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星际2最新消息合集详解

来源: 佚名 2010/12/17 11:45:13 浏览量:201

[2008.4.17]蓝帖速递+Q&A35


Despite seeing all three factions, there are still many changes being made to all factions which continue to finesse the gameplay of StarCraft II.

Furthermore, if you are reading this batch, and love StarCraft, show everyone! For the "I <3 SC" event, we've been getting tons of fun entries of StarCraft lovers in their classrooms, playing the game, posing at famous landmarks, and many unique digitally edited entries!

What does StarCraft mean to you?

Make sure you are represented in this wall of fans that will be engraved in Blizzard history. It is very simple to participate- Take a picture and join us!
[ http://blizzard.com/us/inblizz/contests/ilovesc/ ]

For newcomers, if you want a quick rundown on the story leading into StarCraft II- we have it here in a nutshell:
[ http://www.starcraft2.com/features/storysofar.xml ]
[ http://www.starcraft2.com/features/storysofar2.xml ]

Chat with the Devs: The Dev team has been working hard to find the best defense mechanic that works for the Zerg. The latest builds have brought back Sunken and Spore Colonies, with a new twist. Sunken and Spore Colonies can now uproot and crawl to a more advantageous position. Incidentally, Protoss Phase Cannons no longer have the ability to change positions.

Giving the Zerg mobile defensive structures feels a lot more right as this ability opens up many more aggressive strategies in both Zerg mirrors as well as combined with Overlords generating creep to push these defenses up towards the front lines. Furthermore, there definitely is something about watching defenses crawling around that just seems very Zerg-like. Its worth noting that Zerg defenses while in mobile form have fewer hit points and are more vulnerable to attack.

Gameplay Blog: Over the past few weeks Ive really been practicing up with the Terran faction, as it is probably the one that I am weakest at playing with. After getting beat about three or four times and finally getting my build order up to speed, I realized Terrans actually have a huge advantage in StarCraft II with being able to block off choke points to your base with ease.

Currently, on most maps a Terran player is able to block off their base entry point before the enemy is able to scout, making it nearly impossible for the enemy to find out what the Terran player is doing behind that wall. With only a few Marines and a couple SCVs, the Terran player can fend off most early attacks, especially since they usually also have a higher elevation sight advantage.

Three popular options amongst the staff playing at Blizzard include:

1) Tech straight to Banshees, which have a very powerful single target attack, and can be researched to cloak. This unit devastates if the opponent is not prepared with both anti- air units as well as detectors.

2) Tech straight to Reapers, which can jump up and down hills without a spotter, and get an added bonus damage versus light units. What this means is that the Reapers are able to quickly get in an enemys resource line to annihilate workers at an astounding rate, as well as get out before the enemy can react. This works great if you can scout/scan to see if their main base is defended well with static defenses. On top of that, did I forget to mention that they can drop mines that do significant damage towards buildings? Yes, that means with a handful of these guys, you can drop enough mines to take out whole Hatcheries/ Nexuses, or strategically use them to take out Pylons or tech buildings. After you drop the mines, jump back out of combat and let the mine cooldown reset for another round of raids.

3) If a Terran player bunkers up as mentioned above and no attacks are made by this player, one way an opponent may respond is to expand and build a stronger economy, as they do not feel threatened. In this case, a Terran player can simply build up a huge force of Marines and Marauders behind the wall without the opponent knowing, and then strike when their opponent drops their guard.

Luckily, the Dev Team is well on top of balance, as they have introduced new abilities such as the Nullifiers Anti Gravity ability to lift up buildings blocking choke points and Nydus Worms to bypass such defenses to keep those Terran players honest. Maps will likely have larger choke points in the future to offer a little more chance for opponents to get a Probe or Drone in early to scout early teching Terran players.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 35---

1. Do Banelings damage nearby friendly units when they explode onto an enemy target? (www.starcraft2.com.au)

No, in the current build the Banelings do not damage friendly units caught in the splash. The splash damage does cover its area of effect range evenly, doing the same damage to enemy units throughout the whole area.

