u8ba1\u730e\u864e\uff0c\u767d\u5154\u4e5f\u80fd\u907f\u514d400M\u88ab\u4eae\u7684\u5c40\u9762\u4e86\uff09<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>To avoid side-effects with having nearly invisible TD&#8217;s, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u4e0d\u8fc7\uff0c\u4e3a\u4e86\u907f\u514d\u8fc7\u591a\u201d\u51e0\u4e4e\u9690\u5f62\u7684\u201cTD\u5bf9\u6e38\u620f\u7684\u526f\u4f5c\u7528\uff0c\u6bdb\u5b50\u51b3\u5b9a\u524a\u5f31\u8349\u4e1b\uff0c\u5012\u4e0b\u7684\u6811\u6728\u63d0\u4f9b\u7684\u9690\u853d\u52a0\u6210<\/span><span style=\"color: #ff0000;\"><br \/>\n<\/span><strong>Changes to amount of credits and experience points received for battles:\u94f6\u5e01\u548c\u7ecf\u9a8c\u6536\u76ca\u7684\u6539\u52a8<\/strong><br \/>\n<span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle &#8211; TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks<\/span><\/span><\/span><br \/>\n<span style=\"color: #ff0000;\">\u73b0\u5728\u7684TD\u4e0e\u706b\u70ae\u662f\u6709\u6536\u76ca\u60e9\u7f5a\u7684\uff0c\u548cLT MT HT\u76f8\u6bd4\uff0cTD\u83b7\u5f97\u7684\u7ecf\u9a8c\u51cf\u5c11\u4e8633%\uff0c\u706b\u70ae\u66f4\u662f\u53ea\u6709\u4e00\u534a<br \/>\n8 u) C1 m( n5 a% `<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>In Version 0.8.6, we will remove these penalties.\u00a0<\/span><\/span><\/span><strong>This means that TDs and SPGs will receive much more XP per battle<\/strong><br \/>\n<span style=\"color: #ff0000;\">\u4e0d\u8fc7\uff0c8.6\u5c31\u4e0d\u5b58\u5728\u8fd9\u6837\u7684\u4e8b\u60c5\u4e86\uff0c\u4e5f\u5c31\u662f\u8bf4\uff0cTD\u548c\u706b\u70ae\u5728\u6218\u6597\u4e2d\u83b7\u5f97\u7684\u7ecf\u9a8c\u8981\u53d8\u591a\u4e862 a% \\&#8217; K2 Z- ?1 d8 ~&#8217; C* D<br \/>\n<\/span><span style=\"color: #000000;\"><span style=\"font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;\"><span>We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.<\/span><\/span><\/span><br \/>\n<span>\u8fd8\u6709\uff0c\u6253\u65ad\u654c\u519b\u5c65\u5e26\u4e5f\u4f1a\u6709\u989d\u5916\u5956\u52b1\u3002\u5982\u679c\u4f60\u6253\u65ad\u654c\u4eba\u5c65\u5e26\uff0c\u800c\u8ba9\u961f\u53cb\u8f93\u51fa\u6216\u8005\u5c06\u5176\u51fb\u6bc1\uff0c\u4f60\u4f1a\u83b7\u5f97\u7ecf\u9a8c\u548c\u94f6\u5e01\u7684\u6536\u76ca\u2014\u2014\u2014\u2014\u5c31\u50cf\u70b9\u4eae\u2014\u2014\u53cb\u519b\u8f93\u51fa\u90a3\u6837<\/span><\/p>\n<table cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td id=\"postmessage_428654\"><em>\u672c\u5e16\u6700\u540e\u7531 meltyMAP &#8211;\u9b54\u6cd5\u8001\u5a46\u5a46 \u4e8e 2013-5-18 19:03 \u7f16\u8f91<\/em>\u70ae\u5f39\u66f4\u63a5\u8fd1\u51c6\u5fc3\u4e2d\u5fc3\uff08\u6bdb\u5b50\u597d\u50cf\u6ca1\u63d0\u5230\u4e24\u500d\u7784\u51c6\u73af\u7684bug\uff0c\u53e6\u5916\u8fd9\u5bf9\u88ab\u780d\u6210\u50bb\u903c\u7684\u706b\u70ae\u6765\u8bf4\u662f\u4e2a\u5229\u597d\u6d88\u606f\uff09<br \/>\nHEA\u4e0d\u662f\u5f88\u660e\u767d\u7684\u6539\u52a8\uff0c\u6253\u95f4\u9699\u88c5\u7532\u53d8\u6e23\u6e23\u4e86\uff0c\u4e0d\u77e5\u9053\u6253\u5c65\u5e26\u600e\u4e48\u7b97\u3002<br \/>\n\u4f2a\u88c5\u7f51\u548c\u6d82\u88c5\u7684\u9690\u853d\u503c\u7531\u53e0\u4e58\u6539\u4e3a\u53e0\u52a0\uff0c\u73af\u5883\u9690\u853d\u503c\u964d\u4f4e\uff1b<br \/>\nTD\u548cSPG\u7684\u7ecf\u9a8c\u4e0d\u6253\u6298\u4e86\uff08\u597dTD\uff0c\u4e0d\u780d\u5417\uff1f\uff09&nbsp;<\/p>\n<table width=\"742\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td id=\"postmessage_428661\"><a href=\"http:\/\/www.stwaracademy.com\/space-uid-51921.html\" target=\"_blank\">efreeti<\/a>: <em id=\"authorposton428661\">\u53d1\u8868\u4e8e\u00a0\u524d\u5929\u00a019:14<\/em>\u00a0|<a href=\"http:\/\/www.stwaracademy.com\/forum.php?mod=viewthread&amp;tid=31385&amp;page=1&amp;authorid=51921\" rel=\"nofollow\">\u53ea\u770b\u8be5\u4f5c\u8005<\/a><br 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