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《星际争霸2》官方回应外网Q&A第六回

游戏攻略2023-02-04阅读
电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。

[SC2 Forum]
    Q:Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest builds?
    A:One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area. Zerglings have to secure a good surround around the zealots to keep the ratio close. 

    Q:一个狂热者现在还是不是能对付四个小狗?最新版本中有什么改变么?
    A:通常情况下,一名狂热者可以砍杀2只小狗,有时也可以对付3只,不过这个比率主要看兵种站位和玩家操作来决定。随着狂热者数量的增长,由于他们可以聚集在一起减少攻击面的大小,所以他们可以应对更多的小狗。巧妙的利用黑烟、高墙等地形也可以帮助神族玩家减少攻击面的大小。而虫族玩家必须确保小狗对于狂热者有着很好的包围优势,只有这样才能让虫族更加有利。

[SC Legacy] 
    Q:In World of Warcraft pvp they found an issue over time that it was "very unsatisfying" to the player when they lost control of their character as it limited their ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern? 
    A:First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
    To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.

 

    Q:在[魔兽世界]的PvP中,随着时间的推移,玩家发现了一个严重的问题:当角色受到能力限制效果而无法顺利完成任务的时候,玩家会非常不爽。在[星际争霸2]中,昏迷和定身等效果的出现的几率大大增加,而这些在[星际1]中几乎是不存在的。从你的经验上看,你是否觉得这些控制技能给比赛带来了更多的随机性?或者你想到了更多影响?
    A:首先,在[星际争霸1]中就存在着很多控制技能,像幽灵的锁定,海盗船的干扰网,黑暗执政官的心灵控制等。现在就说[星际争霸2]的昏迷和定身效果的出现率“大大增加”还是早了点.
    不管怎样,通过对比来看,在[魔兽世界]中玩家控制的是单独的角色,而不像RTS游戏中需要管理多个单位和基地。这带来的区别就是,在[魔兽世界]中玩家失去了对角色的控制时——假定当时你没有解除控制的能力——你必须等待直到效果结束;而在[星际争霸]中,当你的部队被控制时,你还可以对剩余的部队发号施令,进行基地管理、生产新的单位等操作。你的选择有很多,而且我们对这些控制技能带来的多样性很满意。

    Q:What is the current status of the Mothership? What niche does it fill at this time, and if the unit were removed, would there be a reason to fill that niche with a different unit or would protoss still be fine?
    A:Currently the mothership has a passive cloaking field for nearby units and buildings, wormhole transit, temporal rift, and vortex as its abilities. We are happy with the state of the mothership at this time, and would like to hear feedback from the players once beta starts.

    Q:神族母舰现在的情况怎样了?
    A:目前母舰有着一个被动的战场遮蔽能力,可以使附近的单位和建筑隐形,另外还有虫洞传送、时间裂隙以及大漩涡能力。我们对目前母舰的情况很满意,在Beta开始后我们也很愿意倾听玩家们的反馈意见。


玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。

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