2. When a Nydus Worm is detected, is it possible to shoot it down while it is traveling? (www.starcraftcz.com)

Yes, having detectors in strategic places will keep you from being surprised by an unexpected Nydus Worm showing up in your base.

3. Does the Nydus Worm, a ground unit, move through open space? (battle.net) pop.helo

Yes. We dont know how we are going to make this look yet. When we come up with a visual solution we are happy with we will show it to the community.

4. Can Zerg buildings be infested, and if so, what units are produced? (starcraft2forum.org)

Zerg buildings cannot be infested. It is planned that infested Protoss buildings will produce an infested Protoss unit that will play differently than the infested Marine.

5. Will be there such doodads like customizable light or shader? (battle.net) Dagguh

Yes.

6. The first screenshot listed in Karune's 33rd Q&A shows what looks like the Mothership's Black Hole ability. However, it was said that the Black Hole was removed. Does this mean the ability has returned in the current build? (Starcraft.org)

As mentioned before, the state of many of these units are always changing. In the current build, the Mothership has become more of a support unit with increased hit points and decreased speed. The Mothership now allows Protoss Gateways that have converted to Warp Gates to be able to warp units straight to the Mothership. The warp-in mechanic (which cannot be queued) has also been tweaked to allow Protoss players who use it to get a slight time decrease in unit production as opposed to queuing units traditionally at the Gateways. In other words, the cooldown timer on warp-in doesnt take as long as the build time for units at a Gateway.

Furthermore, the Mothership will also have the ability to transfer energy down to casters below it, such as Templars. Both the Time Bomb and Black Hole abilities have been removed

7. Will Phase Cannons be able to rematerialize on an allys Pylon Power, or an enemys Pylon Power for that matter? (sclegacy.com)

Phase Cannons are no longer able to move in the current build.

8. Is the Tauren Marine going to be included in the StarCraft II map editor? (battle.net) scorpionbrood

Yes.

---End of Transmission---


你们以为你们已经见到了三个种族的全部吗?你们错了!还有一大堆东西在改...

另外,历史线的第二部分也已经整理完毕:


开辟团队如是说:
开辟团队还在测试虫族的防御模式。最近的版本让原版中的Sunken Colony沉陷菌落和Spore Colony孢子菌落回归了,但是有了那么点改动:现在这两位都可以起立,然后搬家到其他地方去;于是神族的相位炮就不再有这种功能了。

有了移动防御设施,虫族的战略就可以变得更富打击性了;还要再加上和能喷菌毯的领主的配合推进。而且,你们难道不觉得建筑物爬来爬去才更有虫族特色吗?不过在爬来爬去的过程中他们会血更少皮更薄更容易消灭就是了。

试玩博客:
最近几周我在练习人族,因为这是我最不熟练的种族了。

答:显然会有。

现在,大多数地图上人族玩家都可以在对手初期侦查单位到来之前堵住路口,这样他们的发展方向对手就完全无从得知;而寥寥数只马润和SCV就可以打败大多数的早期打击了——尤其是在地势较高、视野有优势的情况下。

现在暴雪内部有三种人族发展方向:

应用名称:18轮大卡车:搬运能手(18 Wheels of Steel:Haulin) 下载地址:https://m.fxxz.com/f/16274

1.攀科技直冲女妖。现在的女妖单体打击很壮大,而且还可以研发光学伪装暂时移除与人族新兵种的加入。如果对手不能同时拥有防空火力和反隐单位,他们就死定了。

2.攀科技直冲收割者。双枪老大爷会跳崖,而且对轻甲单位有伤害加成。用他们飞速屠农,然后再敌军反应过来的时候满身而退,真是一种享受...咳。这个战术在你能见到/雷达探测到他们的基地是怎样布设静态防御设施的时候,杀伤力会进一步增大。除此之外,我是不是忘了提到氘-8?无错,这就是说,有了足够的收割者,你可以直接炸掉Nexus通天塔(译者注:...恶趣味请无视,就是神族主基)/Hatchery孵化场,或者轰飞关键建筑——例如神族水晶塔,或者一些科技建筑。炸完收工?你错了!跳到角落里等完CD,再来一次口牙!

