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转自178:
StarCraft II Beta -- Patch 13 (version 0.15.0.15449)
综合
地图发布启用:你现在可以使用地图编辑器将你的自定义地图上传到战网社区。
Facebook整合加入:现在可以查看你的Facebook好友中哪些也拥有战网账户
3v3和4v4游戏启用
联赛和天梯系统进行了多项改动:
移除了红铜联赛,在白金之上添加了钻石联赛
玩家的等级现在从0而不是1000开始
不再在排位或练习赛显示读条界面信息
配对系统的逻辑更新
启用了UDP通讯机制以提高游戏性能
多个性能和稳定性提升。
平衡性改动
星灵
哨兵
力场现在可以被踩过的巨型单位摧毁。
虚空战舰
射程从7降低到6。
折跃门
分组选择优先级从2提高到3,因此同组选中时它将优先于传送门
人类
陆战队员
战斗药剂研究的消耗从150/150降低至100/100。
战斗盾牌研究的消耗从150/150降低至100/100。
异虫
感染虫
被感染的人类技能移除
新增狂乱技能:
消耗25点能量。
对一个生物型单位使用,使其造成的伤害提高25%,并且免疫减速、昏迷和心灵控制效果,持续30秒。
监察王虫
新增腐蚀技能
对一个敌方建筑物使用,使其无法建造单位或进行研究,持续30秒。
新增被感染的人类技能
消耗125点能量
属性和之前感染虫施放的一样,现在直接在王虫身下出现。
雷兽
生命值从600降低到450。
伤害从25改变为15(对重甲+25)。
对建筑的伤害从60提高到75。
热键改动(英文版客户端)
异虫设置农民集结点从R改为G。
异虫孢子爬虫从W改为A,以避免和选择全部折跃门热键冲突。
战网界面
重做了玩家信息和联赛/天梯页面。
添加了科技树的帮助系统,以及其他的提示技巧信息。
移除了角色命名过程中的别名选项,添加了邀请好友到队伍或房间的功能。
更新了战网用户界面,更多的使用核心发散化的菜单系统
添加了游戏内屏蔽和禁言玩家的功能。
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第13个补丁更新了很多的内容,包括新的地图发布功能(including the map publishing feature). 跟之前的情况报告一样,我们想说明下一些平衡性的改变
这个补丁对于最近几周星际社区发现的一些平衡问题进行了调整. 我们并且调整了在高端比赛重不常见的一些虫族的单位和技能. 这些改动非常的大,我们相信还会有其他的对这些单位的平衡性的调整.
哨兵 力场 - 被巨型单位经过的力场将会被摧毁
We are seeing a lot of great games that rely on Force Field as a key part of protoss strategy. The ability is fun, but we do want to create some more options for enemy players to deal with Force Fields to create some additional gameplay choices in a fight against the protoss. Now Massive units (Thor, Colossus, Ultralisk) will smash a Force Field if they are told to move through them. Ultralisks can use this ability to lead a Zerg charge onto a protoss position while protoss players can use their Colossus in an emergency to allow their army to attack or retreat.
雷兽 - 生命值从600降低到了450. 伤害从25更改为15(+25 对重甲). 对建筑的伤害从60增强到了75.
We have put in a large number of buffs to the Ultralisk to allow him to close the gap on his enemies. The Ultralisk can now ignore Force Fields and with the Infestor’s Frenzy ability he can ignore all of the ways that the enemy could slow or disable him. With all of these buffs the Ultralisk needed to be rebalanced. We are focusing him more as an anti-armored unit since zerg players already have a few ways to deal with mass light units (Banelings and Fungal Growth). This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios.
感染虫 - 删除了 被感染的人类. 增加了 狂热: 消耗25能量 - 可对一个生物单位释放,增加25%伤害并且对控制,眩晕, 和精神控制免疫, 持续30秒
We are cutting Infested Terrans since the ability rarely saw use. We have buffed this ability in internal testing and were unable to find a place in which we were happy with it on the Infestor. We are introducing a new ability called “Frenzy” that is especially useful for the short range zerg to get close up to the enemy to do some real damage. Frenzy should be especially helpful on Ultralisks who are trying to get past Thor Strike Cannons, Fungal Growth, or Neural Parasite.
监察王虫 - 增加了 污染(Contaminate) 技能: 消耗75点能量 - 对一个敌方建筑使用时将会使得该建筑在30秒内不能生产单位或者进行任何的研究. 增加了被感染的人类: 消耗 125 能量 - 被感染的人类拥有跟之前一样的数值, 该单位将会被生产在监察王虫的正下方
The Overseer is designed as a harassment caster. We don’t want to see hundreds of Overseers flying around, but we do like the ability for the zerg to annoy and harass the enemy with spells like Changeling. We added two abilities on the Overseer that were recently removed from other more “combat oriented” units. We expect that player’s will still build 1-2 Overseers to watch the enemy base and provide detection support for your force, but now you can also use the Overseer’s energy to disrupt enemy production and research, or to make small drops that force the enemy to spread their forces.
虚空 - 射程从7降低到了6
Void Rays are being used aggressively against terrans now, using their range and speed to trap a terran player in their base. This is pretty fun for the protoss player but at a variety of skill levels it is too difficult for the terran player to stop, even if the player sees it coming with good scouting. We think a slight range reduction will help with this match-up without doing too much damage to other matchups.
人族的升级 - 枪兵 - 兴奋剂的研究费用从150/150降低到了100/100. 作战盾牌的研究费用从150/150降低到了100/100.
We still believe that the terrans are spending too much on infrastructure and are struggling to compete at certain times in the game against the protoss. Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force.
As always, we are continuing to watch the data as we make these changes as well as are continuing to watch for constructive feedback on these changes and more. |
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