现在母舰还可以把能量传送给下面的施法者暂时移除与人族新兵种的加入。

不过请放心哟!开辟团队注意到了这统统平衡性问题,他们也设计了诸如Nullifier否决艇的反重力场技能/坑道虫之类的通过被堵死的路口的方法;另外一些地图上的路口也会设置得更大,让对手的Probe探针/Drone雄蜂(译者注:神/虫族农民)溜进你基地的机会增大那么一点点...

1.问:自爆虫是否会误伤友军?

答:现在自爆虫不会造成误伤;范围内所有敌军单位都市受到全额伤害。

2.问:坑道虫如果被发现,就可以在它到达目的地之前打死,对吧?

答:无错。在战略要地扔几个反隐设施很有须要。

3.问:坑道虫能穿越太空么?

答:能。咱们还不知道要用什么样的图像来表现这一点...设计完了咱们就会公布的。

4.问:虫族建筑是否可以被熏染?如果是,会生产出什么单位来?

答:虫族单位现在又不能被熏染了。咱们计划让被熏染的神族建筑生产被熏染的神民,并给他们一些不同于被熏染的马润的游戏特性。

5.问:是否会有地图制作者可以修改光影效果的地图布景?

把它定义为赛车游戏明显是不合适的。

6.问:黑洞技能到底有没有被切掉?

答:这些都在变...现在老妈船有了新技能:已经转变为Warp Gate传送门的Gateway空间门可以直接在母舰附近建造单位;传送机制也已经做了一点改动,现在建造时间加上CD时间会比本来的建造时间有一点点缩短。

3.如果对手是地堡龟缩流,就发展经济然后用马润+劫夺者海淹没他好了暂时移除与人族新兵种的加入。咱们正在调试这个灿烂而强悍的单位,目前他只能对地——但是以后是否能对空就不好说了。)时间炸弹和黑洞都没了。

7.相位炮现在不能跑路了。

8.牛头马润会出现在地图编辑器中。

——传输结束——


Q u o t e:
Please tell me warp-in is still made possible by the phase prism.

 

Yup, the Phase Prism will still provide power when converted into stationary form, thus allowing Warp-In.

相位棱镜没变革。


Q u o t e:
Who creates the sunken/spore colonies?

 

The Queen still creates all the defenses for the Zerg.

  

女王依然负责所有虫族防御设施的建造。


Q u o t e:
so does that mean the reapers have infinite mines as of now? or do they also have a limit to the mines, on top of the cooldown you mention?

 

Reapers have unlimited mines, limited by the cooldown.

双枪老大爷的D-8炸药数量没有限制,但是有CD。


[蓝帖速递]攻城坦克,以及火焰兵的暂时移除与人族新兵种的加入

 


Builds From: Factory
Armament: Twin 90mm Cannons (assault mode)
120mm Shock Cannon (siege mode)
Role: Armored Support and Mobile Artillery

The Crucio is the Dominion update of the immensely popular but aging Arclite siege tank. The Arclite was renowned throughout the Confederacy for its devastating firepower and stalwart emplacement/advance tactics. Originally designed to serve as a "final defense" security cannon, the siege tank adopted a two-stage configuration in its final form: a mobile assault mode and a deployed siege mode that brought its massive shock cannon to bear. The immense flexibility of an armored battle tank that could advance and then deploy itself as heavy artillery was a huge success, and the design was widely copied.

Although the Arclite was supremely effective in the artillery role, it suffered some shortcomings as a battle tank. It was a superb defensive unit, but in offensive operations it required substantial support to get to a forward emplacement. Enemies would often make strenuous efforts to get close to an emplaced siege tank battery so they could exploit its "deadzone." If they were successful, this tactic usually meant destruction for the Arclites because even in assault mode the machines were too undergunned and poorly armored to fight off a determined close-range assault.

The Crucio has been designed for increased survivability with an enlarged, reinforced turret and hull. The new turret layout also features an upgraded assault-mode armament package so that the Crucio can fend for itself more successfully in an open battlefield. Force deployment costs for the Crucio have increased over the older Arclite, but the increased versatility of the powerful new siege tank more than compensates for the additional expense.


“痛击Crucio”攻城坦克
产自:工厂
武器:双管90毫米加农炮(突击模式);120毫米震荡加农炮(攻城模式)。
角色:机动装甲火力支援单位

“痛击Crucio”是帝国的极受欢迎但正在过时的“弧闪Arclite”攻城坦克的升级版本。

答:急救运输机现在在Starport太空港建造。作为按照“终极防御”的理念设计的护卫火力,攻城坦克的最终形态包含了两种可以互相切换的模式:机动突击模式和架设使用它的巨型震荡加农炮的攻城模式。它能够在装甲主战坦克和重炮间灵活地自由切换,这使得它的设计被广泛传抄。

即使“弧闪”作为重型火炮十分出色,但在扮演主战坦克的时候照旧有不少缺陷的。在防御的时候它非常壮大,但是在打击的时候,它需要充足的火力支撑才能进入火线炮位;此时敌军总是会奋力贴近攻城坦克以进入射击死角。如果这个战术成功了,那么弧闪坦克多半在劫难逃:即使切换成突击模式,它的火力仍旧太过弱小,装甲也薄得乏善可陈,对上近战部队可以说必死无疑。

“痛击”坦克设计了增大的炮塔和加厚的护甲以增加其战场生存能力。新炮塔的设计同时还为突击模式增加了一些武器装备,使“痛击”坦克在不设防的战场上的自我防卫能力再上台阶。新武器的装备使“痛击”坦克的价格超过了老式的“弧闪”,但是增加的耗费比起新坦克在战场上大大增加的应变能力而言完全值得。


Q u o t e:
Its still power armor suit, not a vehicle... So its healed and not repaired. It also has double the hp of a marine and were not sure if it has stim pack.

 

Correct, the Firebat is healed by Medics still, though in the current build, the Firebat has been taking out, to test a new Terran unit that could possibly fill its role.


引用:
那只是动力装甲,不是车辆...所以说他(指火焰兵)是被治疗而不是被修理。他同时还拥有两倍于机枪兵的生命,而有没有愉快剂依然存疑。
Karune:无错,火焰兵依然能被医疗兵治疗,即使他在最近的版本中移除,以此测试一个新的人族兵种代替火焰兵职能的大概性。


Glad to be back :) We will have a Q&A at the end of this week, since I'm still waiting for some of the Devs to get back to chat with...just in case anyone was wondering.


本周末有Q&A

Q&A34[更新了Karune的一点回答]


So now that all three races are out of the bag, you may have thought you've seen it all- nope! The Dev Team is still working very hard to add even more innovation and clever balance affecting design changes that will indeed polish out the gameplay of StarCraft II that much more.

Also, if you haven't already, be a part of StarCraft history by participating in our "I <3 SC" event! Your picture will be added to a wall of StarCraft fans! It is fast and easy to join up! Info here: [ http://blizzard.com/us/inblizz/contests/ilovesc/ ]

Chat with the Devs: As of recent, the Dev Team has added a new ability to the Protoss Carrier that will give it a little more Umph! versus Zerg Corruptor attacks or Viking raids. In the past, the Carrier simply had a large swarm of Interceptor fighters which you had to build from scratch. Carriers now come built with 4 Interceptors already loaded (which is also the max number of Interceptors currently). They also have the new ability to have Escorts built for a temporary power boost to focus fire. Strike Fighter Escorts cost resources to build and last only 45 seconds, but add a decent amount of firepower to a Carriers attack. A Carrier can have a maximum of 4 Escorts. Escorts are given attack orders to focus-fire on whatever the Carrier is attacking and they can be destroyed independently of the Carrier or each other. The cost for these Escorts will be significant enough to where players will not want to just have the max number all of the time, as that would bleed your economy needlessly. Thus, players will have to pick and choose their battles in where they want the full force of the Protoss fleet present.

As always, feel free to give the Devs and I a w00t if you are enjoying the batches.

---StarCraft II Q&A - Batch 34---

1. An important aspect of any RTS game is for all races to have a way to siege fortified island positions, do the Protoss and Terrans [[and Zerg]] have a unit that is capable of doing so? (sclegacy.com)

All factions will have units capable of attacking from a longer range. Zerg have the Swarm Guardian, Terrans have the Battlecruisers Yamato Cannon, and the Protoss have the Carrier (which has gotten some additional abilities since we last talked about it). However we are not at all sure that these are enough to deal with fortified islands. More testing will tell us if this is sufficient or if we need more.

2. The Infestor is a very impressive unit that enchanted the community, because we all wanted to see a unit that is able to move while it is burrowed. Nevertheless there are still pending questions. Can the Infestor even infest Zerg buildings? Are infested marines produced as fast as it is shown on the gameplay trailer? Do you have to train them manually or will they pop out automatically? Do they cost minerals?(starcraft2.4players.de)

Like many Zerg units the Infestor is still under development. It cannot infest Zerg buildings though that is something we are still discussing. The speed at which Marines are generated changes frequently as we work on the ability. Sometimes its fast, sometimes not so fast. They will (probably) pop automatically. They do not have any cost associated with them.

3. The Medivac is a very interesting Unit, but there are not many information given to us so far. Can you tell us any more details about it? At which tier can it be found? How does the healing work? Can it even heal multiple units at once and how fast does it heal compared to the medic? (starcraft2.4players.de)

The Medivac is currently available from the Starport (no add-ons required). The healing works just like the medic. We will (if we keep the mechanic) be adding a graphic of the Medivac deploying medical drones to heal friendly biological units. It will only be able to heal a single unit at one time. The speed at which it heals changes frequently as we try different balance options.

4. There are many ambiguities concerning the Roach due to the much different information that has been given to us. Many users are quite unsure about its kind of attack. Is it a melee unit or is it ranged? Or is it kind of a crazy mix of both? And most important: can it hit air as well? (starcraft2.4players.de)

The Roach is ranged. He has been melee in the recent past (hence the art with the big claws) but he is currently ranged. This gives him added utility at chokes where he really shines. We have tried it as ground only and we have tried it as being able to hit ground or air. Currently it is ground only.

5. Can a Zerg Corruptor infest lifted-off Terran buildings, Colossuses, and other Zerg units such as Mutalisks or other Corruptors? Can Corruptor infest Thors, Siege Tanks or Marines if they are lifted-off by Anti-Gravity? (Battle.net) PCBANGFT

Yes, Corruptors can infest anything that flies or is forced into the air by abilities such as Anti-Gravity. In the situation of a unit being lifted by Anti-Gravity, the unit will return to the ground when the anti-gravity effect ends and sit on the ground. The corrupted unit is only allowed to attack air units and will do so if an enemy air unit flies by.

6. What is the reasoning behind changing Colossus' 'sliding' thermal lances (from 1st gameplay movie) to an array of beams (zerg trailer)? Balance? Visuals? Will it be possible to choose such sliding or array (or is it just 'horizontal' line?) fire mode from the Map Editor (available also for any other unit)? (battle.net) Dagguh

The array of beams give a more interesting AOE template for players to attempt to micro. The sliding beam looks cool, but ultimately doesnt produce any new gameplay. The current visuals on the beam are temp to see if we like the mechanic.

---End of Transmission---


三族都已经发布了,你们大约以为你们已经什么都知道了吧——口胡,都与我败呀!You are NOT prepared!开辟团队还在辛勤地干活,除了平衡,他们还有大量的创意正在具现化(以及被砍掉),而这些创意都市大大地强化和转变SC2的游戏亲身实践。

开辟团队如是说:现在神族航母加入了一些新元素,想要用虫族腐蚀者或者人族维京轻松搞定他们的人要有麻烦了。以前航母有一大堆Interceptor截击机(俗称小飞机)要造;但是现在他们出厂的时候机库里就有四架截击机(这也是航母现在的机库最大容量),而且有了新技能:可以建造Strike Fighter Escort打击机(译者注:其实僚机这个名字也可以担当就是了)。这些打击机需要消耗资源建造,最多四架,而且只有45秒的存活时间——但是他们可以造成大量伤害。打击机的自动集火目标与航母相同,但是也可以向他们分别下达不同的打击命令。

3.问:Medivac急救运输机是一个很风趣的单位,但是现在消息还不很多。

1.问:三族是否有合适的单位来打击有严密防御工事的小岛?

答:所有种族都市有长射程空军。最后版本中他们多半会是自动跳出来的,而且不消耗资源。不过统统都还在测试中。

2.问:熏染者现在让所有BBS众着迷,咱们都对能够钻地并移动的单位很有兴趣。问题是,他们可以熏染虫族建筑吗?被熏染的机枪兵现在是否像录像中那样飞速产生?他们的出现是需要手动造出来的,照旧自己跳出来的?是否需要资源?

答:熏染者同学还在开辟和调试中...现在版本中他还不能熏染虫族建筑,但是这一点咱们还在讨论中暂时移除与人族新兵种的加入。被熏染的机枪兵出现的速度和频率咱们还在调治中,有时候快,有时候慢。虫族有虫群卫士;人族有大和火炮;神族有航母(航母也有了新技能)暂时移除与人族新兵种的加入。

建造打击机的消耗会足够高,这样玩家就不会想要不停保证航母身上总有打击机——这根本是给经济放血...这样一来,玩家就必需选择他们想要决战的时间和地点,以及是否需要让神族舰队火力全开。咱们想知道,他现在是什么等级的单位,用什么方式治疗,能否同时治疗多个单位,治疗速度和护士相比是快是慢? “弧闪”坦克以毁灭性的火力和强有力的架炮/推进战术而在同盟中名闻遐迩。治疗和护士相似。咱们会增加动画,显示急救运输机布设自动医疗机来治疗友军生物单位的过程。现在版本中他是单体治疗的暂时移除与人族新兵种的加入。治疗速度也在调治中,平衡嘛。

4.问:现在对小强同学有很多不同的描述和说法,各方面的资讯自相矛盾。现在小强同学是近战照旧远程,或者是混合打击?而且最重要的一点,是否能对空?

小强是远程单位。(译者注:喵的咧!)不久以前他照旧近战单位,就像咱们之前展出的版本一样,有一对大爪子;但是现在他酿成远程单位了暂时移除与人族新兵种的加入。咱们说:“要有光。”于是他就灿烂了;事就这样成了。(译者注:如果之前的抽能量技能没有删掉的话,母舰相当于能量交换中枢了。

5.问:虫族腐蚀者是否能腐蚀飞行的人族建筑、神族巨像、虫族飞龙甚至其他腐蚀者?反重力吹飞的呢?

答:无错,空中的任何单位都可以!被反重力吹起来的单位如果被腐蚀,落下之后会坐在地上一动不动。被腐蚀单位只能打击空军;这些坐地单位在空军飞过的时候也会打击。

6.问:为什么巨像的扫射打击现在酿成了平行AOE?平衡缘由,照旧因为视觉效果?能否在地图编辑器中切换两种效果?

答:平行AOE为玩家的微操提供了更风趣的模式。扫射是很帅,但是事实上并不产生任何新的游戏亲身实践(译者注:口胡!)现在的视觉效果照旧临时的,咱们依然在调试图像和工作机理——直到满意为止。

——传输结束——


The escorts for the Protoss Carrier in its current state, hits both ground and air. Furthermore, they take about 1 second to warp in to battle alongside your Carrier after you make the order to summon them.

航母的打击机现在可以对空对地打击。建造耗时为一秒暂时移除与人族新兵种的加入。


Building Interceptors can be toggled to 'auto-build' or be set to manual build. Like the original StarCraft, the Interceptors will cost resources to build (when you lose any from the original 4).

航母的截击机可以调成“自动建造”,或者选择手动建造。现在截击机和原版星际一样需要资源来建造(如果你损失了出厂附赠的那些的话)。


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